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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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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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