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Final Test

by Rindis on April 3, 2026 at 12:00 pm
Posted In: Boardgaming

After finishing up with Centurion, Mark and I decided to try out the Avalon Hill WWI dogfight game Knights of the Air. It’s sub-genre that’s always had a steady number of releases, and I generally like a bit more than the WWII version. This is on the very technical side of things, and I think some of the mechanics are a simplified version of Air Force/Dauntless (it’s been nearly forty years since I played that, so I can’t be sure).

Altitude is mechanically broken up into 1000′ bands, which are grouped into 3000′ sections; these last are color-coded, and each aircraft has engine and flight performance broken out by color bands. Each turn you set your control stick (number tracks with counters) to climb or dive, which modifies effective engine power (and therefore speed), and a more fine-grained altitude level which ranges from 1 to 53 within the band (about 19 feet each—annoyingly, the ‘1000’ foot level exactly is level 1 instead of 0, so the math ends up off).

We ended up with the “Final Test” scenario, which is a somewhat generic scenario with a pair of late-war planes against each other. To my surprise, the Sopwith Snipe and Fokker DVIII are later rotary planes, so they’re part of the Ace of Aces Rotary set instead of Powerhouse. I had the Fokker, which has slightly better performance, with a one better power rating at most altitudes, less tendency to lose altitude in turns (which is an optional rule which we didn’t use), a slightly lower stall speed, and a slightly higher level flight speed (110 MPH) at our starting altitude of 15000′. The Snipe does have a better top speed, but it’s hard to take advantage of that, especially as the scenario forbids you from going below 14000′ (with no specified mechanism or instant loss penalty for violating it).

The rules are not well organized for figuring out beginning questions like, ‘what is your current speed at setup?’ Once over that hump, there is the little matter of spotting your opponent. Since we were pointed at each other, our spotting distances were 3d6 x 2 hexes, but since the starting distance is 39 hexes, it was impossible. Without spotting any targets your maneuvers are limited, but we just wanted to get closer anyway. I did S-turn out a bit, but Mark rolled very well on turn 2 to spot me, and used an S-turn to get closer to my track again. At range 7, we had no trouble spotting each other for turn 3.

Mark side-slipped in behind me (going away), so I did a Immelmann to get turned around, ending 8 hexes behind him. Technically, this was a firing opportunity, but it would be extremely low odds, and I was quite a bit higher than him. (Generally, the fixed-mount pilot machine guns can only fire at targets within one level of your craft, though there is an optional rule for that while climbing and diving.) About a turn later, Mark did a half loop that ended with us both looking over our shoulders to keep track of the other plane and losing sight of each other. (We were only three hexes away, but a thirty level difference was too much separation.)

That took a couple turns to recover from, and I finally managed the first shot of the game, but at range 6, you need pretty good dice, and I missed. Mark got a bead on me a couple turns later, and while I couldn’t prevent it, I saw it coming to start jinking and he missed. Mark’s lower speeds generally let him do 2T turns while I was forced to 3T or 4T, so I had a lot of trouble keeping with him, and had a few bad ideas at this point. Eventually, I did another Immelmann to get turned around, and Mark came in after me. The end of the turn had me in the middle of the turn around (where I can’t fire), and Mark missed at range 7.

Attack opportunity was declared 3 moves/6 half-seconds into the next turn, and range 2 shots both connected. Mark did two damage, and I managed 1, despite a penalty for still being in the Immelmann. Damage is then assessed by rolling on a series charts picked by relative positions and speeds. There’s a few modifiers to the chart you use, but we didn’t get that this first time, and thought it was to the die roll. At any rate, I took damage to my tail, and a fabric tear that reduces my max effective power before a crack up (we weren’t getting anywhere near that). Mark had his engine power reduced by three, potentially limiting options, and slowing him down about 10 MPH.


Page 20.

We circled for a couple turns, and then I got another shot at him, but my hit turned into a miss by the result on the damage chart. Mark tried a loop (I’m not sure of the thinking on this one) while I circled, and then jinked straight as he came out, and I did a half loop to turn around and give chase. In this case, Mark did an Immelmann, and I gained a little speed in a shallow dive to get back down to his level, and called an attack opportunity as he hit the turn point. This got one more hit, which caught his engine on fire, which forces him to do right sideslips each turn until he could get it put out.

I did right turns and managed to start catching up, getting a range 6 shot that missed, and then a range 3 shot that caused another engine fire. By a special stipulation in the damage type, a second simultaneous fire causes pilot death.

Afterword

There are decided things to like here. Aircraft maneuvers take time to do, and learning just how to get to the location you want to be in takes work. Climbing and diving are part of a good trade off system, and the optional rules largely look like they’ll add to it. The rules could use some reorganization. Notably, the Time Chart needs a proper thorough introduction instead of just how to use it in one (central) circumstance, and hanging other things off that.

