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RSS Inside GMT

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  • Playing at the World 2E V2 Arrives May 5, 2025

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RSS Banzai!!

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RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
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  • Felltower short break December 7, 2025

RSS Gaming Ballistic

  • Mission X: Obviously Not 2025. Life happened, read on. December 13, 2025

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  • Review: GURPS Realm Management March 29, 2021

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  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #1: “” December 7, 2025

RSS Orbs and Balrogs

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

Too Many Wizards

by Rindis on January 5, 2025 at 12:00 pm
Posted In: Boardgaming

Finally had people over for a group day last Sunday. Unfortunately, that was also a drama-filled day, so it was just me, Mark and Jason active for gaming.

We started off with Too Many Kobolds, a small game I just got for Christmas. It’s purely a card placement game, as you have a 3×5 grid as your “cave”, and you place kobolds so that they are happy (requiring a combination of resources from other kobolds). As such, the game will last exactly fourteen turns, as you always place one kobold per turn, and you start with a dragon to work off of. It didn’t take long for all of us to realize just how challenging things were going to be, though Jason managed to flip a couple cards early on. Once I got going, I did very well, eventually getting most of my kobolds happy, using all three one-use special powers along the way. All three of us ended with the chromatic bonus (all seven colors, seems likely), while Jason and Mark both had bonuses for having three of the same kind of thing, but the final scores were still me 46, Jason 35, and Mark -17.

After that, we did a round of Settlers. I got off to a fairly good start, but that faded over time as I got stuck without resources for a while. Mark ended up taking longest road, and generating a very long road. Between that, a couple VPs from development cards, and a fairly steady flow of resources all game, he did well, hitting 10 VP while I was still at 6 and Jason was still at 3.

Finally, we did a round of Wiz-War. This went longer than initially expected, as we finally had a game that didn’t immediately collapse one player’s position. I mean, I did collapse, but it took longer. I took damage from both Jason and Mark, while they first went for re-positioning their own treasures, and then went after others. Both of mine ended up going, but by that point I was dead. The initial encounter with Jason went poorly, with him absorbing life points to get up to 20. The encounter with Mark went longer and did even more damage, and should have ended with me as his Buddy.

But, I kept pointing out that this is not an attack, and washed him a square away with Water Wall, and then Destroyed Wall next to him. I still ended up trapped in part of his sector with a Thornbush, Granite Cube, and a Fire Wall blocking the exits. I got out to continue bugging them, taking more damage, Mark Teleported Other on me to put me back in the same corner. Thankfully, I drew Passwall after a turn, and died to Jason (I forget what he used, but I was down to 2 life points) after some (inadequate) petty revenge with a Sudden Death for 10 points.

Shortly after that Mark made it back to his base with the second treasure for the win.

└ Tags: Catan, gaming, Too Many Kobolds, Wiz-War
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2024 in Review

by Rindis on January 1, 2025 at 12:00 pm
Posted In: Life

Every year, I express a hope that things will be better next year, but it’s really hard to see that happening right now.

That said, I am in temporary good financial shape thanks to my vacation time being cashed out a few months ago. I need to be a bit better about preserving the surplus.

Fox Den is still on schedule, with another twelve issues of Campaign out. I did get two mid-month releases out this year, Panzerfaust #52 and Guidon #6 Income is down slightly again, at ~$580. I have about a year and a half to go, and am nearly done with all the scanning.

The blog has been on schedule, but nothing more. I ran into a couple places where I was scrambling for a post for the 4-day schedule, as well as the usual race to finish the bigger ones on time. I did get another eight Paradox reviews out this year (I thought it had been less) which takes me through eleven months of releases (I need to speed this up somehow), and am down to four more in the can (I like to keep two spares, so that’s fine). I did have a greater number of RPG articles this year, with three GURPS Dungeons & Sorcery collections (that has nearly run me out of content, I need to get more written up), two miscellaneous reviews, and three Forgotten Realms reviews (I have stopped short of my goal of reviewing FRE3 Waterdeep; hopefully I’ll get back to it soon).

General board gaming has continued as before. Patch and I have a regular schedule we rotate through, and Mark and I are regularly gaming on Saturday and Sunday mornings. Sadly, there was a gap in FtF play from May to December, so there’s been less of that. New (to me) games this year were Granada, A Most Dangerous Time, Wing Leader, Tiny Epic Vikings, Demonlord, and Too Many Kobolds. I think Granada needed a little more restraint on new wrinkles for the base Sekigahara system, but is very good, and easily top of the pile.

