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RSS Inside GMT

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  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

Battle Near the Dnepr

by Rindis on December 2, 2016 at 12:00 pm
Posted In: Boardgaming

For our second go at the East Front System, my dad and I went with “Battle on the Sea of Azov” in Kiev to Rostov, with him taking the Germans again. It had been more than long enough that there was confusion at first, as there’s some very important errata for the scenario. (Notably, that the Axis has to take the two main hexes in the Tartar Ditch area to win, and that the Soviets start with 4, not 0, Mandated Attacks to make.) Worse, we didn’t quite pin down just where the victory areas are in relation to the unit setup for a bit, and didn’t realize the Soviets need to work to take territory, which got their offensive off to a slower start than needed. (I should have read my report on the last time I played this scenario.)

It’s a good scenario, and we had a lot of fun, but in its current condition the scenario is a little hard to play correctly.

As it was, I knew I had all three ‘must have’ victory locations; I thought I had some number of the six ‘need three’ victory locations, but it turns out all six start out in Axis hands. Of course, conducting an offensive against an uncooperative Axis player can be difficult, since any weak parts of the line can be parked out of range of the infantry, which moves after combat. It not only took time to realize that I needed to go on the offensive, but that I would need to advance from the comforting line of strongpoints to do it (it’s 1941, of course I’m thinking defensively as the Soviets; part of the point of the scenario is that Stalin didn’t think very defensively). On the other hand, once engaged, being able to move any retreated infantry right back into position is handy.

I probably also should have advanced across the Dnepr in the north, and braved being out of supply to cause problems for the Hungarians. As it was, my dad managed to repair the southern bridge after a couple turns, and the SS units helped to hold the line for the middle part of the scenario. He took the two Crimea hexes without taking any meaningful losses, but it did take time. Even so, a few units from there showed up on the line for the last turn or two.

I’ve had some bad experiences with offensives in EFS before, and the early stages of the game wanted to confirm that. I took (light) losses for absolutely no gain on some poor rolls. Things got better later, and while I never took any of the victory locations that I was driving towards, I was causing about as many losses as I was getting, even with relatively poor odds attacks (getting up to 3:2 odds was about everything I could do). The little motorized infantry unit that is in the group that gets released halfway through was handy for a couple of combined-arms attacks, which helps a bit.

azov-3-detail
The main line of action, after German Turn 50 (3).

azov-3-crimea
Victory in Crimea, the LAH and assault guns are on their way to the Balki.

There was a drive on Melitopol for the first couple turns, but that was called off after the defenses stiffened a bit, and the true victory situation was realized. After that, all the attention was on the north end of that line, which had the three victory locations, and was defended by Romanians, instead of the over-large German infantry divisions. Most of the time, the local headquarters was interdicted, which made it even harder to be productive, but the air war went reasonably well, with the Stukas being damaged by a Yak-3 interception at one point, and damaged the Ju88 with AA fire the turn after (they both were repaired… on the last turn of the game). I had a fighter damaged early on (I think it was the MiG-3), but he recovered on the second try and was back in action for the last two turns.

The final wrinkle of the victory conditions is that the Axis looses if they take 12 step losses. They lost a couple early, but the middle two turns of the game were fairly dry, with my offensive causing almost no losses, and the fighting for Crimea causing about one step for the Axis offensive. I finally got better results over the last two turns, and drove Axis losses up to seven steps for the end of the game (there was only one combat that caused multiple step losses for one side). So, a fairly good German win on all counts, mostly due me being slow off the mark on the offensive.

azov-6-detail
The ending situation.

└ Tags: EFS, gaming
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Return to Sumy

by Rindis on November 28, 2016 at 12:00 pm
Posted In: Boardgaming

I’m on my annual Thanksgiving visit with my parents again, and got an early start on playing games with my dad on Friday. After looking over the possibilities a bit, we went with “The Battle of Sumy” from Barbarossa: Kiev to Rostov. He’s played the system before, but it’s been a few years, and almost as long for me. So there was a fair amount of refreshing going on as we worked through the tiny scenario.

My dad took the Axis, and went for a fairly methodical advance despite the short time constraints. He knocked out two of the Soviet cavalry units on the first turn, taking one step loss in the process, but put a couple of nice holes in the line. I shifted partially to the south to cover the hole, and moved the new Guards division into the gap that created. To my surprise, he only attacked one unit, taking out a third cavalry unit for no losses, and opening the southern flank again and taking Lebedin from behind the blocking infantry division.

sumy-2

I shifted the most of the Guards units out to block the southern flank, and prevent an end run to Sumy, but that left the middle open, and he took Shtepovka, taking out an armor unit and the rocket artillery in the process. I struck back in the east, taking Nedrigaylov with armor and an infantry division, and left my dad with the need to either retake it, and take Viry, or take Sumy on the last turn. I also attacked in the west with a couple units that had been trapped in ZOCs. They took losses and retreated, but one step survived, and then moved into Sumy to stiffen that defense.

With some thinking and work, the Germans were able to hit both cities with overwhelming attacks, while blocking the three remaining Soviet units from getting close to them. A fairly decisive Axis win.

