Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (469)
  • Comics (10)
  • Gaming (898)
    • Boardgaming (660)
      • ASL (153)
      • CC:Ancients (81)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (77)
    • Computer games (157)
      • MMO (76)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (81)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (47)
    • Anime (45)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

  •  Wise Guy History Takes on Illusions of Glory October 28, 2025

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

  • The Tithe of Iron October 28, 2025

RSS Quest for Fun!

  • Monday Morning Workflow October 20, 2025

RSS Bruce Heard and New Stories

  • WWII Aviation Industry Part 4 August 11, 2025

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • Upcoming Games: Fates of Twinion (1993), Infinite Fantasy Adventures (1993), Telnyr III (1993), Sword Dream (1993), Realms of Arkania: Star Trail (1994), Tower of Alos (1982) October 27, 2025
SF&F blogs:

RSS Fantasy Cafe

  • Giveaway: The Essential Patricia A. McKillip October 20, 2025

RSS Lynn’s Book Blog

  • Review: No Women Were Harmed by Heather Mottershead October 10, 2025
ASL blogs:

RSS Sitrep

  • Blockhaus Rock April 1, 2025

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • Our Games ASL FB5 Siesta Time, ASL WO7 Hell for the Holidays, ITR-13 To the Last Bullet and KE 7 Tennis, Anyone? October 27, 2025

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • GURPS DF Session 215, Felltower 138 - Into the second GFS Part II October 26, 2025

RSS Gaming Ballistic

  • GURPSDay Temporarily Down – fixing August 5, 2025

RSS Ravens N’ Pennies

  • Carpe Blogiem: Author, Patreon, and Blog Highlights – April to August 2025 September 4, 2025

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • 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 Kung Fu Furries #5: “Fist of the Wolfhound” September 7, 2025

RSS Orbs and Balrogs

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

Two Rounds of Picenum

by Rindis on October 29, 2024 at 12:00 pm
Posted In: CC:Ancients

After my too-close win in Hatten, Patch and I went to our between-games round of Commands & Colors: Ancients. Up this time was the Battle of Picenum from Expansion #2. There’s a line of hills down the center, and the Romans have two separate armies; one on each side of the hills. Any command card can only order units from one army or the other, so things like Out Flanked aren’t nearly as useful. The slave rebellion has no such problem, and can roll burning logs down onto the Romans (‘rolling fire’). It costs them a block to use, so we hardly did it, but it can generate a series of two-die attacks. Almost as unusual as that, each Roman force has a heavy war machine. Also the slaves can get banners by exiting units off the Roman side of the board.

I had the rebellion first, and we spent a few turns trying to maneuver before I charged down out of the hills with a Coordinated Attack and drove off a unit of Lights. Patch hit back with a Line Command, but merely took three hits for his trouble. I then Out Flanked to knock out the weakened Medium and drive off the Light again, but lost three blocks to nothing on momentum. Inspired Center Leadership finished off my weak Warrior, drove another off, where it took a hit from the HWM, and did two hits to another Warrior.

Order Mediums put me in contact on both sides, and we both had a unit nearly knocked with, with Gellius getting killed. Out Flanked (more Order Two here) let Patch reshuffle while Move-Fire-Move let me move up and knock out a couple blocks. I advanced along the hills with Order Three Center, and finished off two Mediums. Order Three Left drove off my LC with a hit, and Patch did a hit to a Medium, but lost his MC and Lentulus in return. Order Four Left got me into his fraying line, but I only took a hit to my LC. Patch Counter Attacked to finish them off with a blocked retreat, and two of my units barely hung on, but did equal hits in return. Order Mediums finished off a Medium and drove off another with three losses (taking a banner to retreat, and then retreat again on momentum). A final Medium took two hits, and drove off the attacker, survived a second attack, retreated from a third attack, but was finally knocked out on momentum. 8-2

Again, it took a couple turns to get to grips with each other in the second round, and the action started on the Roman right (Gellius) when Patch Double-Timed up to my line and knocked out the HWM, a light trapped against my line, and did three blocks to a Medium, but lost five blocks and a full Warrior in return (18 blocks gone in the first turn with combat!). Line Command let me finish off a Warrior and Medium, and Patch pulled back with Four Units Left. He sent a LC into the middle hills, who evaded a Mounted Charge, which did nothing.