And it is interesting in its own right, as its basically an inverse impulse chart. Instead of keeping track of proportional movement for everyone the entire time, you do complete turns until someone says it’s important, and you use the chart to see how far through the turn’s movement you are, and then calculate how far through their move another plane would be, and they do that fraction of their turn. Just as if you’d been doing impulses all along.

This could cause problems, but the rules only let a single pair use the evade/attack options so no one else gets to interfere within one turn. It restricts the scale of the fights a bit, but with this much per-plane tracking, you wouldn’t want more anyway.

The damage system is interesting, but a bit too bespoke. Notably, there’s a bunch of different unique damage conditions that can happen, and no way to mark them in the game other than taking notes. There’s no status counters associated with them, or other memory aids. (Ammo tracking has the same problem.) Also—I note that you can’t do engine damage from the rear of an aircraft, but it appears on damage tables that you are highly unlikely to see except by firing at the rear of an aircraft.

The Vassal module has definitely had some attention from a playing community, but it too could use some work. First, there’s a number of shift-commands that we tripped over while typing out records. There’s nice maneuver cards to put down to show what you’re currently doing, but they’re clumsy, there’s no way to associate one with a particular plane, and don’t cover things like jinking. And lastly, setting up the scenario was impossible with the stock module because the hex grid numbering is off, and the hex I started in didn’t exist in the grid.

I’m still uncertain of what I think of Knights of the Air overall, though I’m certainly impressed by much of it.

└ Tags: gaming, KOTA, WWI
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Ghost, Thunderbolt, and Wizard

by Rindis on March 30, 2026 at 12:00 pm
Posted In: Books

This is basically three works under one cover, as the sections on the three most well-known Confederate Ranger leaders are all independent of each other. There’s no general section on rangers, or their employment by less-successful leaders to tie things together, either. The most we get is a short introduction that mentions the CSA’s 1862 Partisan Ranger Act and a short description of its provisions.

The careers of Mosby, Morgan, and Forrest overlap quite a bit in time, and the latter two in place, so we get some repetition of external pressures in the narratives which are basically three separate works under one cover. That’s not too bad, but not the best either. More notably, all three, and Mosby in particular, are constant recounting of events and incidents without letup so it is hard to keep straight.

I would have liked to see more analysis and theorizing. Early in Mosby’s career, Black gives a description of a few things Mosby did, and then says ‘it seems someone else was already operating in the area’, and gives a similar sequence of events, but a few days earlier. To me, that sounds like perhaps someone miscounted days when writing down a proper report. But Black refuses to even speculate on that, or do anything other than assume they must be separate incidents because of the dates given.

There is some analysis given, but usually as asides in his narrative instead of breaking out a section to really sit back and chew things over. Union cavalry was largely ‘going by the book’ written in the Napoleonic era, and trying to charge to engage with sabers. As the war went on, experience and better leaders changed this, but Black never goes into how many troops had official equipment of what weapons, and what exceptions to this are known.

Of course, he is focused entirely on the Confederate side, but even here he doesn’t break down just what the Confederate cavalryman was supposed to be equipped with, and just what someone like Forrest would be working with. He does go into some depth with Mosby being very clear that he considered the saber and other melee weapons useless, and was entirely reliant on revolvers for arms (though there’s a couple of incidents that show some of his men also using cavalry sabers—probably after emptying their guns). On the subject of all the troops these various partisan ranger units tied down trying to find them and protect lines of supply from them, he’s better, but since the Union perspective isn’t a real focus, we only get incomplete accounts of what the most effective measures were, and just how back area protection of supply lines changed over time.

Unless you’re really interested in the subject, the writing isn’t up for carrying the narrative. It’s not bad, but it isn’t up to properly organizing all the constant parade separate incidents that are much like incidents directly surrounding it. (Mosby’s section is by far the worst offender here… and is the first part of the book.) The book description floats the idea that these units were forerunners to modern ranger and special forces units, but there’s no real discussion of how that might be so in the book.

└ Tags: ACW, books, history, reading, review
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Anime Winter 2026

by Rindis on March 26, 2026 at 12:00 pm
Posted In: Anime

It’s time to review what I’ve been watching over the last three months again. As always, this is given in rough descending order of recommendation, though there’s nothing here I don’t recommend; they’ve all been worth watching.

The Owl House — We’ve just finished off season two. The build up to the Day of Unity was really well handled, and it brought together a large number of separate arcs. Now, we’ve got the wreckage to deal with, and we’re shunting over to another pair of arcs that have largely been on hold.

MHA: Vigilanties — Me and Smudge are now into the second season. This is a new story with the same characters, though we just got through a multi-episode flashback to the start of Eraserhead’s career. That was good on its own right, but it did halt the ongoing story. I can forgive that, especially since one of out themes here is how he comes to be teaching at UA in five years. Meanwhile, the main story has been good, if not, so far, as special as the first story. We still have time before it all needs to come together at the end, and we’ll see how that goes.

