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Konya wa Hurricane Coalition Turn 12

by Rindis on November 8, 2017 at 12:00 pm
Posted In: Konya wa Hurricane

Crossposted from the SFU blog on BGG.

It took a couple days to entirely regain my equilibrium after the Alliance counterstrike on turn 11. But overall, the damage was limited, if still a problem. The Klingon economy suffered, thanks to the loss of a major planet, but the Romulan economy is still expanding, largely thanks to exploring their back area, though income has started coming in from captured Federation territory; overall the Coalition economy was 431.2, slightly higher than the turn 10 total, and 8.1 EP better than turn 11. We’ll see if I get to hang on to much (such as Hydran planets) to do even better next time.

Lyran survey rolls were horrible (3 on 3d6), while Klingon rolls were slightly below average. This was made up for by good B10 rolls, and it is probable (2/3rds chance) that B10-1 will finish next turn.

Builds:
Klingon: C8V, D6M, TGA, 3xD5, 4xAD5, MD5, D5S, F5L, 5xF5, 2xF5E, F5J, E4R, PDU, D6->D6S, D6->D6D, BS(f)->BTS(F), 2xVP2->2xVP3
Romulan: SUB, FHF, 2xSP, SPC, SPF, SK, 2xSKE, SEH, WE, SNB, PDU (4112), 3xWE->KE, BH->BHF
Lyran: DN, TGC, CVP, CWE, CWS, STJ, DW, 2xDWE, 2xFF, FCR, MB, 2xFF->DW, DDE->CWE

I had planned on not converting up the last pair of VP2 pods, but my forces on 2106 had been left out of supply, and with no fighters on several carriers. Part of the solution was to reestablish supply there and then swap out carrier pods on a couple of available tugs (thanks to the flexible tugs rules; under older versions of the game I couldn’t do this slight of hand). Since TAVs were going to be my main carriers, I wanted it to be a full squadron. The new TGA got the ’empty’ set as they went into a reserve (at which point fighters had been supplied to it). The Romulans built a PDU to stiffen the defense of the planet near the corner of Gorn and Federation space, while the Klingons built one to start rebuilding their major planet in 1611.

Raids went poorly. The Lyrans raided the Kzinti home province… only for the DNL to be driven off by the called up POL. The other Lyran raid, on a Federation FF blocking supply to 2106, drew a Kzinti DN reaction, which slaughtered the CF. The Klingons did successfully take out the FFE holding 1611 with a raiding D5, liberating it before movement. The C6 successfully disrupted a province, but another raiding D5 was driven off. The Romulans made one cloaked evasion roll to disrupt the province, while the other two raiders were driven off, though at least one of them crippled an NCL in the process.

I was planning on a more or less ‘general’ offensive, as a last hurrah before the Gorns join in, but decided to keep things calm in Hydran space from a distinct lack of maulers to take out decent-sized ships. A spare LTT picked up the new PDU in the Klingon capital. If he goes after that… well, he’s not going somewhere else.

The main goals were to try for the 6th Fleet (Romulan border) SB, and to cut off the 4th Fleet SB. Lyran forces mostly blocked Kzinti reserves from going to help the last Federation BATS on the Kzinti border (which is barely in supply/Strat Move range of the Barony), and helped show the flag against the Kzinti force left near the Federation border. Several moves and counter moves got me decent fights at much of NW Fed space, but I was worried about the Romulan side. Three out of four Federation reserves were in range of the SB, and the Romulans could only get at one. Of course, anything that went there would give the Klingons an easier time, and I was definitely giving Byron some decisions to make.

At the last minute, I saw a possibility. I was planning on taking on a pile of cripples + LAV at planet 2509, but he had ships that could react to that, so it was unlikely to draw a reserve (or to be taken without one). I realized the Klingon South Fleet could reach the BATS in 3209… which was undefended, and was directly between two reserves and the SB. He could still get a good number of ships to the SB and make sure it was save to continue being a big problem to me… but it would leave the Klingons nearly free to loot northern Fed space.


Traffic in Kzinti space.


Offensives deeper into the Federation.


Going for the 6th Fleet SB.

And, he ended up not reinforcing the SB at all. The reserve near the Romulans wasn’t quite pinned, and a CVA group headed out to planet 3210, while the other three all headed to face the Klingons. In a surprise, one of the Kzinti reserves went to ‘open up supply’ to the fight against the wandering Kzinti fleet (supply to the hex he went to would be lost once the Lyrans took planet 1802 from a single defending POL), giving me more ships in the area to worry about.