It helped that the dice did very well for him the last couple of turns; consistently in the 1-2 range for my dad, and with a couple of high rolls for me, though I got a decent roll when I really needed it. I sent one He111 to the damaged box on the last turn, when it was too late to matter, but otherwise the air war was notable for a lack of anything exciting. The plan is to do “Battle on the Sea of Azov” next.

└ Tags: EFS, gaming
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Crown of Stars

by Rindis on November 24, 2016 at 12:00 pm
Posted In: Books

The final volume of Kate Elliot’s Crown of Stars series has a lot of work to do. The cast has grown enormous, multiple threats are coming at the main characters from completely different sources, and the political situation is a shambles.

And she pulls it off excellently.

This isn’t just a big ‘lets smash everything into each other’ ending (though there is a battle that largely does that). Instead, there are some very good bridges across technically separate storylines that serve to advance the plot. Moreover, the process of bringing things to a conclusion, brings in, and explains, things that have been in the story since the first book.

There are problems. There are (reasonably large) threads that still feel unnecessary to the series as a whole. But everything generally wraps up well, with a decided sense ‘this is not the end’, but still with an end to the tumultuous events of the last decade.

An interesting bit is that the original two main characters of the series, Liath and Alain, have a good understanding and mastery of who they are now, and spend these last two books leveraging their abilities. But Liath, the half-human one, stays essentially human throughout, and her position the series’ best character, while Alain basically becomes a force of nature.

There are two large questions I still have: Why does the shift of religion from Translatus to Redemptio also shift God from an equal Male and Female duality to a Mother and Son model? And what makes Taillifer so special? Certainly, he’s this world’s Charlemagne, and politically that is going to be important, but I don’t see why the Seven Sleepers were so insistent that they needed a descendant of his for their plans.

As a whole, though, Crown of Stars is not only a very good epic fantasy series, but a better, and much more tightly written one, for all its sprawl, than the ‘big two’ of the last twenty years, and the best one I’ve seen since Memory, Sorrow and Thorn.

└ Tags: books, fantasy, reading, review
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The Tyrants of Syracuse: Part 1

by Rindis on November 20, 2016 at 12:00 pm
Posted In: Books

It often seems to me like Sicily doesn’t get a lot of attention, now or in the ancient world, even though it’s a very prominent land-mass that dominates the middle of the Mediterranean. This is more an accident of our fascination with Athens (whose worries were often more eastern than Mediterranean) and Rome (who made the Mediterranean a peaceful backwater for centuries), than a lack of importance. Both Athens and Rome actually spent a great deal of time and military effort to get control of Sicily, though their efforts tend to get lost in the tale of fighting closer to home.

But of course, Sicily had a population of its own, and the Greek colonies there tended to be quite wealthy. Of these, Syracuse was the most prominent and powerful, and so it is there that Jeff Champion focuses on, in what naturally extends to be something of a history of the island. While the title of this book indicates that it’s about the period from Gelon to Dionysius (Vol 1: 480-367 BC), he does give a good background of Greek settlement of the island, beginning in the 8th Century BC. This introduces the troubles with the native population of Sicily (which I would like to know more about) as well as the general character of Greek government.

From there, Champion spends a chapter on the earlier tyrants of Sicilian cities other than Syracuse, before launching into Gelon’s rule of Syracuse. After Gelon’s short (and popular) reign, Syracuse returns to democracy for a few years before coming under control of Dionysius, one of the more infamous tyrants of the Classical period. Much time is spent with the Athenian siege of Syracuse, and the back-and-forth of Syracuse’s efforts to dominate its neighbors, and its struggles with Carthage.

This is distinctly a ‘popular’ history book, aimed at laying the course of events out in a clear fashion by integrating the main ancient sources. As such, there’s no real thesis here, or ‘point’ being made. But, it does a great job at untangling a history that is often only presented with Sicily as a side show, when it was center of its own tumultuous events.

└ Tags: books, history, reading, review
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Dungeons & Sorcery Spells 3

by Rindis on November 16, 2016 at 12:00 pm
Posted In: GURPS

This is the third installment of ten spells to go with my Dungeons & Sorcery system for GURPS. This time, they’re based on a mix of 1st and 2nd level AD&D spells.

Blindness (C)
Phantasm, Verbal, Resisted (HT)
42 points/level
Casting Time: 2 seconds
Casting Roll: Innate Attack (Gaze) to aim.
Range: 50 yards
Duration: Permanent

Successfully casting this spell on someone causes their sense of vision to shut down, rendering them blind. If you hit the subject with this spell, roll a Quick Contest of your Will + Talent vs his HT; if you win he goes blind and sees nothing more. This is not an illusion of ‘nothing’, nor a condition that can be cured magically or medically. Sight can only be restored by successful use of dispel magic or similar, or entering a No Mana area.

Each level of this spell past the first adds a -1 penalty to the target’s HT.

Affliction 1 (HT; Disadvantage: Blindness, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Reduced Range, 1/2, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) [4.15×10]
↓ Read the rest of this entry…

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