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The Golem and the Jinni

by Rindis on March 30, 2017 at 12:00 pm
Posted In: Books

Historical, fantasy, or romance…? The Golem and the Jinni is a bit of a mix of all three. The Manhattan of 1899 is almost as much a character as anything else in this novel, but it doesn’t feel like a travelog the way Time and Again does.

The main problem with the book that there’s just enough magic and lost knowledge to make you wonder how it doesn’t more often come to the attention of the modernizing world. Especially when two otherwise normal-human characters experience profound difficulties from their brushes with the… less logical side of the world. But it genre conceit of hidden magic mostly works, and this is a minor problem in a very well put together book.

The titular characters are the viewpoints for the bulk of the book (a few others get to be viewpoint characters for brief stretches as well), and Wecker’s handling of these not-quite-humans is one of the strongest parts of the novel. The structure begins with a typical switching between two independent stories each chapter, and then starts going into backstory, and then gets more complicated as the plot moves forward, and then at the end, it all comes together, and every part of the novel is shown to have its place in the whole.

What makes this all the more impressive is that this is the author’s first book. I definitely look forward to seeing more from Helene Wecker!

└ Tags: books, fantasy, historical, reading, review
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Block Clearing—Defense

by Rindis on March 26, 2017 at 12:00 pm
Posted In: Boardgaming

After the smoke cleared, Patch and I decided to give Up Front scenario G another try, with me on the defense. I think we both decided to try out some of the later nationalities this time. I picked the Italians, partially because I knew that they got an ATR and DC in this scenario. Then I read the rules for them and thought maybe it was a bad idea. But, it was a little late for second thoughts, and Patch took the British for his attack. (I’m giving the Fire Strength and all the modifiers that applied to attacks; a ‘C’ refers to a concealment card played on it.)

I set up with one big group (seven men) in the middle with the at-start building and the ATR. Group A got both LMGs (which aren’t as good as most LMGs, but don’t need a second crewman either), and five more men. The last four in Group C were some of the best men I had, including the squad leader, and my one Morale 5 man with the DC. My general plan was to try and get into motion early, since ordnance will miss on any red RNC if the target is moving, and then get into cover. I’d try to keep moving to help keep the ordnance less effective, and if I was lucky, I might get into DC range at some point. Patch deployed his Sexton as Group B, where it could offer cover to everyone else, and split his eight-man squad in half, with his one Bren gun in Group A, and neither of us had any further pre-game terrain.

It took a couple turns for either of us to be able to do anything, and then the Sexton opened Fire on my Group A (TH 0) and missed. The next turn, it Fired again (-1C; TH 0) and hit (5) to kill two men outright (including one of the LMGs) and pinned the rest of the group. (This led to a rules question: An Italian Group surrenders if everyone is pinned at the end of a turn. Is that either player turn, or the Italian player turn? We figured the former is way too punishing, since the only remedy for a strong attack is a Hero card, and played that it surrendered at the end of an Italian turn.)

I Rallied 4, and the Sexton Fired on the Group again (TH 0-1), but missed. One of the riflemen grabbed the loose LMG, and my ATR opened Fire on the Sexton (TH 4) but missed. Patch discarded some Wire onto my Group A, and the ATR took another shot at the Sexton (TH 4) and missed again. Group A then Fired on Sexton as well (1) for no effect. Patch’s Group A returned Fire at my A (1 + 1) to pin three men and rout the one man who was still pinned from earlier. My ATR took another shot at the Sexton (TH 4) and missed. Shortly after, I managed to Rally Group A, and the next turn move them off the wire.

Right after that, the Sexton Fired again (TH 0-1), hitting (5 +1) to kill the second LMG gunner and pinning everyone else. I Rallied the three survivors, and the ATR Fired again (TH 4) and missed. The next turn, Group A recovered the second LMG, the ATR Fired again (TH 4) and missed, and Group C finally Moved forward… and instantly ran into a Stream. Group A Fired at the Sexton (1) for no effect, followed by the ATR Firing again (TH 4) and missing. Group C attempted to ford the stream, but didn’t manage it. The Sexton returned Fire at A (TH 0-1), but missed, and then Fired again (TH 0-1) the next turn, and hit (5) to pin all three survivors of the Group. His Group A then Fired at my A (1) as well, but had no effect). I had no Rally cards left, and Group A surrendered.