Battles:
1802: Kzinti: dest POL; Lyran capture planet
1801: Kzinti: dest POL
1701: Kzinti: crip CLE, FFK, FKE; Lyran: crip CW, DW, HDD, SC
2201: Federation: dest BATS; Klingon: crip F5
1906: Kzinti: crip 3xDD; Klingon: dest D6D
1705: Klingon: dest F5
2606: Federation: crip NCL; Klingon: crip D6, D5G, F5L
2505: Federation: dest FF, 2xPDU, crip 3xNCL; Klingon: dest F5L, crip D7, D6, 2xD5, F5L, F5, capture planet
2705: Federation: dest 2xPDU; Klingon: capture planet and retreat off of it
2603: Federation: dest BATS, cripCFF; Klingon: crip F5
3013: SSC: Federation retreats
2609: Federation: dest FF; Klingon: dest F5S
3508: Federation: dest BATS
3209: Federation: dest BATS
3611: Federation: dest DN, CA, SC, crip CA, CMC, 4xDE, 12xFF, FFE; Romulan: dest SP, K7R, 2xK5L, 2xK5, 2xK4, KE, 3xWE, SN, crip NH, 7xSP, SPF, SK, SKB, 2xSKE, SKF, KRC, 2xKR, KRM, 2xK5, K5S, 3xKE, 3xWE, CE, SE, 2xBHE
3509: Retreat after declined approach
3210: Federation: dest 2xPDU, 2xSWAC, crip ECL; Romulan: crip 2xWE, 2xWH, 2xBHE, SN, capture planet and retreat off of it
2107: SSC: Federation: dest POL

2201 was the last of the Federation border BATS near Kzinti space. I had hoped to kill it previous to this point, but got diverted by the attempt on the 4th Fleet SB last turn. Now there are no bases within six hexes of the Barony, and financial aid has to go off map (or 1802 will have to be held for a turn).

I had a fairly minimal base-busting force to take 2606 (all I could afford), so I was at a severe disadvantage when a full reserve showed up there, but we both retreated off after the first round as part of trying to maneuver to keep/deny supply.

The SB fight in 3611 went rounds, and started well enough with a 6-1 die roll split on the first round, which I used to kill the only Federation scout present. Most of the rest of the battle, Byron had to dial the SB’s EW up to 2 just to avoid an EW shift. We both had admirals, but he used a command point, which I forgot about, so I fought one ship down, which certainly did not help. I eventually killed the DN (the only CR10 ship present), which evened that out, but ended up waiting a while to do it (should have put a mauler on the line early, instead of trying to wait out his good chances of killing it). Mauling the CA before I’d gotten rid of the DN was certainly a mistake (made worse when the SPF shocked), but I didn’t expect the fight to drag on so long at that point. The second and fourth rounds had good Federation rolls against poor Romulan ones, round four being at BIR 10, and the Federation missed getting 50% only because of the EW shift. Both fleets are thoroughly wrecked, with the Federation 6th Fleet, naturally, in better shape, but not an offensive force by itself anymore. Most likely, the Romulans will have no real ability to mess around in Federation space on Turn 13….

And the fight for planet 3210 wrecked another fleet. It was a small Romulan force vs a partial CVA group that reserved over, plus a BATS squadron that reacted into the hex, for nearly equal compot. I killed the first SWAC on the first round to get rid of his EW advantage (missed killing a PDU by one), and the second at the end when the PDUs were gone. Since the BATS was dead, he lost that squadron after the first round as well. In fact, most of his ComPot was fighters, which allowed me to slowly sandpaper the Federation down while taking cripples over four rounds. He’d probably have done better to push the BIR high while he still had good ComPot, but I suppose he was worried about what might happen to the CVA.

Both the Klingon and Romulan navies have been roughly handled at the moment, the Romulans worse than the Klingons (though they have a local problem of a lot of cripples in and near north Federation space). This could be the high-water mark for the Coalition, or close to it, if the Federation and Kzinti can get a real counter-offensive going, and the Gorns can keep the Romulans busy. More likely, I will be able to push further into Federation space next turn, but I’m not going to take out four BATS and three planets again (they’re getting rarer for one thing).

└ Tags: bgg blog, F&E, gaming, KwH
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Castle in the Air

by Rindis on November 4, 2017 at 12:00 pm
Posted In: Books

Set in the same world as Howl’s Moving Castle, the sequel, or ‘companion’, book does and doesn’t rely on it. The cast of Howl’s doesn’t show up until late, but I wonder if a new reader might not feel a bit snowed under towards the end of the novel, when the previous characters start exploding out of the woodwork.

