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Return of the Thief

by Rindis on December 16, 2024 at 12:00 pm
Posted In: Books

The final book of the Queen’s Thief series features another change in viewpoint. This time, we get Pheris, who is new for this book, instead of a returning secondary character.

Pheris is physically deformed, and is the grandson of Baron Erondites, who we have seen before. Pheris is viewed with suspicion as a ‘monster’ by the superstitious, and his nurse has taught him to play this up so that is all that is thought of him, even though he’s actually quite clever and cunning. The inciting incident of the novel is his uncomfortable stable life coming to an end when he is sent to the court of the new high king, Eugenides.

The idea was to get the heir of Erondites away from the current baron. Pheris isn’t expected to inherit anything, but he is the older brother. Gen, as ever, doesn’t take long to see there is more here than anyone else has realized, and Pheris is given a chance to be more than his cramped little life has allowed him.

As he starts realizing his own potential, internal and external politics heat up, and we are treated to the war that has threatened for some time. This is the final book, and many arcs from the rest of the series come to rest here. It can be hard to bring a series of books that can all be read independently to a proper conclusion, but Turner does it here. There are more things that could be said, and I would dearly like to see more of this world, but that would be as a separate series, different in place and time. For here, we have a good ending to a great series. I recommend people start with the first book, but also be aware that the themes of the series largely start with the second one.

└ Tags: fantasy, reading, review
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A Most Dangerous Saturday

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

After trying out Wing Leader, our next Saturday game (for more complicated games) was trying out the short scenario for A Most Dangerous Time, which I got a couple years ago. It’s a Japanese design on the later part of the Warring States period, with Oda Nobunaga already in control of much of central Japan.

I had the Anti-Oda faction, which is a collection of various factions with one thing in common: Stopping Oda Nobunaga. In the game’s chit pull system, this is three different chits (with more that come in later), and you can only act with the active chit’s troops, even if you have other units present in a place.

Oda automatically goes first on the first turn. With an ongoing campaign in the north, he put a small force into Mt. Hiei and moved the big at-start army south to Odani, one of the castles needed for Oda’s victory (well, they need six castles larger than the base size, and this is one of them), and the Azai army there hid in the castle with a 4-14 fight looming. Sieges are expensive to prosecute, since the defenders roll first, and are the only ones to get bonuses, when everyone needs to roll ‘6’s to hit. Four units did three hits, and took one in return.

The second chit was ‘End Turn’, allowing Mark to draw a card (for controlling Kyo), and taking us to turn 2 after Mark regrouped his lost units. Turn 2 starts with a small event where the monks of Enrakyu-Ji on Mt. Hiei seize control of the castle there, putting the recently arrived troops into a siege. This maintains a line of communications through, which was what Mark wanted, as pressing the siege (rolling dice) causes the three neutral powers to each move closer to entering the fight against Oda (Takeda, Uesugi, and Mori all have fixed entry dates that move up 1d6 turns if this happens). And the first chit of turn 2 was End Turn. (Yes, this does end the turn, with another card draw for Mark.)

Turn 3 saw Nobunaga go first (some factions—including Oda—get two chits, one for the clan/alliance, and one for the daimyo in charge), and Mark moved a large army into Sawayama; the south end of Azai’s lands, from the north, he sent one unit to Yokoyama, reestablishing communications through Azai lands. He besieged Sawayama, knocking out my two-unit garrison for no losses, and took out two units in Odani (just leaving samurai Azai Nagamasa there), while losing three units. Next up were the ‘Anti-Oda minors’; five clans in all, but only Miyoshi is at all prominent, and they moved to attack Ibaraki just south of Kyo, with the plan that the Ikko-Ikki forces in the area could clean up what was left if they didn’t win.

Mark had in fact, just reinforced that space, and we had our first field battle, with me having more troops than I could command (which is fine, other than the fact they don’t get a leadership bonus, and again, you want 6s or better on d6 per unit). We tied initiative and both got two hits. Mark retreated, and I got one more hit, leaving Akechi Mitsuhide and Hosokawa Fujitaka to take shelter inside the castle. Azai/Asakura went next and Asakura Ashikage headed south to retake Kanagasaki, and hope to be able to break the siege of Odani next time (units can go time after time, but do permanently stop if they enter a unbesieged unfriendly space.