Kipo In the Age of Wonderbeasts — Me and Smudge are now mid-third season, and it has continued to be well done and well-paced. “Who holds a dance in a war?” “…Kipo.” The characters continue to be great, and the main story is proceeding without getting stuck or becoming too headlong and breathless.

She-Ra — And we did it. Me and Smudge got through the end of the series just before it got pulled from Netflix. Smudge feels it ends entirely too abuptly, and indeed they wrap things up with indecent haste at the very end. Other than that, everything short of the denouement itself, is handled well. There’s definitely some good subtle character arc bits with Adora during the end.

To Your Eternity — We’re still in the middle of the latest series. I was really uncertain of the very modern-day shift for the setting. However, the plot has been developing nicely, and we’re getting an interesting story.

May I Ask For One Final Thing — The author was getting a lot off her chest (fists?) when she wrote this. It looks like we’re headed for an examination of what an isekai story looks like from the other side (i.e., the natives’ viewpoint), but that’s not the main point. The main point is an elegant lady getting to beat up a bunch of over-privileged nobles.

Shadows House — Smudge and I saw the first episode when it came out, and decided to hold it for the guys. We’ve finally gotten to watching it and it is being good. There’s a lot of questions, and I doubt we’ll be anywhere near answers when the series finishes up. But the atmosphere is well done, and a diverse cast of characters has been introduced.

Blood Blockade Battlefront — We are now halfway through the second season (& Beyond) with the guys, and they are enjoying it. I had forgotten that it had a bunch of smaller stories exploring the secondary characters, and that has been very nice.

Pokemon: Horizons — I think we just hit part four of Search for Laqua, and the ‘legendary six’ have finally been collected. It’s been a mixed bag getting there, but the episodes directly after that have been good.

Maya and the Three — I’ve only seen about four episodes so far, so it’s just getting going, and we haven’t even assembled the ‘three’ yet. I don’t entirely like the character design style, but I certainly do respect it. It is certainly a fun production, and back in the style of bridging American and Hispanic culture that these days we need more of again.

Full Dive — I am not bothering with the full name. The high concept is a big expensive MMO that failed because it was entirely too realistic. This isn’t a deep look into game design, but they certainly understand how a lot of that would work out. It’s a farce played for laughs, and is doing a good job at it. The series is certainly better than it looks.

└ Tags: anime
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The Dragonbards Trilogy

by Rindis on March 22, 2026 at 12:00 pm
Posted In: Books

Shirley Rousseau Murphy’s second YA epic fantasy series sprawls less than Children of Ynell/World of Ere did, but doesn’t really reach the highs of that series.

That probably has to do with the choice of main character. Teb is closer to Ramad and a good main character, but he’s also a bit central casting for YA epic fantasy. Young (fair enough), male (fine), dispossessed nobility (trope). And with the usual bevy of main character traits; driven, loyal, charismatic. I still greatly prefer the free-spirit Zephy from Ring of Fire.

The trilogy is not directly related to the earlier series, but both mention the idea after each life you get reborn in a new world, so presumably they’re both in the same ‘multiverse’ that concept implies. Instead of time travel, we do get (generally off-screen) universe-hopping as the there is a place that connects to countless other worlds.

The good guys get magical powers again, the titular bards bond with dragons (presumed borrowing from Pern here, but this is a pure ‘destined’ bond—there is one particular dragon for a bard and vice versa, and if they never meet…). And bardic magic lets them show people the past… and gives them an instinctual knowledge of that past.

The bad guys look generally human (pale skin, etc), apparently don’t age, and psychically feed off of pain and suffering. They’re not shown as having any redeeming features, though they are fully intelligent. A nice, safe, “other” that is easy to see as evil. (And to be fair, there’s not going to be any good way to live with that.) There are other evil creatures from other worlds, which threw this one out of balance, but they’re the ones currently in charge. They also see wiping out knowledge of the past as part of how to cement their power. There’s some good themes that could be explored with that, but we don’t really get past the surface level.

We also have a number of intelligent animals (foxes, cats, and otters are the main ones mentioned). There’s non-intelligent ones too, and they are by no means anthropomoric/furry in form. They’re animals, but they are intelligent and can speak. This is more of a borrowing from Narnia, but I don’t think they’re meant to be larger than their non-intelligent cousins like they are there.

Nightpool (book 1) has an in medias res opening, but we go back to the initial part after the first chapter. (This is something I’ve grown to dislike.) And the book is largely Teb’s growth towards an active (young) adult, ready to work towards a defeat of the people who have taken his kingdom. This, of course, ends up as a side effect of the series as a whole, as the scope quickly encompasses the entirety of this battered world. (At some point during the initial campaigns of evil, something caused the sea levels to rise, leaving islands and small continents where large continents were. This is never explained.)

