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Konya wa Hurricane Coalition Turn 15

by Rindis on May 4, 2018 at 12:00 pm
Posted In: Konya wa Hurricane

With the collapse of the Kzinti front, I had a lot of problems to address….

Coalition income was at its lowest ebb since the scenario began, with most of the loss coming from the Klingons, who also had poor survey rolls for the third turn in a row.

Builds:
Klingon: D7C, D7V, D6M, D5W, 7xD5, AD5, 3xF5W, 4xF5, 2xF5E, E4R, C8->C9A, D6->D6D, CL-K-CL, FFE->K-FFE
Romulan: CNV, FHF, SPC, 3xSPM, 2xSK, SKE, SEH, WE, SNB, WE->KE, BH->BHF
Lyran: BC, STT, NCA, 2xCW, CWE, DW, 2xDWE, 2xFF, FCR, FRD, FTM, CV->CVD, 2xFF->DW, BS(F)->BTS(F)

Repairs also hit an all-time high, though I managed to miss a couple Lyran DWs waiting on BATS for repairs. The Klingons alone spent 48 EP on repairs, and still had some backlog. The Lyrans are still struggling to get their repair cycle going. Since I was repairing a C8 anyway, and had a spare SFG kit, I converted it to a C9A, who will presumably only use the SFGs in relatively low-density battles. The Klingons also converted two captured Federation ships to their service to help with ship count (especially since one was already a light escort, so I could build fewer of those), while the Lyrans converted their one CV up to a CVD.

The Lyran raids hit a HN blocking supply in Hydran space, and crippled it, and Kzinti POL, which drew a DN(!) in reaction (I didn’t think he’d burn the reaction on it), which crippled the Lyran DNL. The Klingons hit a Fedeation POL & crippled FF, which escaped, another POL, which died while crippling a D5W, and raided a province near the capital. The Romulans went after two Federation, and one Gorn province, only one of which worked (two cloaked evasion rolls failed, and the Roms accepted a battle against Gorn BATS fighters, but the fighters survived while forcing the FFH to retreat).

The big goal for the turn was one I’d looked at two turns previous, but had to reject. The 3rd Fleet SB is in range of the major planet I hold in 2306, but with that area semi-permanently out of supply, the forces there can’t make it back. But this time, the partial grid was able to spend 7 stored EPs to supply 35 ships to move down, and move against the forward reserve in 2509. I needed to be able to hit the other reserves in the area, but just couldn’t find a way to do it that wouldn’t divert too much away from the SB.

Meanwhile the Romulans mostly pressed on Federation space, sending large forces to 3210 and 3509 (I hoped that the former would draw a reserve to help the Klingons… but no), as well as taking on another Gorn BATS behind the east border. I decided to leave the small Federation force on 1611 alone, hoping to cut them off by putting a small force on 1910. The major forces still in Kzinti space hit 1504, while another force hit 1407 to pin it down. The Klingons moved in on the Hydran capital again, though the Hydrans were able to react reinforcements in, and still keep enough on 0416 to keep the Lyrans from trying it.


Stepping carefully around the Hydrans.


Limited goals against the Kzinti.


Taking on the 3rd Fleet.


Renewing the Romulan drive into Federation space.

The Gorn Reserve on the Federation capital went to 2509 to free up a few ships in the reserve there, which then went to take 1910. The other two Federation reserves in the area went to the 3rd Fleet SB, while the 4th moved out of Gorn space to help 3509, and the Gorn reserve went to pound a SNB vs POL battle. The two (two-ship) Kzinti reserves went to help 1407.

Battles:
1805: SSC: Kzinti: dest FF; Klingon: crip F5
1806: SSC: Federation: dest cripFF
1808: SSC: Federation: dest FF; Lyran: crip JGP-C
1910: Federation capture planet; Klingon: dest F5
0519: SSC: Hydran retreat
0515: SSC: Hydran: dest cripHN
0212: SSC: Hydran: dest HN
3808: Romulan: dest SNB
5006: Gorn: dest BATS; Romulan: crip K5
3314: Federation: dest FF; Romulan: crip SNB
3313: SSC: Nothing
3210: Federation: dest NCL, crip NCL, FF; Romulan: crip KRM, SK, capture planet
3209: SSC: Federation retreat
3509: Federation: dest FFE, 2xPDU, MON, SWAC, crip 3xNCL, 3xFF, planet devastated; Romulan: dest SP, SPF, SE; crip: 2xKE, 4xSP, SPF, SK, SKG, K5, BHE
2509: Gorn: dest CCH; Klingon: crip 2xD5, 3xF5
2408: SSC: Federation: dest POL; Klingon retreat
2407: SSC: Both retreat
2211: Federation: 2xSIDS, dest BT, DE, 3xFF, FFE, 2xSWAC, crip 8xNCL, DD, 4xFF; Klingon: dest SAF, D6J, D6S, AD5, F5L, F5, crip B10, D7C, 2xD7, D6M, 6xD5, AD5, F5L, 2xF5E, F5S; Lyran: dest STT, 2xDW, crip STJ
2210: SSC: Federation: dest POL
2108: Federation: dest FFS, crip DN+; Klingon: dest cripF5, E4, crip AD5, D5S, F5S
2007: SSC: Federation: dest cripFF, POL
1407: Kzinti: dest cripBC, crip CC; Klingon: crip D7, D5
1504: Kzinti: dest EFF, crip MC, 2xMEC; Klingon: dest D6D, crip F5, capture planet
0617: Hydran: dest DG, DWE, CU, crip CU; Klingon: dest D7, LTG, E4A, crip 2xD6, capital captured