For most of the time, Castle in the Air is Howl (and Sophie)-free, but the main character, Abdullah makes up for any lack returning readers might feel quite easily. He’s an unlikely hero, hen-pecked by inlaws, and prone to extravagant daydreams. But once the action starts, he steps up with a ready wit, and enough determination to get around, if not always through, his problems. For some reason that I can’t quite pin down, Abdullah’s adventures put me in mind of the Harold Shea stories; I think it must be because of the wit and a certain amount of zaniness in everyone around him.

I had some problems with the wrap-up, as there were a few too many ‘oh but really—!’ moments for my comfort. But overall it’s a hugely entertaining tale that keeps going at a fast clip that carries right into the denouement.

└ Tags: books, fantasy, reading, review
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A4 Beyond the Blue Beach

by Rindis on October 31, 2017 at 12:00 pm
Posted In: ASL

A while back, I proposed the first Annual scenario to have not been reprinted as my next game with Tom Arnold, but we went with the much shorter 195 “Rocket’s Red Glare” instead, as there was limited time before he was unavailable for a few months. We went back to A4 “Beyond the Blue Beach” after the break. With its record on ROAR, the original intent was to play it with the American balance, but that plan got lost in the delays.

Tom took the Americans, who are defending the Salerno landings against a German counterattack. They get fourteen first-line squads with pairs of HMG, MMG, and MTR, and four BAZ 43, with two 105 ART arriving by truck on the first turn. The Germans have six first-line squads with a HMG, two MMG, and three LMG (one MG per squad!), with four Pz IV Hs with an AL entering on turn 1. The Germans have 10 turns in which to exit two tanks off the opposite edge (or exit one and generate more CVP than the Americans). The area is three boards, with Americans setting up in the west on board 19, and the Germans setting up in the east on board 4. The catch is that any time a tank is eliminated, the AL must make a TC, or the surviving tanks must go back to board 4 to regroup before they can try again. Presumably the long time limit assumes that there may be one or two false starts on the German offensive.

The main American problem is that they have to guard an entire long board edge. They can concentrate once the Germans are underway, but have to be wary of the tanks using their good speed to try to just get around them. That and the fact that the ART has no AP and HEAT 6 means that killing tanks is going to be hard. I initially looked at advancing near the center, where board 16 has some walls and buildings to take as cover before pushing into a thin line of woods near the board 16/19 join. But Tom’s main defense seemed to be in that area (and if he’d had the American balance of three foxholes, where I’d expect some of them to be), so I eventually went for a north-edge approach. There was less immediate cover, but some woods and brush between his setup and mine, and I could use the long Y/Z wall to cut off LOS to my advance from most of the rest of the board. Both sides get some “?”, and I used mine to create a Dummy as well as cover everyone, but then I never had anything to do with the Dummy with all the open ground around.

I sent a squad and two HS forward as fast as I could, and sent a MMG squad forward, but two squads and the lesser of my two leaders stayed back to see how it went. On the edge of the board, the HMG and 8-1 moved forward to a woods half-hex, where it could see through some of the gap as Tom moved up. This last move was the only one to draw fire, a range 16 MMG shot that did nothing. The tanks entered as a group, and it was only after I started that I realized I should probably have set up CE to gain some distance from the initial road; I did put the last one CE so he could catch up (going BU during APh). The first tank halted to provide covering fire, while the others stayed in Motion to gain some distance (the AL was in the second tank entered, who ended up in the middle of the Motion group).

Tom’s DFPh had one effect: he malfunctioned the 60mm MTR in 19CC5 on its second shot; it had been trying to shell the stopped tank in 16AA10 (which could have turned into a problem, immobilizing tanks is a mission kill in this scenario with only four of them).


Situation, German Turn 1, showing the full board. North is to the left.
↓ Read the rest of this entry…

└ Tags: Annual 89, ASL, gaming
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The Burning City

by Rindis on October 27, 2017 at 12:00 pm
Posted In: Books

Niven had a few things to say in The Magic Goes Away, and said them, so I’m always surprised when I see another story set in that world. But they’re generally good, and seem to be a way for him to have a bit of authorial fun. As is usual with Niven and Pournelle book, this possibly better than anything else set there; it’s a little hard to judge because it’s longer and a more involved story than any of the others I’ve seen.