The ATR Fired again (TH 4) and missed. To my surprise, the Sexton then Moved forward, with no other movement to support it. The ATR tried again, before any move could complete (TH Black 3) and missed. The Sexton then moved onto a Hill, and his Group A Moved forward to join it at Range 1. The ATR took another shot at the Sexton (TH 3) and missed, and Patch’s A halted in some Brush. The ATR Fired again (TH 3) and missed. Patch’s Group C then started moving forward. My Group C Fired on them (1 – 1 + 1), but one of the rifles malfunctioned on the first RNC, reducing the Fire Strength to 0 (actually -1, I forgot the stream, while Patch forgot his cover from adjacent armor, so we were both off one for different reasons), though it still managed to pin one man (and still would have even if we had gotten it right). Patch’s C moved into -3 Buildings and Rallied while I repaired the rifle.

The Sexton then Fired on Group C (TH 0-2) and hit (5 + 1), pinning three men, and killing the fourth. I Rallied All to get the Group going again, and Patch Fired on them again (TH 0-3), malfunctioning the gun. My Group C finally got Moving again, successfully fording the stream. The Sexton failed to repair the gun, while C ducked into some -2 Buildings. The ATR Fired on the Sexton twice more (TH 3), and missed both times. Patch’s Group A Moved forward again, while the Sexton repaired its gun, and I got my C Moving forward again. Patch’s A stopped in some Woods, and the Sexton Fired on my C (TH 0-3), hitting (5 – 2 + 1) to pin my SL and kill another man. Group C ducked into more -2 Buildings (I should have been a card down at the end of this turn, but had forgotten that my SL was in that group by that point). I Rallied my SL, and Patch discarded some Wire on my Group B.

The Sexton switched Fire to Group B (TH 0-1) and hit (5 – 3 +1), pinning 5 men. I Rallied 3, and then Moved off the Wire (illegal with pinned men, but Patch didn’t catch it until slightly later, and I was thinking it analogous to playing terrain while pinned). The ATR Fired (which is when Patch noticed) (TH 3), and missed. The Sexton Fired back (TH 0-2) and hit (5 – 3 + 1), pinning four men and killing one of the pinned ones. I Rallied 2, and the Sexton Fired again (-1C; TH 0-1) and missed, and I Rallied 3 to get the entire Group going again. The Sexton Fired again (-3C; TH 1) and missed (thanks to the Concealment; he nearly had a +2 hit). The ATR returned Fire (TH 3) and missed. The Sexton returned that Fire (TH 0-2) and hit (5 – 3 + 1) to pin three men.

I had been considering moving B onto a Hill to get rid of the Hull Down (not that it had made a difference) and possibly get the rest of the oversized group into range for some Fire cards. Now that the Group was pinned, I Moved C forward instead. Patch discarded a Brush onto them in the hopes I’d reject it, but that was better than two Movement cards, so I took it and Moved up to Range 4. Patch’s C fired on my C (3 – 1 + 1) pinning my SL again (I’d still forgotten that my SL wasn’t the ASL in Group B), and Moved his Group A forward. Group C ducked behind a Wall, while Patch’s A moved into some -3 Buildings.

Patch discarded and then apparently realized that he’d missed a shot against my C, with the DC-toting man at Relative Range 5 and unpinned. Speaking of which, he then Infiltrated Patch’s B with the aid of a Movement card to pass the MC, and then passed the Infiltration check as well (got it wrong, but it would have worked anyway). Thanks to us being unfamiliar with Infiltration, DCs, and CC vs armor, we missed the fact that it the attack against the tank should have gone off right then. My Group B Fired on his A (2 – 2) but got no effect (every RNC was 2 or worse…). I finally Rallied the pinned men in B, and we figured out the goof on CC vs the Sexton, and resolved it (+4) and got no effect.