The Federation left a tug near the Romulan border, but there wasn’t much I could do about it. After a CL reacted in, it was just above SSC level, but the Feds lost a FF, and then did a Fighting Retreat over 3313, where low rolls kept anything from happening there.

The Federation went a round over 3210, in an unequal fight that still cost the Romulans a shocked KRM, while the fight for 3509 went four rounds, with two of those with a bad split on rolls, and one with a blown offensive cloak attempt. The Romulans chewed through ~60 fighters, and took a lot of cripples, and suffered more mauler shock. The good news is that the fixed defenses are gone (on the second attempt here), which makes the planet more vulnerable in the future.

We both knew the 3rd Fleet SB fight was going to be nasty going in. I had a decided advantage in number of ships, but the Federation could out-ComPot me even without the SB, mostly due to being willing to put up plenty of CAs, and three battle tugs (one of which I mauled). Despite using a CP against nothing for the Feds, I was taking a lot of damage, and 100+ fighters lessened the pain, but still melted away too fast. I made some errors, such as assuming he wouldn’t direct to cripple the B10 when it was up unprotected (and there were rounds when he might have killed it), so it wasn’t available on the round when the SAF went in. I figured to max out minus points, sacrifice the D6J, and send in the SAF while the B10 froze a few ships for cheap mauling. Well, that didn’t happen, the disrupted SAF did no damage, and my troop assaults (which I should have started earlier), didn’t get anywhere, despite there being no backup troops in the hex for him, and the maulers generally shocked on the first roll. I might have been able to force the assault, but I’d have nothing left at the end of it.

The battle for the Hydran capital went three rounds. I was willing to kill as many Hydran ships as I could even if it wore out the West Fleet, but generally couldn’t do the damage for the cruisers. I was a bit surprised when the Hydrans retreated with a number of spare fighters left. I guess they figured there’ll be another day to keep me busy, and Coalition forces aren’t likely to get much stronger.

The failure at the 3rd Fleet SB puts the Coalition in an even bigger hole than it already was. The large concentration in NW Federation space that I was bleeding with also made sure that the 4th Fleet was stuck near it’s SB. Now that’s largely evaporated, and no doubt I will lose that foothold completely. Finally knocking out the 3rd Fleet SB would have been worth it, and opened other opportunities. Now I have the worst of both worlds, as I can be sure that the SB will be much better protected next turn; the 3rd Fleet had been bleeding ships, as I wanted before doing this push. But I just couldn’t keep the reserves out/away, and the only positive results are that the Romulans are in range of Earth, and they finished stripping the defenses off a major planet in front of their advance (if they could afford to advance…).

└ Tags: bgg blog, F&E, gaming, KwH
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Wolf Hunting

by Rindis on April 30, 2018 at 12:00 pm
Posted In: Books

The fifth Firekeeper book does an all-around good job of continuing the characters and exploring more of the world. It’s been a while since I’ve read the previous books, so I can say that this one doesn’t lean too heavily on them, though prior events get referenced a lot. In fact the biggest weak point here might be too much referencing of the previous background; in a couple places it felt repetitious.

After the sudden change of venue in the previous book, this one continues with exploring new lands, and ends up dealing with the foundational events of the setting: The ‘divine retribution’ plague that ravaged the old mage lord empire(s).

The politics and related plot lines of the first three books are completely gone, and more of the original characters effectively drop out of this book in favor of the new cast. However, the dangling threads from the fourth book are in force, and much of the action here revolves around the jaguar Truth, who lost her sanity at the end of that book. This ends up bringing in a few new characters, and pointers to the quest that underlies the bulk of the book.

And that quest manages to provide the mix of action, exploration, and the more complicated problems of power and how to use it that I enjoy in novels. So, while much of the series has been enjoyable for me, the, oh, say, second half of this novel has been my favorite part so far. I still think the change in direction was way too abrupt in the previous book, but this was more enjoyable on its own than the first three books. Better yet, Lindskold is digging into the backstory of the setting, and I’m sure there’ll be more of that in the next book.