Oda got the next chit, and Mark pulled out of Mt. Hiei while sending a new army into Ibaraki and activating Odani (if anything moves into a space with a siege, you can press it, but otherwise you have to activate a space already under siege to actually do anything). The battle went poorly for Mark, with me winning initiative (each round you compare die rolls, and if the totals are too far off, only one side attacks that round), and causing two losses, and he retreated the one surviving unit out. In Odani, I caused one hit, while Mark got nothing.

This was critical, because next the turn ended, and the first chit of turn 4 was Azai/Asakura. Asakura Ashikage arrived in Odani with an 8-unit army (including himself, but not the besieged Azai), while Nobunaga’s was down to 7. The first round, we did three hits to each other, and Mark retreated out, but lost all four units in the retreat, with Araki Murashige being killed and Nobunaga being wounded until next turn. (I thought he should have stuck around one more round, but the odds were slightly against him; as it was, he might have killed another couple of units.)

That ended the turn, and now Azai was able to start regrouping, since there was now a space for their troops to show up in. Ikko-Ikki got their first draw as the first action of turn 5, and they sent an army into to besiege Ibaraki (You can only use the active chit’s units, but you can do a siege someone else started—though there are problems.), and knocked out the garrison, killing both Samurai. After that was Oda, and most of the army that had taken the southern part of Azai moved towards Nagashima, but no offensive action was actually taken. Then the Anti-Oda Minors went… and I realized that with Ikko in charge of Ibaraki, Miyoshi couldn’t go anywhere without going out of communication/supply. (They could go by sea to the west, but that’s just neutral territory right now.) So, they did nothing, and Azai/Asakura was up. Their combined army went south and retook Yokoyama, after which the turn ended.

Ikko-Ikki went first on turn 6, and spent their time maneuvering. And then the turn was over. However, part of the reinforcement phase is that Takeda comes into the war, getting their troops set up, and now they get two chits for the cup (regular and daimyo).

Ikko-Ikki went first again, and Saika plus an Ikko force went to besiege Mt. Shigi, with both sides taking a hit to leave Matsunaga Hisahide trapped in the castle. Anti-Oda was next, and merely sent a unit forward to help guard Ibaraki from the large Oda army gathering nearby. Then Azai/Asakura continued south to retake Sawayama.

Then Nobunaga went, and Mark finally got a negotiation to work, converting the minor clan in Totomi, now that Takeda was active. Mark spent three movement putting forces into Nagashima, and then moved another large army into Ibaraki. Nagashima being a large castle (and therefore a victory space), the four units there retreated into the castle, doing only one hit (think I got the modifier wrong, and there should have been a second hit), while Oda did three. The battle in Ibaraki was even with the first round being 5 hits each. I pulled out the stump of my army (two Ikko-Ikki units staying in the castle), with thankfully, no pursuit (failed initiative). The siege did one hit, while Mark failed to get any 6s. This was followed by Oda, giving Mark a valuable double turn, putting more into the sieges and preparing some blocking forces on the route from Takeda lands. He took both castles in return for three more losses.

Takeda went next, advancing into Kakegawa on the coast and taking the castle, but taking two hits inland at Iwamura, and only reducing the defenders to a single unit. That finally ended the turn (only the other Takeda chit was left).

Ikko-Ikki was the first chit for the fourth time in a row, spending their time failing to take Mt. Shigi, then Takeda regrouped a little and took Iwamura. Then Azai/Asakura went, and I had a decision to make. Azai lands are a string of three spaces along the east shore of Lake Biwa, with only the ends having extra connections. Now having recovered the south end, do I go east, west, or sit tight. Both lead to valuable areas, with Kyo being three spaces west, and Nagashima three east. I went both directions, to protect the routes (I hoped), leaving the big army in a siege of Kannon-ji (south of Lake Biwa) while taking Ogaki. Oda went next, converting the minor clan in Tanba Kameyama next to Kyo, and sending the Nagashima army around to fight Asakura Yoshikage in Kannon-ji. This was a disaster, as initiative gave the first round to Oda, and my army was knocked out retreating in the second round, with Yoshikage scheduled to return at the end of turn 10 (effectively after it was over). He also pressed the siege of Mt. Hiei, doing nothing, but the rolls for earlier entry of Uesugi and Mori still put them after the game end (Mori shifted from turn 13 to 12…). Takeda went again, and besieged Toki. Nobunaga went, taking Sawayama, and cutting off the Azai army, while reducing the garrison in Mt. Hiei.