A Sniper forced the Sexton to Button Up, but they immediately Rallied to become CE again. I Rallied my SL in Group C, and then the Sexton Fired on Group C (-2C; TH 0-3) and hit (5 – 1 + 1 + 3) to kill the man who had been carrying the DC and end the game with my squad broken.

Afterword

In between our two games, I saw multiple references online that this scenario is unbalanced. And I can’t argue with that, since in both cases the attacker didn’t even take losses, though Patch made a decent try at running out the clock after killing the commander of my Sherman in the first game.

I’ve been thinking that splitting my Group A in half and put the other half in D. Either A or D would be at longer range to the Sexton, and the only way he could plow through a large group with that big 88mm gun and its ‘5’ effect would be B in the -3 Building. But doing anything effective would still require being able to maneuver, and not being able to draw any Movement cards for nearly half the first deck kept me from getting to cover, or to a range where the rifles could do anything. The ATR at least allowed me to throw a fair amount of Fire cards downrange, and even needing 4s and 3s to hit, I figure I should have connected at some point. Patch was worried he’d just get picked apart by all the Italians out there, but the lack of Movement played into his long-range strengths.

Getting into DC range added some nice excitement to the end of the game though; neither of us expected me to suddenly make it to RR 5. It’s a pity that I still needed a decent RNC to do anything, and couldn’t connect. Patch would still have easily won (off of VPs if not breaking me), but at least I would have vented my frustrations.

└ Tags: gaming, Up Front
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Action-Hero Circus

by Rindis on March 22, 2017 at 12:00 pm
Posted In: Boardgaming

Back on Saturday the 11th, we had another group gaming day. There was only four of us (me, Dave, Mark and Jason), and we had decided to go for a round of Circus Maximus followed by other shorter games.

I had decided to go one fast chariot (+2 driver, fast team), and then a slower one that would be as aggressive towards the other teams as I could manage (I chickened out of a heavy chariot, and had high endurance and a 0 driver). The fast chariot rolled decent for the team, and I had a top speed of 22 (including the driver bonus). Only Dave’s red team had a comparable speed, and he did great maneuvering for the corners, gaining a small lead. My second team ended up as part of the main pack, but it never had a good opportunity to try and thin the competition for my lead team. In fact, that happened to just about everyone, and the first lap was fairly peaceful.

But not without incident. I started pushing my cornering speeds early, and my second team, with the slower speed, needed to do it more, with a lower skill…. My die rolls tended to alternate high and low, and while I never had trouble with my high-skill driver, my second team ended up taking a double-sideslip during this. During the second lap, I started getting opportunities. The main event was getting a chance to attack Mark’s lead chariot, and Dave’s lead chariot on the same turn as I came out of the initial turn of the second lap. Notably, I managed to injure Dave’s team to slow him down a little, and then I got him again at the end of the straightway. But, that became largely moot as Dave ended up getting trapped going into the the third lap, and had to brake hard to avoid a crash, and wasted a turn between that and being trapped in the 8-speed lane partway into the turn (he had otherwise been positioning properly to go through the turns cleanly on the 8, which is why he had been in the lead.

Mark was the only one close to my lead chariot after that, and he couldn’t keep up with my high speed. My endurance on that team was low, and I burned through the last of it on the final stretch, but otherwise there were no problems. Meanwhile, my second chariot was still struggling for position, and went into the final turn at 2 over speed… and rolled a 17 to flip the chariot! My driver stayed with the team, but expired as they crossed the finish line.

Final placing:

1 James
2 Mark
3 Jason
4 James Wrecked—Dead
5 Dave
6 Dave
7 Mark
8 Jason

Mark had brought over Betrayal at the House on the Hill, and we tried that out after lunch. Jason was the only person completely unfamiliar with it (Dave had seen the episode of TableTop with it, and I had seen part of a game at a con), and got confused when he ended up being the Haunt. But it wasn’t too hard to set things up for that. The Haunt ended up in the basement, where two of us were, and I had just gotten the spear, and was going to try confronting him on my next turn.