└ Tags: books, fantasy, reading, review
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Pursuit of Afghanistan

by Rindis on April 26, 2018 at 12:00 pm
Posted In: Boardgaming

Finally had some FtF gaming recently as Jason made it over for Pursuit of Glory. It was a bit tempting to try out Illusions of Glory, but we decided to stick with the game we knew better, since it had been quite a while since either of us had even played it, and we’d need a fair amount of refreshing.

I ended up with the Central Powers, and Jason went with the standard Russo-British Assault opening. I started with Pan-Turkism, and managed to move troops up to the Suez Canal before getting across with Liberate Suez. Both of us got to Limited War on schedule, though Jason didn’t do much in the way of RPs at first, allowing the Russians to get a bit exhausted while I rebuilt the Ottoman army, and more tellingly, he never played Churchill Prevails or Blockade (and Enver Goes East wasn’t as bad as it could be since I’d been largely maneuvering out of contact while he pressed in); neither of us violated Persian neutrality (despite temptations).

The next few turns saw things go very poorly for me. Jason continued being very OPS-aggressive, and eventually pushed aside the few troops I’d let sit in Mesopotamia (at start divisions and two Marsh Arabs). The ANZAC reinforcements made things too dense for me to get anywhere in Egypt, and then he pushed me back out, and the front didn’t shift down there again (Jason admitted after that he probably should have just taken the lumps and gone for it, as not doing it gave him lots of trouble), though I really should have spent the OPS to move back to the two-space chokepoint.

My main problem was Project Alexandria, which came ashore Adana, and with some help from Maude, knocked out my defense. This then turned into an extended hide-and-seek game with Adana and Alexandretta, as I tried to contain him, and he tried to break out into more valuable territory. With the collapse in Mesopotamia, he linked up from there, but it was still too easy for me to potentially cut off his forces from that and the ports. I did retake Adana early on and eliminate the beachhead, which helped.

I had largely felt helpless during this, with no real spare troops, no desire to denude the Russian front, and no reinforcements. I did distract us both with a Persian Push, that took Hamadan, and later Tehran and Qum, but only held Isfahan with the Bakhtiari. I spent too much time trying to keep supply semi-secure before realizing near the end of the day that Afghanistan had a partial supply that could at least keep everyone alive from that end.

I got Bulgaria on turn 3 and held on to it to play on 4. It ended up being a sadly neglected front for too long, but by the end of the day, I had Serbia on the verge of collapse (there were still two reduced armies in Serbia, which I would have probably soon eliminated), and Jason passed on playing Romania on 5. On turn 5, I finally got Parvus to Berlin, so I could start planning for a Russian shutdown (especially since they were far from getting 5+ VPs), and I finally started reacting better to the disasters elsewhere, if a bit too late to really do anything about it.

We went late, but were still in the middle of turn 8 when we broke up. VPs were at 16, and Jihad at 7. I’d just gotten into Afghanistan, and that was probably going to revolt to help take Central Asia with it (I forgot—again—about the immediate roll for entering the region). I had hit Total War at the end of 7, but Jason had barely made any progress, thanks to spending big cards as OPS, and being unwilling to downgrade Invasions to Reinforcements. I still had major military problems, but Jihad was about to go up again, it was likely that Romania would be forced to stay neutral (giving me two more VPs), and I had finally started seeing Reinforcement cards.

Neither of our performances were very good, showing how long its been. I have, yet again, failed to defend against an invasion as the CP. I thought I had him reasonably bottled up, but then he formed the 2nd Indian corps there, and used Maude before I could do anything. If I’d thought about the limited supply for Afghanistan, I could have been in there a turn or two sooner, which could have been interesting.

└ Tags: gaming, Pursuit of Glory
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Two Rounds of Crocus Plain

by Rindis on April 22, 2018 at 12:00 pm
Posted In: CC:Ancients

After some delays, Patch and I finally did our usual round of Commands & Colors: Ancients, with the Battle of Crocus Plain from Expansion #1. It feels a little odd going into a hoplite scenario that hasn’t been re-done in Expansion #6; the Macedonians are post-Phillip’s reforms (and have some medium and heavy cavalry), but the Phocians should be the same hopiltes we’ve been dealing with for the last dozen+ scenarios. The Macedonians definitely have the advantage, with the Phocians with their back to the wall (or, the sea), and with a noticeably lighter force.

I had the Macedonians the first time, and led off with Order Two Right, sending my MC forward to force a light and LB to evade back to the sea. Patch Ordered Three Left and did a block and forced one of the MC to retreat with archery. I used Leadership Any Section for Philip to get the middle in motion, with a light getting into archery range. Patch Ordered Three Left again, doing a block to my light, and forcing the other MC back on a banner, but did no damage with his LC, who advanced into range of the wounded MC.

