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Frustration Space

by Rindis on December 22, 2016 at 12:00 pm
Posted In: Boardgaming

Finally had the group over again for one last game day this Sunday. With four of us, we went for Space Empires 4X, which we’re playing just often enough to mostly remember how it works, but not enough to really speed things up.

I’ve gotten the idea that other groups tend to go out there and start beating each other up while we’re still trying to get our economies developed, so I did an early raid into Dave’s area, and shot up a new colony and some support infrastructure.

After that, things didn’t go well for me. I had three planets adjacent to my homeworld, but most of the others were at the far end of the ‘safe’ area, including three clustered in the corner near Mark. Mark saw the activity in that area, didn’t like the implications, and started raiding the area just as the colonies were getting going. I was never able actually protect anything in the area, helped by some blindness on my part. I insisted on trying to build out a navy to sweep him out, when building bases and/or shipyards would have been at least as good as a response (since they could be built on site, instead of having to move into position). I thought of that, like many things during the game, right after the build phase was completed.

Overall there weren’t any great divergences in economy, even the with delays Dave had setting up his last couple of colonies, his income tracks just a couple points behind everyone else’s. Jason managed to grab several 10 Mineral markers, and had a fairly massive boost from those (there were several in the area between him and Dave, and he got all but two). Meanwhile, I had refused to build any extra miners, and was still trying to sweep up the 5 Mineral markers in my own space (there were no 10s found near me, and I had problems remembering to find the miner and move him after about the second economic round).

Exploration in general was slow, with the heavy terrain rule generating even more havoc than normal. One hex generated about five Danger! markers, and another three generated about three each. Jason’s scout corps was wiped out by one of those (and other dangerous spots), while the ‘five’ and the two others were all on my borders, and ate a lot of my scouts (I ended up exploring with a DD a couple times, but got lucky with them). At the end of the day, there were still notable unexplored pockets left, including a diagonal string of four hexes across the center of the board. There was a functioning wormhole (range: three hexes), and another with the second end waiting to be discovered (from Jason to my central border; range: about 8 hexes). Towards the end of the day, barren planets started showing up: mostly on the edge of ‘my’ space, but I couldn’t get at them (despite trying) because of the ongoing crisis, and Dave also moved against my colonizing efforts

I tried more of a ‘DD spam’ shipbuilding strategy this game, but generally lost out in combat against Mark, as his CAs and tactics-enhanced DDs shot up most of my fleet before they could fire. By the end, I was building a mix of DDs and BCs, and while the latter were doing better, I was still losing too much in any combat. Mark was still at CAs at the end, while Dave was also up to BCs, and Jason had gotten up to BBs (but his navy never really saw any combat, and it looks like he built a single one on the last turn). Looking at the maintenance logs, Dave had built up a fairly sizable navy (again), Jason only started building up late, while Mark had lost most of his against me, and mine stayed in the 7-9 maintenance range once I started seriously building ships because I was losing ships as fast as I could build them (and usually losing the most modern ones).

Overall, the day was fairly frustrating for me. If I’m going to attack something early, I should keep the pressure up. But that’s just going too much against type: I want to build the best colonization system I can. I’m still surprised by just how much of a threat Mark saw my colonizing a group of planets near him as being (they were within my ‘home’ area, and I can’t control where they are). Certainly, not letting me get the ‘outsystem’ planets at the end just makes too much sense: that’s what I want, and how I often have a very robust economy.

Even more so than normal, there’s no clear sense of who might end up on top. It certainly wasn’t going to be me. Assuming Mark kept the pressure up, and Dave did more than just shoot up the most far-flung colonies, I would probably collapse. Jason, might end up the real winner there, but it’s hard to say.

└ Tags: gaming, Space Empires
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SM2 The Space Amoeba

by Rindis on December 18, 2016 at 12:00 pm
Posted In: SFB

Crossposted from the SFU blog on BGG.

Last year, after running through the first SFB monster scenario, I figured I’d try to run through one of those each ‘game calendar’ year. Recently, Patch and I started up the ‘main’ fight for Y159 for us, so while I was down visiting my dad, I started up this scenario, which is loosely based on the original series episode “The Immunity Syndrome”.

It’s mostly an exercise in the lab and research rules. The ship needs to generate research points, and when it has enough, it rolls for a random method to win the scenario. Shuttles, probes, and special sensors can also aid in this (scouts and survey vessels have a fairly easy time with this scenario), and range to the monster matters for how much information is collected. In the meantime, the monster does damage to the ship by rolling on the same information table, but scores damage from it. It only does one point of damage to shuttles each turn, but it also has MCIDS, so they are unlikely to live at range 3 or closer.

This leads to some timing issues: You base information (/damage) off of your ‘closest pass’ during the turn, but don’t resolve it until after the impulse sequence is over (which is natural, under the circumstances), meaning you have to record that info, and update it as the turn progresses. In this case, you also have to keep track of what shield the monster was on when you first hit that range, as that’s where damage will be scored. The major question is at what point in the turn sequence is the damage done? If it’s step 8C, Final Records Stage (when information from the labs is rolled, using the same table), then it happens after shield repairs are done (8A).