Steam says I didn’t play as many different games as last year, and since I didn’t experiment with a bunch of new space 4X games, that makes sense. In fact, my only new computer game this year would be Endless Legend, which I found a bit disappointing. It is good, but is also built around limiting how far you can grow, which runs counter to what you expect in a fantasy conquest game, and limits your ability to bring about a decisive end, so I think it hinders more than it can help the design. My dad’s computer broke around October, and he’s on a refurbish that’s generally good, and doing better now that I’ve talked him through a video card upgrade. Dawntrail was a worthy new expansion for FF XIV; not as good as the previous two, but that would be nearly impossible to do. The real question is where does the story go from here to the next expansion? I have thoughts, but I’m usually wrong. Also, I hosted Smudge’s weekday gaming streams for a little bit, and went through the existing three chapters of FoxTail.

There are three Kickstarters that I’m waiting for to deliver the goods: The remastered/dubbed Dirty Pair TV series probably should have delivered already (me and Smudge have the shirts), but is close to done, and the Sony/Crunchyroll acquisition is to blame. Free Stars: Children of Infinity (AKA the real Star Control III) is continuing to look good in periodic updates (due May, but I expect it to slip a little, as most things do). I’m less certain of when Empire Builder: Europe is due, but it too is done by people with experience, and I’ll be happy to finally have my own crayon rail game.

I hit my reading goal fairly easily this year, getting 47 books in (this does include some relatively short RPG supplements). On the best side, the final volume of Jonathan Sumption’s history of the Hundred Years War did not disappoint at all. I wouldn’t call Peter Wilson’s Thirty Years War great, but I do think it is a solid improvement over Wedgewood’s book. On the fiction side, all the further parts of good series held up to the quality expected; Mistress of the Empire and Unbound Empire (no relation) were very good conclusions along with the final two Queen’s Thief books. In fact, I don’t think anything has been truly disappointing this year, except the fact that early ST:TNG novels still have yet to have a book with a plot that stays cohesive all the way through.

I am trying to be semi-active on Bluesky and posting links to most of my blog posts over there. I’ve also been posting occasional pics of my RPG collection over there, and need to get back to it. I also started a thread for cataloging all my various gaming projects, and need to update that again.

└ Tags: life
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A Hundred Yards to Hatten

by Rindis on December 28, 2024 at 12:00 pm
Posted In: Boardgaming

After way too long, I finally had some FtF gaming on Thursday. Jason came over for another session of The Last Hundred Yards. Jason was generally sticking with the early materials, and we did replay a scenario I’ve played before. But first, we went with Mission #5 “Counterattack at Hatten”, which caught my eye as I’ve been going through Hatten in Flames with Patch.

I can’t say it resembles the more detailed look at all, being an all-armor battle with the board 12 village presumably standing in for Hatten itself. That said, it’s an interesting scenario, as the Americans have twice as many tanks as the Germans, some of which are M4A3(76), and are trying to clear out the German armor, which starts hidden on the north side of the river (…there is a river about a kilometer north of there, this is a bit close). It could be interesting to see some of the HF scenarios translated over.

I had the Americans, and swept through open board 2, before sending the 76s up the board 12 hill, while the 75s ended up going west and looking to cross the ford that Jason hadn’t originally noticed (distracted by the two bridges). He revealed to start dueling with my forces, and tried to stand and fight, which ended very poorly for the Germans, as I could just mass fire and take care of targets one or two at a time.

Jason decided he wanted another go at that, and set up a different defense, and practiced much better fire discipline, generally taking potshots and immediately pulling out of line of sight. I went with the same basic plan, but the 75s initially headed towards the eastern bridge, and forced Jason to pull back further in there before switching to the middle bridge. Unfortunately, Jason had good dice, and I lost three tanks immediately despite him taking ‘shoot and scoot’ penalties and occasional “hull down” penalties. (It is worth noting this doesn’t work nearly so well in ASL since this would all be unacquired shots in the 7-12 bracket—not that bad—which would then get a return volley from the rest of the platoon as it started and reversed out of LOS—that’s actually a bit unreasonable. If you applied Case J2 for 1 MP in LOS (due to being HIP before the shot), that’d probably be appropriate, but that’s not how the rules are written.) I was still trying to force him out into the open where I could properly smother him in fire, when he managed more kills, and pushed me over my casualty limit.

After that, we went to Mission #4 “Chance Encounter”, which is a nice even meeting engagement. Jason got initial initiative, and I picked the Germans, hoping to get a chance at the 80mm mortar support (though that 20% chance makes it quite unlikely). As it happened, the scenario didn’t go long enough for it to come up, as you can only start checking on that after ten minutes of game time.

