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

A Short History of the Civil War

by Rindis on December 9, 2025 at 12:00 pm
Posted In: Books

Fletcher Pratt is known to the SF&F community as the coauthor of the “Harold Shea” series (he did others, both with L. Sprague deCamp and alone, but those left a lasting impression). He is also known to wargamers as running a wargaming club in the 1930s, and publishing his naval miniatures rules in 1940.

He also did some historical writing, including a 320-page history of the ACW. It was originally titled Ordeal By Fire in 1935, and then the present title was given to the second edition in 1948. My dad was given a copy by his older brother around ’51, and it set him on the path of being a Civil War nut, and later a wargamer, and an author of books on the ACW. That particular copy has not survived, but he still has a 1963 9th printing of the Cardinal Edition he originally read. I have a 1968 Bantam edition.

In 320 pages Pratt isn’t going to, and doesn’t, say anything I don’t already know, but he does cover the subject well and energetically in that length.

He cycles through subjects, giving the broad movements, the battles, the leaders. Occasionally, there’s a chapter labeled as “Interludes” away from the war itself. Britain’s non-intervention, the draft riots, Gettysburg Address, the Second Inaugural. Everything is handled quickly, but never breathlessly, and passion in the writing carries things forward.

Overall, it’s a good book to develop a basic understanding of the ACW, and likely an interest in seeing more. Very good for all this is the maps. Unlike a lot of books that have a bare handful of maps, if that, and desperately need more, the list of maps here runs two pages.

└ Tags: ACW, books, reading, review
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Strike Patrol

by Rindis on December 5, 2025 at 12:00 pm
Posted In: SFB

After Hatten, the next big game with Patch was a round of Star Fleet Battles. None of the Y164 scenarios really appealed, but there’s a number of ships with a Year In Service of Y165, which means there’s already a few lead ships available. Patch also wanted to get back to the basic Federation ship, so we did a basic patrol match built around the Federation strike cruiser from Module R9.

I gave him a CAR and a CS, which total 254 (this was to show off the early refit as well as to make the CA as close a mirror of the CS as possible). So, I took a D7C and D6 as the Klingons, for a total of 249 (remember, there’s no UIM yet, so the D7C is 136, not 141).

The CS is an interesting idea. It loses half the labs of a Fed CA, moves transporters, battery, and probe to the saucer, lowers the engines so the side phasers are LS/RS, and rear hull goes from four to two. All of this is more compact, and movement cost is 5/6, instead of 1. In-universe it’s an ancestor of the eventual Fed BC classes, but it was originally inspired by fan-movies-era Decatur-class.

I took all speed-12 drones on the two Klingon ships, with the D7C having a pair of Type V-X drones, and the rest Type II-X. The scenario starts at Weapon Status II, and the D6 prepared a scatterpack to make up for the slow drone fire rate. I also took one T-bomb per ship.

All ships were going speed 15 for the first turn, with some EW up on all ships. Initial maneuvering took up the first turn, and I was surprised when Patch fired a proximity photon from each ship on impulse 19 at range 29. One hit the D7C’s #1, which exactly bounced off of reinforcement. On impulse 28, range dropped to 22, and I volleyed all disruptors at the CS, hitting with four for eight damage, of which two registered.

Both of my ships sped up to 21 for turn 2, with a hope of controlling the range and trying to wear him down with a saber dance. Naturally, I couldn’t judge approach rates that well, and it became obvious I’d be getting inside of range 8; adding to this was the fact that I maneuvered poorly, and the D7C got out of arc before I realized it. I launched the scatterpack on impulse 10, and Patch immediately fired a pair of proximity photons at it, hitting with both to blow it up. The CAR turned in, and I launched my available three drones on 13, and the D6 fired two disruptors, missing with both, while two ph-2s did four damage, with none registering on the shield.

On impulse 17, the D7C turned in, and reached a range 4 oblique shot on 19. Both of Patch’s ships fired 2xph-1s for 15 damage, and the the CS fired an overloaded torpedo that missed. The D7C fired off the disruptors (one overloaded off of battery), 3xph-1, and 2xph-2. Two regular disruptors hit, and phaser rolls were mixed for 22 total damage, with 20 registering on the #6. The CS and D7C turned off, but the CAR was a hex behind, and now it’s turn was up, hitting the D7C with a 14-point overload and 4 phaser damage (horrible rolls, two 6s on ph-1s) to do 18 damage to the #5.

For turn 3, I slowed back down to 15, while Patch boosted to 17. We both circled around, arranging a pass off our right sides, and on impulse 22 the D7C fired disruptors at range 15 for one hit, which didn’t register on shields. On 27 the CAR turned in, getting range to the D6 down to 15, at which point it fired, getting two hits, and five damage on the #1 (…I may have marked that wrong). I followed up with a couple of ph-2s, but couldn’t get a good roll.