The minor (nitpicky and technical) question deals with what part of the impulse is range for information gathering determined in? A ship could tow a shuttle into range three, and then use the Special Landing Procedure to get it back out again (or just get it into the ship, which is also at range 3). Since MCIDS is in the Direct Fire Weapons chapter, it should fire at that point, and would get the shuttle out of harm’s way before MCIDS fires (though it does specifically fire at anything about to hit it during the Movement step, so maybe MCIDS doesn’t ever fire in 6D?). The only lab function that takes place during an impulse, identifying seeking weapons, happens in 6B4, which implies to me that range for information purposes might be best resolved then, which is before the shuttle shuts down as part of the landing procedure in Step 6B8.

A year ago, I was thinking of just going with Kzinti cruisers each year, and watching them upgrade. But currently I’ve been playing as Lyrans (I’ve got a Lyran squadron in the current fight, and should be playing as them against Mark soon), so I thought I’d get some time in on their CA. That may have been a mistake. It’s a good combat cruiser, with a higher-than-normal BPV of 131 (reduced for being before ESG capacitors), but it only has two shuttles and four lab boxes, meaning it doesn’t gain information particularly fast, but at least it has good shields. This meant that I needed 419 points from the labs instead of the normal 400.

Another wrinkle is that shield reinforcement doesn’t work on damage from the amoeba, so the only way to resist shield damage is by using damage control to repair damage done. Finally, the entire scenario is on a timer, after 20 turns the amoeba splits, and information gathering has to start over on both of them. So retreating out of range for a while to repair shields isn’t really an option either.

I initially approached at speed 18 to get close to the monster on the first turn, and then went speed 12 for the rest of the scenario, as that is a handy speed for managing shuttles (going faster than 12 makes it possible to kill your own shuttle once tractored, though good timing can still avoid that). The monster only goes speed 4, but moves completely randomly, meaning that it can be hard to get exactly the pass you want. With only two shuttles, and one of the possible solutions being a suicide shuttle, I flew them very conservatively to keep out of MCIDS range, and then played lots deck crew games to repair the shuttles in rotation.

By the end of turn 7, every shield had taken significant damage. #3 and #5 were nearly down, and were out of action for the rest of the scenario. A range 0 pass on the amoeba caused a 20-point hit on shield #1 while generating 40 points of information, and then I took the damage on #4 the next turn, which took out about half the shield, but only generated 4 points of information. In fact, the monster tended to roll slightly better on the table than I did for much of the scenario.

After that, I tried keeping to further passes, accepting slower information gathering (and trying to rely on the two poor shuttles more) while working the #2 and #6 shields, and concentrating repairs on them (and eventually all on #2 after a bad turn put it most of the way down, but #6 held out for a while). Turn 8 saw the use of the last probe (the fifth one being kept in reserve, as it is needed for one of the possible solutions), and I was getting worried about the time limit.

Eventually, another close pass (range 2, closer than intended) got a good roll, while doing minimal damage to shield #1 (8 out of the remaining 13), followed by two more good rolls got me to exactly the 419 points needed at the end of turn 16.


Log of information gathered during the scenario.

The roll for the solution… 3! Do 200 points of damage to the monster to destroy it! …I was really glad to not get the ‘try again after another 100 points of information’. Between the damage and timing, that probably would have been a loss. I had already done 34 points early in the game (up to 50 points are allowed without voiding one of the other results), and now I overloaded the disruptors, released the ESGs, and did a range 1 pass that did 154 points of damage and knocked my #6 shield down to two boxes. The next turn, I went back and at range 1 finished it off with a second volley. That also collapsed the #2 shield, and if the damage should happen before the repairs, took two internals (F Hull and an ESG).

I spent quite a while on this scenario, playing one or two turns at a time. Once through the initial setup, and done getting into the groove, it was fairly tedious, and too much of an accounting exercise to really enjoy. I should also note that the random movement of the monster also tended to be biased in direction ‘1’. Over the course of 18 turns, it moved from 2115 to 2001. There was a fair amount of wandering back and forth (it went 14 hexes in 18 turns at speed 4), but it did keep drifting to the top of the board, and it was happenstance that I didn’t need to adjust things at the end. I don’t even recommend this as a good way to get used to operating a ship, as there’s too few demands on power. On the other hand, it is very good for getting used to maneuvering a ship, and possibly using shuttles more.

└ Tags: bgg blog, gaming, SFB, Y159
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F&E Vassal Module 2.0

by Rindis on December 14, 2016 at 12:00 pm
Posted In: F&E

Crossposted from the SFU blog on BGG

After way too many delays, version 2.0 of the Vassal module for Federation & Empire is officially out, and available for download from ADB. There have been some small fixes over the last few months, but mostly I’ve been trying to get the gumption to get extra scenario setups done. It’s past the point of delay for no gain, so the module has been released without all of them done.