Patch Ordered One (Heavy) for a rolling fire attack that did nothing, and I tried telling the slaves that I Am Spartacus to order three units to do one hit, and take one in return. Patch Ordered Mediums to finish off a MC, and I Ordered Four Right to do two damage while taking one. Patch Ordered Two Center to pull back a weak Medium and knock out one of mine, followed by Order Three Center to get a LC through the lines and finish off a weak Medium. I Out Flanked on the right to wipe out a full Medium. Patch Ordered Three Center for the exit and I Ordered Three Right (with only two left…) to lose two blocks for no gain. Patch Darkened the Sky to finish off a Medium, and knock out the other HWM. 4-8

Afterword

Okay, this is a highly unusual scenario. I think the rolling fire is too costly for what you get, and is really complicated (hard to get around that though). But the terrain is interesting, and the ‘two armies’ bit really takes a lot of wind out of the Roman’s sails.

Thanks to the cards, the fighting stayed on the Roman right in both games. Also, the initial Roman set up is strung out, which led to the game being slow to get going. The slave revolt could rush down to try to pick off units… but they’re out of rang for that too. At any rate, it’s a really wild situation.

└ Tags: C&C Ancients, gaming, Rome
 Comment 

A Country of Vast Designs

by Rindis on October 25, 2024 at 12:00 pm
Posted In: Books

The subtitle “James K. Polk, the Mexican War and the Conquest of the American Continent” is on point. This primarily about Polk, and takes the view from the White House for the bulk of the book. After that in importance is the Mexican-American War, and then the dispute over Oregon.

I had initially expected more of a history of the Mexican-American War, but it’s really a political history of Polk. Which is an eminently sensible subject. I can remember him being pointed out in a high-school history textbook in what is usually a fairly ignored stretch. Polk came to office after an unexpected nomination, and had a very clear-cut list of major goals for the US, which he then proceeded to determinedly accomplish.

Merry starts out with background, giving a thumbnail of Polk’s early biography, and then more detail on his political background as a protege of Andrew Jackson. As a true dark horse candidate, the Democratic convention of 1844 is gone into with some detail along with the election, and then the selection of the cabinet.

Once in office, Polk is juggling several things at once, but Merry starts with concentrating on domestic issues, and then on the Oregon Territory dispute, leaving the Mexican-American War to be concentrated on in the later part of the book. All of this is largely told from the political point of view, so while what was going off in such far-off places as California and Veracruz is shown, it is done in sense of detail.

But, the point is to see how Polk went after his goals, and got them. His strategy with Britain and Oregon was one of close-mouthed brinkmanship. It worked, getting a good compromise solution, after scaring the rest of the cabinet with what seemed a likely war first. His reticence makes it much harder to figure out what his plans for Mexico were. It certainly looks to be the same modus operandi, just with an explicit threat of force by sending Zachary Taylor into disputed territory.

This turns into skirmishes, then a battle, and war. Generally, it was a war with popular support in the US, but the political fallout steadily erodes Polk’s influence in congress. This had started strong enough to help him pass his tariff act and other measures, but by the end of the war, ratifying a peace treaty was a very chancy thing. Merry’s evaluation of Mexico’s actions leading to war come rather later in the book, and generally this is one of the friendlier opinions of the US’s actions I’ve seen, but he is correct that Mexico did itself no favors. Of course, things were so unstable that I’m not sure I’d say there was a government you could negotiate with, but what there was refused to even talk. To one extent, it’s tempting to say that the proper course of action is to wait for a stable government, but there were no hints as to how long, if ever, that would take.

Also, the same process of American colonization-via-immigrants that happened in Texas was in the early stages of happening in California and Oregon, and if let drift would have ended about the same way. Polk certainly seemed to be willing to cut to the chase with a large cash payment that could also stabilize any government that accepted it (since it would let them pay troops and functionaries long enough to possibly get some momentum), but he was asking for more than anyone would accept. Worse than just not accepting this as a possible, much less good, idea, the Mexican government responded belligerently to all this. And so war came.

Through all of this is Secretary of State James Buchanan. I knew he was later a terrible president, but to plumb the depths, you need to look at his earlier career. Buchanan is a constant source of conflict with everyone else, and incapable of dropping an argument. After promising that he wasn’t seeking to be president himself, he starts maneuvering for a later nomination, and causes all sorts of extra problems and scandals. Polk’s main failing is that he has no desire for in-person confrontations, and never really brings the boom down on Buchanan, even after incidents where it was richly deserved.