That ended turn 8, and turn 9 started with Nobunaga, who took Yokoyama. Asakura/Azai were next, and four Asakura units (with no leader) went to relieve Mt. Hiei, getting a surprise initiative to kill two units in the first round, after which Mark retreated. (I can’t blame Mark for not wanting to risk Nobunaga here, but given my lack of leadership, the battle could go very wrong for me, and he needed that siege.) Takeda was next, and the coastal force moved inland to take Futumata, while the main army finally took Toki.

This spelled Mark’s doom. The side without Kyo gets a card for every space they take, but we’d largely been getting cards that didn’t do much (having the card that will flip a leader on your side to your side isn’t very playable, though it is good piece of mind). I drew Brilliant Maneuver, which lets you choose between four possibilities as the next chit, including ‘End Turn’. I played it to do just that.

Takeda was the first chit of turn 10, and I took Komaki, bringing me up to the line of small armies between Takeda and Nagashima and Azai’s army. At the end of my impulse, I played Master of Tactics, which lets me take a card out of the discards. I took Brilliant Maneuver, which I used to force and End Turn draw.

Afterword

The Oda goal in this scenario is to have control of six castles larger than size 1. They have three in their own area, and the “Good Fortune” (mulligan) chit counts as a fourth (never used…). Nagashima was number five. That is why I was desperate to break up the siege of Mt. Hiei, and I was concerned about the developing offensive into Azai to Odani.

Overall, the game plays well, and feels like it’s bringing forth the later Warring States period. Sieges are highly annoying though, with the attacker’s only option to throw dice until enough 6s come up. Given turns are roughly six months, some sort of passive starving out the garrison seems like it should be possible. (Admittedly, troops under siege are more vulnerable to negotiations, but samurai and daimyos are immune to that.)

As mentioned, the cards were largely non-starters for a long time. I did get an Ikko-Ikki Riot… just after the last time their chit was drawn, and it has to be done during their turn. The game-ending combination was a complete surprise. I assume normally you see it used for forcing one of the daimyo draws next. Or when you know all your useful chits have been drawn already.

Seeing the war expand with Mori and Uesugi getting involved later would definitely be an interesting experience. Oda is going to take a lot of losses with sieges, so the four regroup/turn is really handy, and the ability to expand that to eight needed, and probably largely likely in a longer game. Mark nearly got Azai as it was, and destroying that clan (taking the main castle) expands the regroup limit.

Overall, its a good game, with very good graphics. The rules are a bit of a mess. There’s a summary sheet on BGG that is essential, as it straightens out a lot of confusion on DRMs.

└ Tags: A Most Dangerous Time, gaming
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Heart of China

by Rindis on December 8, 2024 at 12:00 pm
Posted In: Computer games

This is the fourth in a series of reviews looking at the evolution of Hearts of Iron IV. See the previous reviews here:
Hearts of Iron IV: Heart of Production
Together For Victory: Commonwealth of Iron
Death or Dishonor: Heart of Eastern Europe
After two country packs, the head Hearts of Iron developer put together a list of features they were looking at for improvements and changes for future patches, before announcing HoI IV’s first major expansion on November 15, 2017. Waking the Tiger was released with patch 1.5 on March 8, 2028. It, and the two earlier county packs, Together for Victory and Death or Dishonor, were incorporated into the base game as of March 14, 2024.

Ununified Support

National unity was broken up into stability and war support for this patch. Unity had been introduced in HoI III, to force countries to capitulate after the major sections were occupied, but now they wanted to add some nuance.

Stability represents a country’s internal processes, so strong party support adds to it, and at high values it grants industrial output and political power (the currency that lets you reform the government and work through the focus tree).

War support limits conscription and production laws, so a country with low war support can’t institute the higher levels of these laws. Fascist nations generally start with high support, but aggressive actions will cause high support in their victims, so they can put themselves in a bad position.

All of this came with new events and other options hooked into the new system. It’s a good idea, though it hasn’t interfered with me enough to give me a good idea of how it changes things.

Decisions

The biggest change for the patch was that a new top button was added for a decisions screen (or side bar). The primary goal was to allow more time-sensitive actions than the focus trees could allow, and add more flexibility to the game.

Even a country with no targeted content can expect to have a propaganda section, used to drum up support when world tension is already high. There’s also a good number of general political actions that can be used to steer away from particular factions, increase support, and a few other trade-offs.