But first, Dave’s character decided he was an action hero. He went into the collapsed room to leap from the top floor to the basement, confronted the Haunt, defeated it, and solved the final problem after that, all in one turn.

Past that, we tried a round of Forbidden Island, and being nearly out of time, hurried through any explanations. We had just enough time to lose due to one of the tiles with a treasure disappearing.

└ Tags: BatHotH, Circus Maximus, Forbidden Island, gaming
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Cataclysm 90 BC

by Rindis on March 18, 2017 at 12:00 pm
Posted In: Books

In 91 BC, the Roman Republic found itself fighting a not-quite civil war, when a large part of Rome’s allies and conquered peoples in Italy rebelled and tried to bring down the Roman Republic. Cataclysm 90 BC is about this conflict, and several directly related subjects.

The “Cataclysm” name is justified in the first chapter with the idea of ‘cataclysmic adjustment’. This is an idea that if an unstable situation is left alone long enough, it will solve itself by turning into a different (generally more severe) problem. This is presented as a pre-existing concept, though I have not run into the phrase before, and while Matyszak is on solid ground in his assertion that the Social War was the opening act in the civil wars that brought about the Roman Empire, use of the word ‘cataclysm’ in the title still feels overly dramatic.

The subtitle ‘The Forgotten War that Almost Destroyed Rome’ is far more justified. As it happened, the two sides were fairly even for the first year or so, and it was quite possible that more of Italy would join the revolt against Rome, and Rome would fall. It might be worth wondering just what the Roman Republic would have been replaced with in such a situation? Likely, the various peoples involved would have tried going their own way, and return to the general situation before Rome dominated the peninsula. But they had just banded together to fight Rome, had adopted some of the forms of the Republic, and the actual cause of the conflict was a desire to be counted as Roman citizens. It is possible that some form of Italian Republic would have emerged, that would have explicitly included full rights for everyone involved, and gone on its business in much the same way as the Roman Republic—just without the Romans. Finally, it is very true that the Social War is not very well known. In popular knowledge, the period between the Punic Wars and Julius Caesar is silent. At the same time, it is somewhat ironic that the events covered here are also covered by two volumes of the fairly recent popular Masters of Rome series by Colleen McCullough, so it is not quite as forgotten as it has been.

Matyszak does a very good job of introducing the general situation, and showing the roots of the conflict. He takes a look at both sides, and shows how the recent history of the Republic had been rife with incompetence. This includes a rundown of reform attempts in the Republic, including the Gracchi brothers and Livius Drusus. The war is also handled well, and gives those details that are available, with appropriate asides about where sources are thin, or disagree. He also continues the narrative into the war between Marius and Sulla, and then Sulla’s campaign in Italy after the Mithradatic War and his attempt to reform the Republic. This is largely there as it follows on so naturally to the main subject, but the fact is that it also saw the last bits of the Social War play out (in further fighting against the Samnites, one of the prominent rebel tribes of the war).

This is a good short overview (only ~160 pages) of about a decade, and would only really benefit from perhaps some further reading suggestions and better maps. The one map provided is quite serviceable, but by no means exceptional. The editing seems fairly good with the only flub I noticed being Marius being introduced as ‘Caius Marius’ the first time, and then called ‘Gaius Marius’ for the rest of the book (both are correct; interestingly, he’s listed as Caius in the index). Speaking of Marius, Matyszak takes a dim view of him, seeing him as overly ambitious and jealous, and seems unconvinced of his military ability, in contrast to McCullough’s glowing depiction. As such, I wish he’d spent a bit more time on the man, because while he’s on solid ground with other historians on the first part, he is bucking the trend in his judgement of military ability.