However, the first half of the book is a very slow burn. While much of it is important, one way or another, to the rest of the book, I found watching Whandall grow up a bit wearing on my patience, and which that it had been cut down a little. The rest of the book somewhat surprisingly breaks into two very uneven sections. The first (technically part of part 1, but it has more of the feel of the rest of the book) deals with having gotten out of the confines of proto-Los Angeles and is more of an adventure in spirit. Once the plot is really moving, the book suddenly skips twenty-two years, to where Whandall is established with his own family when events finally circle back to the first part of the book.

Yes, part of the idea behind this book is that it deals with the area of Los Angeles in the prehistoric time of The Magic Goes Away universe, with the rest of the book happening in the central valley. There’s a number of references to the modern area (the La Brea Tar Pits are naturally a major location in the story), some of which I probably don’t get because I’m not that familiar with the area. (And some are no doubt in-jokes; I have a feeling that Condigeo is a reference to Con Diego, a spectacularly unsuccessful convention attached to San Diego Comic Con at one point.)

Despite my grousing at the pacing, overall this is another good Niven and Pournelle book, and as with the majority of them, well worth reading. Despite the physical setting, most of the attention is on the various societies involved in the area, and the interactions between them as well as personally shifting from one to another.

└ Tags: books, fantasy, reading, review
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Anime Summer 2017

by Rindis on October 23, 2017 at 12:00 pm
Posted In: Anime

I went into this season thinking there wouldn’t much I’d watch. But after rejecting one or two shows, and then nearly rejecting two more, the list really filled out, and the viewing schedule’s been very full for the last three months.

Little Witch Academia — So, Netflix finally got this over here. My coworker AJ and I are a bit concerned that by that point they released it, all the hype was over. But, as I expected from the short and OAV, the series was very good, and they came up with a good full-season story arc. It… gets a bit odd towards the end, and the last third rates a “Trigger warning” for going off into their tropes unexpectedly.

Last Man — A French production that’s just coming over here on VRV, it’s apparently the prequel to a graphic novel series (with the same name) that I’m going to have to look up. The characters are all great, and the writing is extremely tight and snappy. A real joy to watch, and very highly recommended.

My Hero Academia — Mostly actual ‘superheroing’ this season, with a big, well-handled fight that also is leading to further plots, and shows the aftereffects of the previous season. The fact that all the major arcs are having an impact on the series as a whole really helps keep this one together. I still can’t help but be concerned that it’ll dissolve into the usual Marvel soap-opera mess of unresolved plotlines in the long run, but so far, so good.

Restaurant to Another World — The foodie show of the season. It maintains a manga translation format of two stories per episode, but was very sweetly done. A (Japanese) Western Cuisine restaurant is mysteriously connected to a fantasy world every “Day of Satur”, and the stories are all about the patrons who come through the door—and the delicious food they eat. There’s an interesting mix of stories, like the one about the lizardman tribe picking their champion to visit the restaurant done as something of a documentary.

Knight’s and Magic — Apparently this is based off a series of stories on the web (i.e., fanficish). And I assume that’s why we have the Engrish title (which they really should have cleaned up). Gundam-loving otaku dies and is reborn in a fantasy world where magical giant robots are used to fight demon beasts (with spillover into regular wars). Horrible, horrible premise that should be a mess of a series. But it works, and it’s actually a very good series. There’s some problems (especially later) with things coming too easily and working right the first time, but that’s not entirely true, and overall the writing is pretty good.

Voltron: Legendary Defender — With only seven episodes, one has to wonder just what happened with season three. Still, the writing is very good, and Prince Lotar is being a very competent villain (as opposed to the goofball of the original).

The Ancient Magus’ Bride — This has been a very charming OAV series, in which the third one just came out. It’s a prequel to the main story, and apparently that’s about to start in a regular anime series, which I’ll be more than happy to watch after this.

18if — This was a strange one. Apparently, most episodes were farmed out to different studios, and the art styles can be very different. Which works, since almost everything is happening in various dream worlds. From the start, its obvious that there should be an overarching plot as while the main character is helping various ‘witches’ who are girls effectively stuck in comas, he isn’t ever awake either, and there’s no explanation as to why he’s stuck in the dream world. However, this doesn’t get any real acknowledgement at all until the final four episodes, when it’s suddenly time to tie everything off. Other than that problem, it’s a good series worth watching, and I really appreciate that the end involves more discussion than fighting.