Many parts of the world have further resources available by taking a decision to “develop” them. This generally requires some level of excavation or construction technology, and takes time as well as civilian factories to complete.

There are of course, lots of more specific decisions for the big countries, revolving around various historical options. Some focus tree events will trigger new decisions (for other powers), and some independent events have been moved to decisions, mostly so they are not things that must be dealt with that instant, bogging down a busy multiplayer game.

Overall, it’s definitely a good addition to the game, and opens up a lot of flexibility on how to handle things. My main problem with it is just being used to not handling things that way.

Revisions

The new focus trees from the previous two country packs had as part of their options some true alternate history bits to send each country towards the other factions. This had proved much more popular than originally thought, so Paradox added these kinds of options to Germany and Japan at this point.

Germany’s full tree has not changed since (that I can see) but the major political branch is only available with Waking the Tiger. This has elements of the army start a civil war to throw Hitler out, and Germany can either go democratic or constitutional monarchy (unaligned) from there.

There’s still a lot of choices within that tree, and it can even get a sixth research slot. There is no branch of the focus tree that gives a communist government (there are still other ways to do it), though there is a part of the army branch that can give a full alliance with the USSR and disband the Axis in favor of the “Berlin-Moscow” faction.

Japan got a redone tree with the political parts also hidden in the expansion (more understandable, but Germany should have been free to start with). There’s the historical fascist branch, an unaligned branch, and a democratic branch. The last causes a civil war, and forces Manchukuo independent, and in control of Korea.

The Communist branch is even worse, with a civil war that sees most of the generals and the Japanese navy go over to Manchukuo. But all ideologies are available, and Japan is capable of starting a faction in any branch, though some are simply to take the place of a major faction abandoned by someone else’s abandoned historical route.

Past that are the usual paths to boost research, get the fifth research slot, and other effects. However, Japan does have three unique units available. Army expansion leads to bicycle infantry, which has slightly better speeds in some terrain, and better suppression (of insurgents). The naval branch has torpedo cruisers (an alternate light cruiser type to represent Oi and Kitakami, who were outfitted with a very large number of torpedo tubes). The air branch allows for kamikazes.

Additionally, Japan gets an extra national spirit with Waking the Tiger: Interservice Rivalry. This starts balanced, but there are decisions to swing it towards the army or navy, which change dockyard and military factory production, and the decisions themselves have good effects.

Personally, I find the wilder political options too unbelievable to be a fan. Apparently, I’m a minority, but I’d like a middle ground with some options, just not as ahistorical as these often get. I’d also have thought it’d be a good idea to keep the full German tree available to everyone (they are the most popular power to play), and just put the full Japanese tree in the (thematically appropriate) expansion.

China

China is struggling with a civil war through this period, and is broken up into two ‘name brand’ nations: (Nationalist) China, and Communist China, which each get their own focus tree, and a number of warlord states, which all share a general tree for them.

Nationalist China gets five new national spirits with the expansion, three of which severely limit China’s military. Army corruption makes all units half as effective, and take longer to train. This can be earned off with the army reform focus, followed by a series of decisions, which all cost army experience, so it won’t happen until deep into a shooting war. Incompetent officers reduces the new command power currency to nearly nothing, and can be bought off after the army reform.

There is also low inflation, and a number of focuses will raise or lower that. One of the goals of the Chinese government is to introduce a welfare state, which will raise stability and war support, but will generally increase inflation. Naturally, it is harder to reduce it, though it can be done.

Communist China is currently on the losing end of the civil war, and with the expansion has four national spirits that only have negative effects. There’s multiple routes to getting rid of them, but they’re also far from the only problem. Non-violent solutions to the civil war are included, but have their own, quite high, costs (generally in political power, but also possibly in infantry equipment).

The international section of both focus trees are the same, and deal with inviting various Western powers into the country to help out (including possibly collaborating with Japan, but the historical parts deal with things like the Burma Road).

A new behind-the-scenes feature is that the shared focus tree above is really ‘shared’ at the coding level. The warlords’ focus tree has a branch to support the Nationalists, which will then swap out their focus tree for the main Chinese one, and a branch that does the same for the Communists. And then there’s a branch that puts them into opposition to both, side with Japan, and proclaim themselves as the true Chinese government.