It is a much more cohesive story than Children of Ynell, and much more compact in time. But, we lose some of the themes that helped Ring of Fire be so good. Generally, this is good YA fantasy that feels even older than it is (more of a ’60s-’70s feel than mid-’80s), with some good character-focused writing. But past that, it isn’t all that special either.

└ Tags: books, fantasy, reading, review
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Two Rounds of River Sabis

by Rindis on March 18, 2026 at 12:00 pm
Posted In: CC:Ancients

After Patch retook Hill 772, we went back to an interstitial Commands & Colors: Ancients game. Up this time was River Sabis from Expansion #2. Caesar gets ambushed by a Belgic tribe while setting up camp. The Romans are a bit scattered, but otherwise in good shape, lots of terrain, and both sides have a camp hex that can be captured for a banner.

I had the Belgics first and started with Order Lights to do a hit to a LB. Patch Ordered Four Left to get the 10th Legion into the river and force a MC to retreat and lose a block. Line Command got my forces into the river, and forced three units to retreat but did no blocks while taking two on an Auxiliary. Patch used Leadership on his left to do a hit to a Warrior. I had Leadership in the center to get across the river and force the HWM to retreat and do a block to a Medium while losing two on a Warrior. Double Time took Patch into my right flank, wiped out a Warrior, did a hit to an Auxiliary, and took my camp.

I hit back with Inspired Right Leadership, and did a block to a LB and three to a Heavy, while losing four blocks across a Warrior and MC in return. Patch Ordered Two Left to protect the weak Heavy, and forced my Auxiliary to retreat. Order Three Center let me do one block to a Medium. Patch declared I Am Spartacus to order four units and do a hit to an Auxiliary, and force a weak one to rout off the board. I Ordered Two Center for a hit on the HWM and one on a Medium. Patch Ordered Lights to do a block to Lights and force a MC to rout. Order Two Center let me finish off the HWM. Patch Ordered Two Center to force an Auxilia to retreat. I Out Flanked to move up my left a little, destroy the weak Heavy, and do two blocks to the other while losing a Warrior and two blocks off another. Patch Out Flanked to finish off a Warrior and MC and force a leader to evade off-map.

Inspired Left leadership got me into the river with a couple units, but that was it. Patch Ordered Four Center to do a hit each to a Light, Warrior, and Auxilia, but took two hits each on a pair or Mediums in return. Inspired Center Leadership got more forces into the river, and I finished off one of the Mediums. A Coordinated Attack from Patch finished off an Auxilia. 3-8

For the second round, Patch led with Mounted Charge to destroy an Auxilia and MC on my left. I used Clash of Shields to take out a MC and do a block to another. Two Left brought Patch up and Inspired Center Leadership solidified my line while the HWM picked off a Warrior block. Coordinated Attack did a block to a LB, Order Lights did a block to a Warrior. Counter Attack brought Patch up to the river but did no damage, and Order Mediums pressed my line forward and I did a hit to a Warrior, but lost two blocks on a MC. Patch Ordered Lights to finish off the MC and do a block to a Medium.

Line Command put nearly everything in the river, and I did a hit to a Warrior, a hit to an Auxiliary, a hit on a Light, and knocked out an Auxiliary. But I took three blocks damage across two Mediums. Patch used Line Command on three units to finish off a Medium and kill a leader, while forcing another to retreat. Order Mediums saw part of my line out of the river (and to the woods), but I only did one hit to an Auxiliary, and took four hits on three Mediums in return.

Patch used Line Command on a six-unit group to do two hits on a Heavy, and two hits to Caesar’s Medium, but lost four blocks on two Warriors in return. I Ordered Three Center to destroy an Auxilia and lose my weak Medium to a First Strike. Patch Ordered Two Center to finish off a Medium, taking two hits on a Warrior in the process. I Am Spartacus ordered six units to finish off four Warriors. Patch Ordered Two Left, but we just traded one block each. I Ordered Three Right and lost two blocks to one. Patch Doubled Timed (not actually moving…) to finish off a Medium. 7-8

Afterword

Generally speaking, this is the type of terrain you almost never see in these scenarios. That makes it recommended right there. The armies are fairly well matched as well, but the Belgics are at the mercy of a four-card hand. Frankly, I had more hand problems with six cards as the Romans. I would have dearly loved to hang on to Clash of Shields until the inevitable river fight, but nothing else in my beginning hand would do anything.

The four units in one turn with Spartacus was very satisfying (along with attacking uphill with four dice thanks to card and Caesar bonus), but I had a lot of bad luck during both games. Patch’s dice were fairly average, though we both started the first game with a lot of banners. After that, I could roll any color I wasn’t attacking and very little else.

└ Tags: C&C Ancients, gaming
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