└ Tags: books, history, reading, review, Rome
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Bloody Rules

by Rindis on March 14, 2017 at 12:00 pm
Posted In: Boardgaming

Mark came over on Saturday for some FtF gaming, and brought over Bloody April, which he’s been wanting to try out for a while. We knew that it’d be a day of kicking the tires and exercising the systems, as I think both of us went through the rules and had trouble picturing just how it would all work. Sadly, we didn’t anticipate the parts that really gave us trouble.

We decided to try the second scenario (with Mark taking the RFC, who have more to do), which is the first one rated as a ‘Patrol’, or a small scenario, and started the setup with figuring out our AA deployments. Mark used a log sheet to record his three hidden locations, while went for the planning map, so I could see where they were at a glance (two notes: it would have helped if I’d used colored ink to make them stand out, and the map is just too small in 8 1/2×11; I think a version rotated 90-degrees and just showing the middle part, where most of the plotting should need to be done, could be handy). Then we ran into the biggest problem: three of the four German flights listed no planes. This led to over an hour wasted trying to find something that spelled out what to do, to no avail. Two things were found: A pair of tables on the back cover of the rules that allowed for generating the type and number of planes in a Jasta (the German units that didn’t have a proper OoB), but there was no rule number referenced by the charts (all the others do reference their rule), and no mention of them in the rules. And the following sentence in general setup rules of the Playbook: “Plane(s) will list how many and of which type with XxType meaning the player will roll to see how many planes of that type will be used.” Which means that the scenarios should list the specifics, and when they do… you roll to see how many you get? We eventually decided that had to be reversed, and that Mark really should be using what was stated (there’s no rolling method for it anyway), and that I should use the unmentioned charts. It was the only way to get going anyway.

Physical set up was fairly easy, partly aided by the card listing where all the Aerodromes on the map are. Keeping all the details of the various taskings straight took some doing, but that was where we expected to be spending a fair amount of effort. Another problem cropped up a bit later: The specific description of the Patrol types states that the start and end points of the patrol must be designated, the Recon description does not. However, the separate Flight Navigation section mentions that Recon does have to predetermine what hexes they’re photographing, along with the Patrol start/end hexes, so I had to jot down the itinerary for my Recon Flight when that was discovered few turns in (Mark had recorded his along with his patrols, but that was more for his convenience at the time). A final unanswered question: Does a ‘Defensive Scramble’ get to go up any time it wants (it seems ‘yes’), or does an enemy flight have to be spotted before they can respond (which seems reasonable given the name)?

Two of Mark’s flights were entering from off-board at the beginning of the game, and the rest took off the first turn. My recon flight took off, along with my closest ‘defensive’ flight, and my other two took off a few turns later. We voluntarily followed the ‘take off into the wind’ optional rule as it makes a lot of sense. We had generated a 15 MPH wind blowing to the NW at the start of this, so we all took off facing SE, which was good for Mark, as that’s where he was headed, at the southern end of the active trench line (the legal patrol area did not include the very southernmost portion), but bad as he was flying into the wind, and losing half a point of movement each turn (‘drift’ due to wind is 0.5 hexes per 15 MPH). Whereas once my flights got turned around, they started picking up a similar half point of movement from the tail wind, and they started really moving. The maneuver and movement system in the game is pretty good. Going along hexspines is legal, so there’s actually twelve headings that can be used instead of the usual six, and along with altitude markers, flights can pick up -.5 and +.5 markers to represent half hexes that adjust movement. You can only pick up the -.5s from headwinds, but speeds are done in 0.5 increments, so you can have a leftover half hex. In general, turns are meant to be short and fast, and speeds look to top out at about 4 hexes, so you get to see what the enemy is doing develop as your own flights move.