Finally, there is a concept of political support points, to shift who is in charge of China as a whole. This becomes important a little into the game, once actual political maneuvering is underway. Basically, each province contributes some points to showing who has legitimacy. Part of the Communist abilities is to undermine this and get provinces they don’t control supporting them.

Also, Manchukuo (Manchuria under Japan) gets its own focus tree, with a copy of the general Chinese foreign investment branch. The other part of the tree splits between staying obedient to Japan, and going independent to reclaim China and expel Japan on its own. The ruler of Manchukuo is actually the heir to the Qing Dynasty, so it can form the Chinese Empire under the right conditions.

Overall, the expansion really does a good job with China, and gives it mechanics that make it operate in a much more realistic way. The biggest problem is the political support points are under-explained, and often just not visible, even though they’re extremely important.

Resources

There are two basic reworks of resources as part of the patch. First, the amount of resources from an area is dependent on the infrastructure there, so building infrastructure in your resource-rich states now grants more resources. They also redid the interface to show this and better show the current infrastructure while building more.

Synthetic oil production was also redone. It used to be every level of the technology allowed another refinery per state. Now, the first level always lets you build up to three, and there are two branches under it.

Each technology in one branch adds one oil production to every synthetic oil refinery, and the other branch adds one rubber production. This means you can now concentrate on the resource that is causing all the trouble. (Or take both, if you’re short on both.) It’s a very nice change, and makes the refineries even more useful.

Enhanced Command

The patch introduced some unit hierarchy. Army groups became collections of armies, and field marshals can be promoted from generals to lead them. The general idea is you can now do planning at this level, and let the system assign frontages to each army, and so on. You can even work out plans at both levels, and once an army plan is done, it’ll default to the army group plan. And if you skip the army group level of command, the field marshal in charge will still provide bonuses to everything under him.

It is a far cry from the full chain of command from HoI III, and personally I’d like to have corps as an optional container to order several divisions at once. But, it is a good enhancement to the existing army system, and there are places where it’s very handy.

They also reworked the basic leader stats. They still have an overall skill level, but this is now generally for determining when/how they level up, which grants three points in four skills, attack, defense, logistics, and planning (for generals, admirals use maneuvering and coordination in place of the last two). So, now some leaders are much better at defense than attack, for instance.

Some of the trait system was reworked to go with all this. There’s a bunch of mini-trees of traits, which can be earned by experience, but you now have to go in and confirm them. Overall, I like the changes, but I don’t care for how the traits are now organized, nor the need to micro-manage.

Conclusion

For some, this expansion is a bit disappointing, as it can definitely feel like a country pack writ large. There are some important overall changes here, but they’re mostly on the patch side. Possibly the most valuable patch feature is one I haven’t mentioned, where you can attach air units directly to armies. The air unit will then follow it around, reducing micromanagement of air assets.

That said, there is a lot of content in the expansion; I’m surprised they generally just mention China and Japan for the focus trees, when there’s four different Chinese focus trees. More general content is a bit low, however, with the field marshals being the main standout.

At one point, I’d have probably given this a limited recommendation. Japan and China is an important part of WWII to flesh out, and if you want a proper global war game, that needs to be in the mix, and I think they did a good job with it. That said, if you’re the type to avoid naval warfare, you’re probably also avoiding Asia, and may not notice.

But now, it, Together for Victory, and Death or Dishonor are part of the base game. The stated reason is so they know the features from those expansions are available to everyone for building off of. I can only speculate which ones they have in mind, but the expanded German focus tree is a possibility. I suspect the enhanced puppet types from the first two are also part of the reason.

└ Tags: gaming, Hearts of Iron, HoI IV, Paradox, review
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The Roman Revolution

by Rindis on December 4, 2024 at 12:00 pm
Posted In: Books

Nick Holmes is doing a very good job writing a clear beginning-level series on Roman history. This also has the advantage of being recent (2022), and so has access recent findings.

There is one short chapter two-thirds of the way through titled “Climate Change” which talks about what fairly recent research has to say about the Roman Climate Optimum from 200 BC to AD 150, and how it seems to have helped Rome’s rise, and how shifting climate trends after that added instability (he starts with a series of years where the Nile did not flood, or had a very weak flood in the 240s).