Elegant Yokai Apartment Life — Standard Japanese contemporary fantasy: young man stumbles into the world of spirits and the occult. In this case, after the dorm for the high school he was about to attend burns down, Yushi ends up at an apartment were most of the tenants are in the spirit world. It manages to be be very charming (and the building itself is beautiful), with a large cast, and the main character grows nicely, and goes through different struggles, both internal and external. It seems to be continuing straight into a second season, which I’m happy to see.

Katsugeki/Touken Ranbu — Heard about the recent genre of anthropomorphizing just about anything (like warships) as young girls? I understand I’m not missing anything by skipping it. This, however, is anthropomorphizing famous Japanese swords as pretty-boys. I was pretty much giving up on this series at first, as it was just a bunch of fighting against enemies who didn’t have any real motivations given (though they’re nicely creepy). But, as the series goes on it turns into a ‘man [sword] vs self’ story, which gets pretty good. It turns out this is the second anime done off the Touken Ranbu browser/card game, so we’ll give the first one a try too soon, though it’s obviously very different.

Pokemon Sun & Moon — As I was expecting last time, the expanded use of secondary characters is paying off. Also, they seem to be trying to round out their depiction of Pokemon a bit, like with Litten being a stray and on-again-off-again character over several episodes before joining Ash.

Classroom of the Elite — I also call this ‘Classroom of the Elite Bust’ as all the females are a bit overendowed, though there’s not a lot of direct fanservice. Plot-wise, it’s pretty good, and very intelligent, though it has something of a Lord of the Flies vibe, which is something of a turn-off for me, despite good writing.

Chronos Ruler — Smudge and I nearly dropped this several times, but it kept turning around the writing at the last second and keeping us going. (Like one over-done over-dramatic fight that had us rolling our eyes in disgust… and then we lost it when it’s shown the ‘villain’ is really a nice boy trying so very hard to be evil, and he allies with one of the heroes because ‘that’s the most tragic backstory I’ve ever heard!’) The concept with monsters that eat time, and are attracted by regret is good, but the writing keeps veering back and forth between good and bad.

Children of Ether — This was a one-shot that promises more. Worth seeing, as the characters were well done, though the plot and setting are a bit cliche without enough chance to get their own feel.

A Centaur’s Life — We nearly gave up on this one several times for excessive fanservice. It seems to be an off-branch of the recent ‘monster show’ fad, and is at least a lot less fanservicey than those have been. The excuses given for all the various types of people doesn’t really fly, but some of worldbuilding on top of that gets interesting. When they aren’t going for the cheap fanservice, there’s some really sweet stories, which get more common as it goes on, which is what kept me and Smudge on board. But it’s over, I doubt it’ll come back, and I’m fine with that.

And there’s been some watching of other things, and older series, though not a lot, thanks to the crowded schedule.

Your Name — Got to see this a few weeks ago, and it is excellent! There’s a very good reason why this is one of the highest-grossing movies of all time in Japan, and it really needs to make more of a splash here. Our copy was borrowed, which is a pity, because I’d like to re-watch a few bits, because I know you don’t catch it all the first time.

Sweetness and Lightning — This was in Smudge’s queue of ‘things to try out’ a season or two back, and we happened to see a clip that was extremely adorable. And the series as a whole lived up to that. I think this is part of an effort I vaguely remember hearing about of a Japanese cultural office funding series to promote ‘cultural’ activities (in this case cooking); certainly there’s a fair amount of practical advice on more intermediate/advanced cooking tasks in here. But they’re part of the story instead of taking the place of it, and it’s amazingly sweet.

Kokoro Connect — The series came up in connection with Your Name at one point, so we tried it out. Smudge had originally skipped it as it looked like standard high school drama. No, not quite standard. A club of the school misfits keeps getting screwed with by bored ‘Q-like’ being (starting with body swapping). I think it doesn’t entirely live up to the premise, but I did find it interesting that despite what gets said, it seems like the real point is for the club members to get over some problems.

Pokemon Advanced — The latest boxed set collection. Ash being on his own for a couple episodes was interesting, but it went back to the usual party pretty fast. May is a nice changeover in viewpoint that was echoed with Serena, Max is annoying, and Brock… is actually being allowed to be in domestic mode instead of girl-crazy mode most of the time. This is also the generation where they start spreading out the starters among the crew instead of giving them all to Ash, which I think is a good idea.

The Melancholy of Haruhi Suzumiya — Got the boxed set on sale, and found even more annoyance than I expected. Not only is the original series shuffled into chronological order, but both seasons are shuffled into each other for chronology. So I’m stalled partway through, hoping Dave and Baron will catch up before continuing on to new episodes.

└ Tags: anime
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