Parts of this book were reasonably well known to me, but there was plenty here that was new. I certainly recommend this as an addition to any study of the Mexican-American War, as there’s a lot here. The writing is good, though the distant perspective sucks the life out of a lot of colorful figures.

└ Tags: books, history, reading, review
 Comment 

V2 Birthday Present

by Rindis on October 21, 2024 at 12:00 pm
Posted In: Boardgaming

Mark has gotten himself a fair chunk of the Wing Leader titles over the last couple of GMT sales, and we recently got to trying it out.

Certainly, there are interesting ideas going on with the system. First off, is the idea that since relative altitude was the determining factor in much WWII air combat, the up/down dimension of the board is literally height/altitude, putting the game into a “side view” instead of the normal top-down perspective. Instead of trying to get ‘depth’ at all, the board represents progress towards a goal, such as a bombing target. Past this, the system is fairly simple, though there are cards with different stats for different types of aircraft.

Mark and I tried the second scenario from the Victories (early war) set (the first one is purely solo). The first scenario is a group of Japanese bombers being intercepted by American Volunteer Group (i.e., Flying Tigers) fighters—this scenario is the same thing, but the Japanese have fighters escorting the bombers this time. There’s also more Americans, two and a half squadrons, instead of just two flights (half-squadrons).

I had the Japanese, who have a fairly constrained setup. The two squadrons of bombers have fixed setup, and the squadron and a half of fighters set up ‘as if’ escorting them (escorting is a particular mission profile in the game, and the Japanese act as if this was true for the setup, but they’re actually on ‘sweep’ orders). Given some choice, the fighters set up stacked above the bombers. A squadron and a half of P-40Bs approach from ahead and below, while a flight of P-40Es can set up there, or in pursuit of the bombers at altitude, which Mark went for.

The P-40s have radio networks to and ground control to vector them towards the Japanese, which is the other bit of setup. Mark set them about two-three turns travel ahead of the bombers, and we were off. The P-40Es (veterans) had no trouble spotting the formations ahead of them, while my fighters did not see them below and behind. An interesting idea is that the turn sequence generall moves from least maneuverable (bombers) to most (unalert craft—mine, then alert), but anyone who has tallied (spotted, though you can only have one formation tallied at a time) moves directly after their target. It really makes movement easy to do.

Combat only happens within the same square, and formations all only go two or three squares a turn (not a high resolution of relative speeds here), so it took three turns for the P-40Es to overhaul the bombers. On turn 2, my veterans (a squadron of Ki-43s) spotted the P-4oEs and dove down on them for our first combat (since the Japanese have no radios, they couldn’t alert the remaining flight about it).

The combat procedure itself is where the game indulges itself with some complications, since you compare ratings for what column to use, and there’s a lot of modifiers, some of which apply to the ratings themselves and some are to the 2d6 roll. Combat can either be against the speed or turn ratings of the aircraft (attacker’s choice), and diving grants a speed bonus (of course), but even so, the Ki-43 did better in a turning fight (+1…), and a better roll from Mark meant we both did one hit. Hits then have to be ‘confirmed’, which is done by comparing a die roll to the target’s defense (presumably rating armor and sturdiness). Both hits were confirmed (it seems that one loss equals one aircraft, and the size of the squadrons is determined by the scenario, eight aircraft here), and then you check cohesion, to see if the involved units got too scattered to continue in the fight. In this case, mine did and headed home.

The next turn, the P-40Es caught up to the bombers unmolested, and took them on. Thankfully, they did nothing to the bomber formation (despite being on the +3 column), while taking a hit to create a straggler (which is a half-hit, and seems to represent one of the planes being noticeably damaged). The rest of the P-40s were just climbing up to altitude, and Mark tried to change the vector points to be ahead of the bombers again, but only succeeded with one.

The P-4oEs stayed on the bombers for turn 4 and caused one straggler with two hits while losing a plane, but kept cohesion while the bombers were disrupted. The green flight of P-40Bs failed to shift vectors again, and both failed to spot the oncoming Japanese bombers, leading to the green pilots flying right by them on turn 5. The melee with the bombers continued, with both sides losing a plane (I was continuing to roll very well in combat through this), and the bomber formation broke up entirely (which doesn’t mean they have to go home…). At that point (turn 6), the P-40Es turned their attention (and tally) to the forward group of bombers, along with the main squadron of P-40Bs, while the Ki-43 flight finally spotted the oncoming Americans, but the green flight of P-40s still failed to spot anything, and continued to their vector, and effectively out of the game, because after this it was going to take too long to catch up to the bombers again.

