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21 Among the Ruins

by Rindis on December 29, 2016 at 12:00 pm
Posted In: ASL

A while back, Tom Arnold contacted me interested in playing an ASL game over Vassal. We ended up going for a scenario from the just-rereleased Yanks. I ended up taking the Germans in this late-’44 scenario set in Aachen (a popular location for scenarios).

The Germans defend two of the city boards with twelve squads, two HMG and MMG each, and a quad-20mm AA Gun. The Americans have twenty-three squads with four MMGs and three Shermans. They need to cross the majority of the boards longways and exit nine squads in 9.5 turns (this is down one squad from the original, which is surprising, since ROAR shows the scenario as being very balanced). The Germans get to place ten rubble counters to block off easy passage of key points, and get to place some of them on non-building hexes, as long as they’re adjacent to rubbled buildings.

They also get to HIP two squads and use Bore Sighting and Sewer Movement. I got so involved with trying various schemes with placing rubble that I completely forgot about those parts (I have a decided tendency to forget about HIP while setting up). At least I remembered that everything gets to be Concealed. Those goofs did me no favors, though at least my rubble layout was pretty solid, giving me some cover in convenient places, some protection to lateral lines of movement, and clearing up some fields of fire (particularly around 20T3—I rubbled two adjacent hexes to give a HMG+9-2 nest lots of field of fire). The major problem of the setup was figuring how to protect a 20-hex wide front so that I could then concentrate where the main push was.

However, Tom attacked on a broad front. His major concentration was in the east, but there was another sizable group in the west, and another three squad group right in the center. After deploying a number of squads, initial Prep was limited to firing on a large stack in 21S8, which turned out to be a HS that broke and a bunch of Dummies. Opening moves started working the flanks, with an 8-0 leader rushing forward to prove that my stack in 20O8 was dummies, though fire from my 9-2 led HMG in 20T3h2 broke him. A Dash in the center section ended (just barely) in LOS of a MMG, which got a KIA to kill the squad (it would later break another squad). A HS Searched L9, convinced there had to be something nearby (even if I had remembered HIP, I wouldn’t have had anything that far forward).


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

└ Tags: ASL, gaming, Yanks
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Anime Fall 2016

by Rindis on December 26, 2016 at 12:00 pm
Posted In: Anime

The year and the latest season of anime are coming to a close together. I haven’t been watching so much new stuff, though the sheer number of episodes is still high.

Sound! Euphonium — Smudge had been wanting to show this to me for some time, and then, just as we got through watching it, we discovered a second season was starting up; so our timing was excellent! It’s a very nice slice-of-life story revolving around a high school music club competing in the national contests, with drama and a dash of shojo-ai. Despite that, there’s no fanservice or other pandering, and it’s my favorite series of the season.

Haikyu — We were surprised to see this one turn up again. The entire season was spent on just five matches against one team in the tournament… and it still worked. The tension and pacing is nicely tuned, and there’s a surprising amount of character development going on. Still recommended, despite the fact that it should be ‘tournament hell’.

Natsume’s Book of Friends — This is always a good series, and this season didn’t disappoint. However, it was a bit more slice-of-life centric than usual, so I keep feeling like nothing really happened.

Izetta: The Last Witch — It’s an interesting premise, with a world that isn’t quite Earth (all the names are shifted around a bit) having a war much like WWII (including most of the equipment). Into this is stuck a small Alpine country (it’s about a quarter the size of Switzerland and just to the east of it) and magic. I would recommend it, as it was well done… but for the fact that almost every episode has entirely unneeded fanservice, and it really bogs the series down.

And then Pokemon. Lots of Pokemon:

Indigo League (aka ‘original’) — Thanks to the scattered availability of episodes, I’ve only seen up through about episode 60. I think I’m less annoyed by the characters than Smudge is. I think the biggest shame is that the calm head of the group—Brock—has become defined by what started as a one-off gag of being distracted by a pretty girl. Ash has a serious case of ‘impetuous hero’ syndrome, but at least he starts growing out of it.

Pokemon XY (and XYZ) — I just recently caught up where this is in American broadcast, which is months behind Japan (I’m so used to the simulcast services…). It’s a big jump up from the original stuff, and largely very good. Ash is at his best as a character here, and the supporting cast is very strong. My main problems come from pacing: too often an immediate goal would be set (fight at the next gym!), and then would get deferred for several episodes for other adventures, making me feel like the main plot was stalling.

And we’ve watched several of the movies:

Mewtwo Strikes Back (The First Movie): I’m iffy on this and several of the other movies. In this case, it kind of feels like an extended episode other than the ‘forget-me’ at the end which meant that it didn’t have to impact the series itself.

The Power of One (Pokemon 2000): Yes, Ash really is The Chosen One. And let’s face it: this is a world of sparks and kami. The action and plot actually gelled a lot better for me in this one. Lawrence III worked a lot better as a villain than Mewtwo did for me, and you really get to rooting for the heroes. However, the Required Movie Allowance of legendary Pokemon bugged me by not really showing as much intelligence as most of the normal ones.

Spell of the Unown (Pokemon 3) I think this is the best of the early movies, and really weaves together a more cohesive plot. Also, its the first one where the fate of the world isn’t really at stake, which is something that gets pulled out too often in the games, anime, and movies. Also, I really liked the opening credits, which do a good job of introducing Pokemon, Poke-fighting, and showing off some character, all in pantomime.

Celebi: Voice of the Forest (Pokemon 4Ever): It kind of tries to be a Miyazaki movie, complete with flying scene. However, the contemplative moments actually are in service to the plot. Another recurring problem of the movies is on display here: a deus ex machina ending. Apparently, this is one of the lower-rated Pokemon movies, though I liked at least as much as any of the other movies.

Kyurem vs. the Sword of Justice: Okay, so Kyurem gets voiced by Vic Mignogna (Eric Elric), and… has a very similar personality. This caused all sorts of positive associations, and frankly, the movie is fairly good in its own right.

Genesect and the Legend Awakened: Another fairly solid plot concept, and a bit lacking in execution. Bringing back Mewtwo was an interesting choice, and it really does work with the plot.

Diancie and the Cocoon of Destruction: This one was a lot of fun, and is one of my favorites, possibly just because the cast of characters was a lot of fun (notably including Diancie and her harried advisor).

└ Tags: anime
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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
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