We both moved up, and Jason managed to get into the central pair of buildings right before I could get there. I assaulted through the other one to get to him, and a mediocre roll sent me retreating back out again. My big mistake was sticking it out and only retreating to the other buildings instead of pulling back to the woods mass to regroup. Jason got initiative, recovered from the assault, and counter-attacked, causing losses and forcing me out.

This started a collapse there that eventually pushed me over the casualty limit. There were a good number of fate rolls during the game, one of which shot Jason’s third platoon leader, and I would have assaulted them if I could get initiative again, and hopefully cause real problems there.

We broke up for the day after that. There was still a decent amount of time, but didn’t have anything in mind, and a real danger that the next scenario could go too long. Still, we got three enjoyable scenarios in, and I re-familiarized with the system.

└ Tags: gaming, Last Hundred Yards
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The Fall of Rome

by Rindis on December 24, 2024 at 12:00 pm
Posted In: Books

Holmes’ second book covers from the recovery of the Roman Empire from the Crisis of the Third Century to the sacking of Rome in 410.

Well, mostly. While the second book in a series, it is meant to be a stand-alone read as well. This means there’s some lead-in summary introduction. This is generally fine, but a lot of it is copy-and-pasted from book one, which makes it rough going if you read one directly after another. I can’t blame him, but some sort of guidepost to where that stops would have been good in my case.

But the main action is tracing the events that brought Alaric to Rome, three times, and led him to sack it.

Along the way, we see various people come and go, decisions made, and the slow crumbling away of authority in the western Empire, until the government is in northern Italy (Ravenna), and unable/unwilling to do anything for Rome when Alaric threatens it.

Holmes also sees this as the ‘true’ end of the Western Empire, rather than the later ending of central authority there. He’s not alone in that assessment, and you could make a very good argument (he doesn’t, really) that it is the end of the west’s reputation, and that the next fifty years were government without respect. Personally, I go with the “official” end of government, but that is entirely a personal preference.

So, this is the tale of the years leading up to the fall of the Western Roman Empire, well-told at a high level, with attention paid to more modern works, especially dealing with climate change. I think he missed another opportunity here. He does reference Peter Heather’s The Fall of the Roman Empire, but I think Holmes would have been better served to pay attention to his Empires and Barbarians, which looks at the Germanic migrations through the lens of modern migration studies.

So, another readable, informative book. If you have an interest in the later Roman Empire, but are not already well-read on it, this is a great place to start. But… maybe don’t read this right after the first book.

└ Tags: books, history, reading, review, Rome
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The Battle of Lagos

by Rindis on December 20, 2024 at 12:00 pm
Posted In: Boardgaming

After Demonlord, Mark and I made a long-overdue return to Flying Colors. We went to an early battle (Seven Years War) from the Deluxe set, which meant ginning up some new counters, as the Vassal module still hasn’t incorporated those. (Also, the British commanders you’ll see are wrong, but they have the right stats.)

The Battle of Lagos starts with a British line bearing down on the French fleet, and a second British force will arrive a few (variable) turns in. The French are already outnumbered, but have the only first-rate ship in the battle, everything else is third or fourth-rate. (I wish I had appreciated this much earlier.) The scenario notes that the French are outmatched, and offers a variant with five more French ships, but the second British force is guaranteed to come in on turn 2. Looks interesting, and I think it’s worth a try, but we stuck with the historical version. (I will note the French are already deep in a corner of the map, and the extra ships will probably give even more maneuvering headaches.)

I volunteered to take the French, and Mark got going since the British start with the initiative. We tried the optional defensive fire rule (i.e., firing at movement), and I opened up as HMS Culloden approached to do 2H, and she fired on Téméraire for 3HR. Then HMS America did 3H to Centaure.


After British movement. Wind is from the top of the map.

The immediate French problem is that they are beating against the wind, and are practically immobile with 2 MPs. I wanted to run the French line up, and then turn to parallel the British line reaching with the wind, and so declared a ‘turn in succession’ order with the lead Modeste. (I might have been better served to just turn everyone for a running battle as is, and used sideslips to tighten up the windward side of the fleet.) Téméraire and Centaure returned fire during my activation, doing 4R to Culloden and 3R to America respectively.