This lead to a two-on-two combat. You pick a lead plane to base the comparisons off of, and then other units are just a +1 to the effective stats. This actually worked out the same either way for me, and it has no effect on how you take hits (I’d think you should be forced to take the first hit on the primary unit). Mark rolled horribly for no hits, while I caused a straggler in the P-40Bs. Both of my units were disrupted, while the P-40Es finally succumbed to attrition and broke. The next turn, it was a two-on-one combat, but still with me disadvantaged, but no hits took, and my remaining Ki-43s broke, while Mark’s squadron was disrupted. That left the remaining fighters against the remaining bombers the next turn, and Mark scored three hits which turned into two kills (one kill and two straggler results).

Afterword

The bombers would have started flying off the edge of the board next turn, effectively ending the scenario, but the P-40s broke at this point, returning to base. The losses on my side added up to 7 VP, while I got 3 VP for his losses, 1 VP for the broken bombers getting through, and 3 VP for the disrupted squadron. Tied VPs, and the Japanese need at least five more for a draw.

Presumably, my good pilots turning around and going home after one kill is to blame for a lot of that. I should have been tying him up in air combat while he was picking on the bombers. The second unit getting involved earlier might have been nice, though jumping in once the second wave arrived was handy. On the other hand, Mark didn’t even get to use a flight, as it couldn’t sort out ground control, or spot anything.

In general, the game lives up to its promise of giving the feel of squadron-level air combat. With just a bit of work, you can see what’s supposed to be going on. On the other hand, with speed and turn ratings seemingly maxing out at seven, it feels a bit more coarse than I’d expect, with the individual characteristics not meaning as much as I’d expect.

The real problem is the decision space feels small. Outside of deciding which unit a squadron will try to tally, most of the game is you going through the procedures with few choices. Now, this is a simple learning scenario, so maybe things open up a bit in more complex ones, but it does feel like a system built around seeing lots of complicated interactions hanging on a few decisions, instead of presenting you with lots of interesting decisions.

└ Tags: gaming
 Comment 

The Queen’s Secret

by Rindis on October 17, 2024 at 12:00 pm
Posted In: Books

So, book 2 of a YA fantasy horse series.

Warning: there is a cliffhanger ahead.

The fact that this leads directly into book 3 explains a few things, because on its own the plot is a mess. Even as the middle of a story there are problems here.

Ironically, this was published in 2019 and deals with a deadly plague. In general, the situation is well handled, especially at a YA level. Since this world is somewhere around late 19th to early 20th century in general technology, the general sense of what is going on is known, and it’s down to trying to find a cure, or, as it turns out, a good inoculation.

Of course, this isn’t something the main characters are directly involved in, though they get the chance to be involved in finding a crucial bit of knowledge. That’s dropped a bit suddenly, and comes in from outside the active plot. But, the answer is suggestive of what deeper things are going on, because there is a deeper plot going on underneath all the happenings of the book.

…And that’s really the source of the trouble. Things start unraveling near the end, and while there’s a lot of questions left, the end is also where we start getting the questions in the first place. There were dropped threads near the beginning, and then there’s a lot of motion that goes nowhere until we head into the end. Put together directly with the next book, this may work out well, but inside of this book, the pacing is too uneven, and important things are set aside too long. That said, the writing and characters are enjoyable, and everything is set up well for what should be a very good concluding book.

└ Tags: books, fantasy, reading, review
 Comment 

Dawntrail

by Rindis on October 13, 2024 at 12:00 pm
Posted In: MMO

Smudge and I recently got through the latest Final Fantasy XIV expansion. Once again SquareEnix has done a good job. Considering that this is the start of a brand-new storyline, it can’t have the weight of something had a decade for them to build up to. But, they managed to surprise me again.

(I’m staying light on spoilers here, but there are spoilers ahead, more so as I go on.)
↓ Read the rest of this entry…

└ Tags: Dawntrail, FFXIV, gaming, MMO
 Comment 
  • Page 19 of 303
  • « First
  • «
  • 17
  • 18
  • 19
  • 20
  • 21
  • »
  • Last »

©2005-2025 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