I Ordered Three Right to surround his LC, and wiped it out on the first try. Patch Ordered Three Left to pick off a block on the second MC, and on the light. He also got a banner on my HC, but the leader kept them forward. I Counter Attacked to bring my cavalry into contact with his flank, and knocked out a light unit, and reduced an auxilia to 1 block (after a First Strike that missed), while losing a MC.

Patch used Leadership Any Section to pull the Aux out and advance two mediums, and he did one block on my HC… which killed my leader! I Ordered Two Center to finally bring my heavies to bear, and reduced a medium to one block while forcing it back, and wiped out another while taking no damage. Patch used a Line Command purely to shuffle over, and re-form. I used Coordinated Attack to move part of my detached flank, and send my remaining MC into his reduced units. I knocked out a 1-block medium, and since the leader was already against the bay, he lost him too, and then the MC momentum attacked to knock out the auxilia. 6-2

Patch opened the second game with a Line Command, and I responded with Order Two Right, which did one block to his left light through archery. I had been waiting for Patch to get a little closer, but he Double Timed his heavies and mediums right into my center-right, knocking out an Aux, nearly getting two mediums, while only taking one block in return. I used Line Command to shuffle over to my right, and did three blocks to a heavy, while nearly losing a medium, and taking one block on another—losing a leader in the process!

Patch followed up with Order Two Center, taking out two damaged mediums, along with the second leader (back was to the sea again), and a momentum attack did three damage to a medium (which should have wiped it out; somehow I managed not to take the hit on the unit that lost the first leader, and we never noticed), and knocked out his one-block heavy in return. I Ordered Four Center to get off the coast, and after some failed archery attacked the remaining heavy with a two-block medium because it beat letting Patch roll first. I did no damage, and Patch finished off the medium. 1-6

Afterword

The fact that the Phocians can barely retreat at all really dominates the scenario. The Macedonians are heavier, and have an extra leader, but it shouldn’t be quite this lopsided. The main thing that got me in the first play is that I had no center cards to speak of, delaying the use of the Heavy Infantry for a bit. My leader losses (on intact units) in both games hurt too.

It was still fun, and very fast; both goes took about an hour total, which is really fast for a six-banner scenario. The Double Time in the second game really sped things up, and caught me while I was still trying to maneuver.

└ Tags: C&C Ancients, gaming
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Anime Winter 2018

by Rindis on April 18, 2018 at 12:00 pm
Posted In: Anime

Smudge ended up getting us both involved in Final Fantasy XIV right as the current anime season started, and that’s been taking up much of our free time, so we only saw a few series this time:

A Place Further Than the Universe — The initial description for this series was completely incoherent, but this turned out to the the hit of the season. Four high-school age girls end up as part of an expedition to Antarctica. As usual with Japanese series of this type, it shows some real research and care with the subject, and the characterization is great, with everyone having good reasons for getting involved. The four primary characters grow, and are very good for each other. Highly recommended.

Last Man — Finally just saw the end of the series a few days ago. It comes to a very well done ending, but I hope we get a ‘part 2’ or something. So far as I know, we’re still not at where the graphic novels pick up.

Yamato 2199 — I wasn’t entirely sure on the dub at first, but it’s gotten good. The series itself, is of course, excellent. We really need more remakes like this.

The Ancient Magus’ Bride — This is continuing with a few different story arcs, and overall, I’m liking it better than the first season. It’s been well-produced all along, but the writing seems to have settled into its groove now.

Pokemon Sun and Moon — The current Pokemon series has continued to be a lot of fun. Unfortunately, the streaming service of them reset to the beginning after the two Kanto episodes. So it’s going to be a while before I get to see more.

Garo: Vanishing Line — The second half of the series was largely ‘on the road’ and built up to a good climax sequence. Overall, a good story that hangs together all the way through. The mood and style are very good along with the characters, and the plot is solid if not exceptional.

Black Clover — The other continuing series from the previous season, we’re well behind on it now, having only taken the time for a few episodes. While it is in many ways a bog-standard fight-anime (and surprisingly low-budget at times), I’m enjoying it at the moment. The current plot lines have been much more interesting than the beginning (expanding the cast didn’t hurt), and as long as it can avoid dragging things out, I’ll continue to watch it.

Darling in the Franxx — I’ve only seen the first two episodes. Smudge had some problems with the… controls for the mechs, though coming from the people who did Kill la Kill…. We’ll probably give this more of a try, but feelings are decidedly mixed.

Also, Smudge started me on one continuing series:

March Comes in Like a Lion — Pure character drama centered around Shogi. I’ve only gotten through the initial (13-episode) season, and partway through the second (together being the first series), and am liking it quite a bit. The creator definitely gets people and animals, and the art style is nicely done in the series.

└ Tags: anime
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