This was the highlight of the book for me, and if there’d been more chapters like it, I’d have been very happy with the book. However, it seems there are missed opportunities here. He talks about the Roman economy at times, and reference to The Roman Empire and the Indian Ocean could have helped develop some arguments. That book has problems, but talking about the evident closing of the Iberian silver mines after the Antonine Plague would be valuable for Holmes’ discussion of the Roman economy.

At the same time, Holmes is wanting to make a specific argument, and I just didn’t feel like he ever got to really arguing it. A better feel for what he considers ‘revolutionary’, as opposed to ‘evolutionary’ would have helped (he doesn’t use the latter term; part of his trouble is a lack of contrast against his thesis). The idea seems to be that the Crisis of the Third Century left Rome in a vulnerable place, and the way out (at least the one taken) was the ‘revolutionary’ measure of converting the Empire from Ancient paganism to Christianity. But there’s not enough there on what that meant either.

Which is part of the other weakness: A real look at where Roman thought and culture had gone during the life of the Empire. He does address part of it, trying to unravel the rise of Christianity. But, he doesn’t look at the other side. From other books (I don’t remember which ones), it’s been argued that paganism had hit a dead-end, with it becoming slowly clearer to the educated that the myths and mysteries associated with the old cults had no reality behind them. And there was nothing really to put in it’s philosophical place. Other than those odd monotheists that is.

So, it’s not really the reassessment of the Third Century Holmes says it is, but it is very readable, and does a good job presenting… too long of a period in a very readable format. To give background, Holmes goes back to the mythical founding of Rome and gives a quick view of how it got to a Mediterranean empire. But that is a lot of ground to cover, and so takes up a fair chunk of the book, no matter how abbreviated it is.

└ Tags: history, reading, review, Rome
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Two Rounds of Mummius’ Defeat

by Rindis on November 30, 2024 at 12:00 pm
Posted In: CC:Ancients, Technology

After trying out a chase in SFB, Patch and I moved back to a round of Commands & Colors: Ancients. We’re in Spartacus’ rebellion, this time with a defeat of part of Crassus’ army under Mummius from Expansion #2. The Roman army is concentrated in the center, and there’s three camps on the barbarian side; taking two of them is worth a banner.

Patch had the Romans first, and started with Order Four Right (pity there’s only three units there), with each of us losing two blocks, and Patch’s LC losing another on a retreat. I Ordered Three Left to push the remaining units back with another two losses. Move-Fire-Move let him redeploy, but he couldn’t get any hits, and I Ordered Three Center to cause one loss with missile fire. Patch did a Line Command in the center to drive off my LC with losses. I Out Flanked, driving Patch to the baseline, and he lost a leader, but he finished off the Warrior that was weakened at the start.

Another Line Command brought Patch up to the camps in the center, where he weakened my Auxilia, and did a block to a Medium with ranged fire, at a cost of two blocks to a Medium. I Ordered Three Right to come in on the flank of the advancing Romans, knocking out a Medium, but taking two blocks in the process. Inspired Center Leadership let Patch react, knocking out two Mediums, and killing Spartacus as he was forced to evade through a Roman unit, while I did four blocks back. Order One (Leadership Any Section—I only had one leader) let me finish off a MC, but momentum only let me force his Auxilia to retreat to the baseline. Leadership Any Section let Patch finish off my weak Auxilia in the center. 3-5

In the second game, I led with Double Time to get at the camp in a hurry, and took two losses while severely depleting the two LS in the camps. Patch hit me in the flank with Leadership any Section, knocking out two Mediums and nearly destroying another, while taking three blocks in return. I closed up with Order Four Center which saw me take another two hits, but knock out a Medium, LS, and kill Spartacus. Patch Out Flanked to force a weak Medium to retreat, while I forced a Warrior to retreat in the center, while on my right we traded three blocks. Line Command let me advance in the center and finish off two units. 5-2

Afterword

Both games saw very bad Roman starts suddenly turn around for a quick victory. In the first game, I concentrated on the weak flanks, and they were pretty much gone when Patch rolled up the center for a win. The second time, my quick march into contact in the center went very wrong, but Patch couldn’t hold out when I kept the pressure up. Also, this is the first time we’ve a leader be the first casualty of the game.

It’s a fun quick scenario. Five banners is always fast, and the units are close enough that there’s not a lot of time spent trying to get into range. The Roman four-card hand is a real problem, but if they get the cards (and dice) they have what they need to win here.

└ Tags: C&C Ancients, gaming
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