Mark kept the initiative for turn 2, and Culloden and Téméraire fired on each other during a range 0 pass-through, doing three hits to each other (rigging to Culloden, and hull to Téméraire). Redoubtable fired the off-side at her, doing 5HR. America took 3R from Centaure, and did 2HR to her in return. Portland could only manage a partial broadside (the British line was backing up…) for 2HR on Centaure. Téméraire tried a rake during her activation, but rolled a 9, still doing 6H to Culloden, flipping her to damaged and setting her on fire. Centaure had nowhere to go (with 2 MP and America directly in front), so she tacked through the wind, getting off a fresh broadside for 2R on Portland, but breaking the turn in succession.


At the end of turn 2.

The British reinforcements showed up for turn 3, but there’s no great instructions for their arrival (just the east edge of the map), so Mark worked out a sailing order for them to start arriving in a compact line ahead under full sails. My lead two ships and Centaure were out of command for turn 3, while La Clue kept control of that part of the line that hadn’t turned yet. Mark retained initiative (on tied rolls), with Culloden firing on Redoubtable for H, and being reaction fired on by Téméraire for HR, and later movement reaction from Redoubtable for 2H. America raked Téméraire (our first successful rake attempt—mine had been hampered by being largely bow rakes) for 4H, while America raked Centaure for 4H (flipping to damaged) and fired on Téméraire for 2HR. Then Guernsey and Warspite fired on Centaure for 5HR, and 6H, sinking her (max hull damage, and sunk when we got to the end of turn check), while Guernsey also did 3H to Téméraire.

There was no more fire for the rest of the turn, but I turned my existing formation to get in line with the parts that turned early, and tried to get ready for a more formal pair of lines hitting each other. I caused myself trouble, but we didn’t realize it until a little later. I’m not sure just when we noticed, but there is a provision for masking a friendly ship, that keeps them from firing that broadside for the entire turn. This affected Océan, the first-rater, at a time when she was finally getting a chance to get into action (though still a bit far out, and I probably wouldn’t have fired that turn anyway). It also affected some of Mark’s ships, as his formation had gotten pretty muddled.

The British kept the initiative for turn 4. Redoubtable and Portland exchanged broadsides, taking 1H and 2R respectively. Guernsey raked Téméraire for 4HR, Namur did another 6H, and Swiftsure and Warspite both did R, leaving Téméraire four hull left.


After British movement. Fired counters are to show masked broadsides; as showing it directly on counters would interfere with ‘first broadside’ tracking.

The French turned due south for my activation, hoping to cross the British “T”, though I did underestimate just how long it would take to accomplish. I was able to separate everyone out during the maneuver though.

The British still had initiative for 5, and they jockeyed for better positioning, with the only fire being Warspite into Téméraire for R and Culloden at Redoubtable for no effect. In my activation, Modeste did R, Guerier 2R, Souverain 2RH, and Ocean 3RH to Portland (leaving her at 12 rigging hits), while Redoubtable was unable to harm Culloden. Culloden finally extinguished her fire, just as the French fleet broke and ran.

With one ship sunk, and another damaged, the British had 7 VPs. Having only damaged one ship, the French had 2.5 (doubled for British Audacity, and halved again for breaking).

Afterword

The best thing about the game was the reminder that we need to play Flying Colors more often. The game is a lot of fun, and boils things down for fleet actions pretty nicely. The scenario’s lopsided, but this is mentioned in the description, and the real problem the French have is the lack of maneuvering that beating into the wind causes.

If things had gone another turn or two, Portland would have been in trouble, as a likely continued focus of French fire; at least until dismasted. After that would be Guernsey or America‘s turn, the latter having taken 6 rigging hits already. That said, Redoubtable would have taken a beating in turn, possibly along with Océan. It would certainly have been interesting to see a first-rate in the middle of all those third and fourth-raters. The second British fleet was still at least two turns away, and this is under full sail. Their real contribution was causing the ‘outnumbered by at least two to one’ modifier for the break check.

The turn in succession rules still need a lot of work. They assume everyone is in a very consistent straight line, and the French, as can be seen, aren’t set up like that here. The ships can’t get as close to the ‘turn’ counter as the rules stipulate. We worked with the idea that they would all turn as they hit the proper column, which seems to fit things fairly well here. The bigger problem is that the entire maneuver gets called null and void as soon as one ship fails it. When Centaure was forced to turn (one way or the other) because of imminent collision, all the ships ahead of her in line suddenly had no formation, which is just nonsense. Sure, if there had been ships after Centaure, they should be out of the command, but not all the ones still in an unbroken line to the turn in succession marker.

└ Tags: Flying Colors, gaming
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