New features of 2.0:
* Both regular and large-scale maps.
* New counter art, which is easier for me to work with than the old set.
* The ISC, LDR, Vudar, and Seltorians are in the main module.
* The stack viewer counts ships and SEs. This isn’t nearly as good as it sounds because I can’t do the 0.5 for cripples, but it will be easy to update if/when Vassal becomes able to do it.
* Captured ships can be flagged to their new owner, and show up in the tracking under the owning empire.
* The regular map features sector and cordon borders as layers that can be turned on and off as needed. (This ate the memory of most testers on the large map, sadly.)
* All bases, and ships with multiple EW settings, can be set to their current usage, which will adjust the AF in reports.
* Combined MON+pallet and TUG+pod counters are in the module.
* New markers added, such as ‘Free Strat’ to note just built/repaired ships.

You can see the look of the new module, and the large-scale map in my reporting on Bel and I’s game of the Four Powers War.

Scenario setups are included for the first few scenarios of the General War in both sizes. The small map also has setups for the Maelstrom and Winds of Fire. Future releases will include setups for 4PW, ISC conquest, and Minor Empires (note that the initial Seltorian force is already present in these setups, allowing you to use them when your game gets that far) for both size maps.

The zip file also contains a PDF explaining some of the fine points of the module.

Before I go, I’d like to mention that it’s a little annoying that even at 50 pixels, the counters are so small. Just about every base hull is a different graphic, but many of the differences just aren’t visible at that size. So, here’s a few counters closer to the size I see them at in CorelDraw:

Please, feel free to make comments and ask questions!

└ Tags: bgg blog, F&E, gaming, Vassal
8 Comments

The Basques

by Rindis on December 10, 2016 at 12:00 pm
Posted In: Books

The Basques is by an author who has impressed me in the past, and was also a chance to look at The Peoples of Europe series. The book (and presumably others in the series) is a little under 300 pages in an oversized paperback format, with good sized type and a good number of photographs and maps. As such, it’s not a very long or detailed book, but it’s obviously written as a friendly introductory text. The maps were not always the best (simple line maps that didn’t always have enough context), but were frequent and addressed in the text.

The book gets off to a rough start,mostly, I think, as Collins overthinks sentences to avoid nationalistic pitfalls. It gets better, but never settles down into really good prose. The earliest section deals with language and pre-history in the Pyrenees, and largely states that there is just very little that can be known. Some of that is from the fact that there hasn’t been a lot of good archaeology in the region, but mostly, what there is shows that there’s just no way to tell ‘who’ lived there at the time. Are the Basques survivors of a pre-Indo-European culture that stretched across Western Europe? Did they migrate to their current home in the face of a Indo-European invasion? Something else entirely? There’s no appreciable difference in material culture, so the only way to even define ‘Basque’ in these questions is by language, and there’s no way to tell who was speaking what before the Romans start writing about the region.

And the Romans didn’t say a lot. There are a couple units in the records that came from the region. There’s no signs that the ‘Vascones’ caused any real trouble. That starts in post-Roman period, when the Basques are effectively on the frontier between the Frankish and Visigothic kingdoms. The big surprise (for me) shows up here: Gascony (the part of France south and west of the Garrone) derives from ‘Vasconia’. It would seem that for a short time the Basques controlled much of this region, and lent it their name.

The bulk of the book is about the Middle Ages, when the Basques effectively controlled a decent chunk of land, but never gained any sort of ‘national identity’. Although Basques effectively dominated Navarre, it never presented itself as a ‘Basque kingdom’, and there were no efforts to ‘unify’ with other Basque-speakers in Gascony and Castile.

The book wraps up fairly quickly with post-Medieval history, including an analysis of the emergence of Basque nationalism in the Nineteenth Century, and how that led into their involvement in Spanish politics.

So the book is pretty much what you’d expect: A short history of one of the more unique peoples of Europe, and while the writing is not stellar, it covers the subject very well, and shines a light on a few things that often don’t get enough attention. I certainly hope to get more of the series in the future.

└ Tags: books, history, reading, review
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Dungeons & Sorcery Spells 4

by Rindis on December 6, 2016 at 12:00 pm
Posted In: GURPS

Here’s another ten spells for my GURPS Dungeons & Sorcery project. This set is mostly 1st and 2nd level spells that are non-charm ways to influence or communicate with another person.

Bind (C)
Enchantment, Somatic, Verbal
45 points
Casting Time: 2 seconds
Casting Roll: none
Range: 10 yards
Duration: 1 minute

Casting this spell allows the magic-user to command any one length of rope (or rope-like object, like vines; yarn, string, and thread also work, but may be less than useful) for one minute. The caster can easily command the rope to neatly coil itself up, or stretch itself taught as a tripline. More complex actions will require rolls. Wrapping around a person is an attack, and will require a DX + Talent roll. Tying a knot similarly requires a DX or Knot-Tying roll.

The rope acts as if being manipulated by a ST 12 person, and heavy lines will move more slowly, though only part of the rope could be manipulated to lighten the load, without giving up the option to manipulate the rest later. The caster must concentrate to order the rope, but it will continue to carry out a task without him (e.g., it will continue to attack and attempt to bind someone without further input).

Telekinesis 12 (Accessibility: Ropes, -40%, Independent, +70%; One Item, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) [0.75×60] Note: “One Item” is effectively a second Accessibility, covering the fact that you cannot switch from one targeted item to another.
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
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