However, there’s a few things here as well. Altitude is marked with markers on each flight (the number of markers starts piling up when there’s clumps of flight nearby), in a ‘Time to Climb’ system that has the same markers meaning different things for different aircraft. In kind of the opposite of the name, the marker means how long the aircraft has been climbing (Time of Climb), as you start at 0, and then climb 1 point each turn (if you want to climb, of course, but we were still clawing for altitude with everybody at the end of the 8 turns we got done), until you hit the maximum value for that aircraft, and trade to 0 in the next ‘altitude band’; the markers are color-coded per altitude band, so you can get some idea of where everyone is at a glance. The data card lists the maximum value for each band for that aircraft as ‘4D’ and the like. The letters are pretty obviously for the band it applies to (‘Deck’), but this is never explicitly stated as a notation method, and its a bit redundant on the data card table (the max value for Deck is 4D, the max for Low is 24L…). Being nitpicky, I’d also appreciate a bald statement that climbing past the max value of a band puts you at +0 of the next band; instead it’s just stated “Flights flying at the lowest level of an altitude band will be marked with Alt Band+0 markers…”.

There’s a wind gauge diagram on the map, but there’s just the eight standard Cardinal and Ordinal directions, and they’re presented ‘true’, which means the Ordinals fall midway between the hexspine and alternate-hexspine directions used for maneuvering. So, is a wind blowing NW (black) going along the grid (red), or along the hexside (blue)? We just went with along the grid, but it’s not defined. Also, the Drift rule states “There are 12 possible headings on the map. Five will be with the wind, five will be against the wind and two will be perpendicular and drift in the direction of the wind,” and then goes on to the actual mechanics of drift in those cases. This is actually pretty clear, but a diagram of the twelve directions in relation to the wind direction would be handy for reference, and mentally picturing it in the first place.

As flights drew closer to the trench line, they started coming into observation range. There’s an interesting three-stage detection process, from just moving tracking chits around (which may include dummies), to ones that have been spotted by the ground, to being visually spotted by enemy flights (at which point the actual flight counter is used). Mark started a bit closer, and I started rolling for detection for the last few turns. I rolled horrible. Across maybe four turns, with an average of 3-4 rolls a turn, I detected one flight. For the last couple turns, we had flights in visual range of each other, and Mark spotted one of my flights with one of his, while I failed everything.

For the last turn we had time for, we acted as if I’d actually located one of his flights, as it was the only one that had a shot at combat (his flight had already moved). As it happened, this was Jasta.11, led by the famous Baron von Richthofen, and we got to see the influence of quality difference. Despite the fact that he had me visually identified, he did not engage me, but I engaged him with only an ‘assumed’ detection because of the difference in Aggressiveness Ratings. This is still actual combat with both sides fighting (especially since this was head-on), but I got a good bonus to my roll for surprise, and he got a small penalty. Looking up our actual altitudes turned up another problem, where the tables in the back were mislabled (this has been fixed in the living rules), and we missed the fractional method at the time, which probably would have been fine for us. I had actually gotten to a higher altitude (which, yes, is checked earlier, just to let me try to engage), but while we figured that translated into an Altitude Advantage modifier, weren’t sure, as there’s no definition, and some of the altitude figures break down pretty finely. (Also, calculating this referred to a rule [10.15] that doesn’t exist; or rather, it’s there, but the entire header and rule number is missing so it’s run into 10.14.)

My firepower (a term that was different between the reference cards and rules, but that also got fixed in the living rules) and advantages turned into three ‘shots’ against his flight, while Mark’s squadron wasn’t able to get any. This generated one of his aircraft shot down, and another crippled, with the engine knocked out. Sadly, we didn’t have time left to exercise the gliding rules as the one plane split off and looked for a safe landing. A final bit is that made my ammo depletion roll, sending the flight’s number from 4 to 7. A missed roll would have gotten the number to 10, which is effectively out of ammo! After one pass! A worthwhile lesson for the future. But I got my first kill in the system! Maybe someday I’ll be an ace.

And that is pretty much where we had to pick up. We never even had a random event; Mark kept rolling too high for them. I believe he’s planning on going back to this the next time it’s his pick for one of our games. It actually looks like a good system and game. But this is the least-baked rulebook I’ve seen out of GMT so far.

└ Tags: Bloody April, gaming
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