Turn 4 saw us both at speed 15. I was still past the oblique while Patch turned in, and I launched a new set of drones to give him something to do. I then turned so that if we went straight, we’d pass about 10 hexes from each other. Patch then turned in. Ranges dropped, the D7C reached the oblique with the CS at range 9 on impulse 18 and fired, getting three disruptor hits to register five damage on the #1. On 22, the D6 reached the oblique seven hexes from the CS and both sides fired. All four disruptors missed, while one (of two) photons from each Federation cruiser hit the D7C, with one ph-1 from each did a total 23 damage, and the one battery left on the D7C reduced that to 22 to exactly take down the #2. The next impulse, the D7C fired the boom and right side phasers, which did 16 damage on good rolls (the ph-2s especially). Patch fired two more phasers per ship, with okay rolls for 10 internals through the down shield, getting the once-only warp hits and two phasers. The D7C turned off, and Patch swept the closest drone to turn the opposite way. With everything shot out, the D6 turned in, and ended at range three behind the Federation ships but out of arc.

Patch wanted to get away and went speed 20 with no EW for turn 5. The D6 was already in range, so overloaded all disruptors and then went speed 11. This was the bottom of turn mode 3, but even that was already satisfied, and it was the slowest speed that went on impulse 3. The D7C went speed 15, largely limited by the need to repair shields. On impulse 2, Patch moved, on impulse 3, the D6 turned to get the disruptors to bear.


Beginning of Turn 5, showing movement from Turn 4, Impulse 24 to Turn 5, Impulse 11.

I had debated who the target was going to be. I’d been picking on the CS to try and get some power hits and reduce it to the CA’s power curve, but hitting the CAR to give it maneuvering problems different from the CS’s was also a plan. But, since this was on the rear, I stuck with the CS. Patch fired six phasers across both ships, with poor rolls doing 23 damage, 21 of which register, reducing shield #2 to one box. Meanwhile, three disruptors hit, and at range 3, ph-2s are flat, and the boom phasers did 11, for a total of 35 damage on the #3 and 11 internals, which got two phasers, the once-only warp hits, and the APR.

The CS then turned to follow the CAR, which dropped a T-bomb out the shuttle bay. I was surprised four impulses later when my drones did not set it off. He just wanted the ships to have to go around. On impulse 11 the D7C fired at range 12, getting three disruptor hits though the down shield for another nine internals for another phaser and warp hit.

The rest of the turn was spent with me getting my two ships back together, and Patch swung around at the bottom of the turn. For turn 6, we both had minimal EW, and Patch slowed down to speed 12 while I went back to 21 since I had anticipated a need to chase him down again. I continued on course, and Patch turned to another passing engagement on impulse 6 with an anticipated range of 5. I launched more drones at that point, and Patch boosted ECM. He slipped in on 8, and we fired with a range 8 oblique pass (D7C to CS/CAR; the D6 was at 6, but still a hex away from the oblique).

He fired a phaser at the closest drone, and a pair of photon torpedoes at the D6, while the D7C boosted ECCM and fired at the CS’s weak #6. One 12-point photon hit to do 9 damage to the D6’s #6, while two disruptor hits and decent phaser rolls did 13 damage to get three internals for another warp hit. The next impulse the D6 fired, getting three hits for another 9 internals getting two more phasers and two warp hits (and finishing off the forward hull). I turned off, and Patch fired five photon torpedoes at the #5 shield, but only one standard load hit, and even with a pair of phaser-1s the shield held.

Afterword

We called it at that point, as Patch was going to leave, and I didn’t have much more that I could do (the D7C had shot out the phasers earlier, and the D6 only had two points in the capacitors). We both had problems with dice early on, the D6 especially rolling poorly enough that I was thinking of the old stories of Klingon players marking off crew units when they missed…. However, when it came down to it on turn 5, I got good, if not great, dice for a solid hit through an intact shield. It’s the sort of thing I’d been afraid of getting hit with from Patch the entire time. And he got a good chance on turn 6, where at least I’d presented the option of firing on the D6 with the intact shield or the D7C which was further away. As it was, his dice were terrible on that point, and Patch did not want to hang around when he was down six phasers and a good amount of power.

I got 5 points for the difference in BPV, and another 32 for both of Patch’s ships taking max T-bombs, and 25% of his BPV for forcing disengagement (63.5). Patch got 20 points for my drone upgrades and one T-bomb per ship, and 10% of the D7C’s BPV for doing internals (13.6). That is 100.5 to 33.6 and a Substantive Victory for me (just shy of Decisive).

Patch said the CS does feel nicely flexible next to the CA, the extra power at speed meant he generally had some in transporters (presumably the spare fractions) and had more for EW. My first round of internals showed just how dangerous it is to have minimal aft hull though. Four 8s meant he lost the hull and the APR on a fairly small set of internals, and it’s not that unlikely.

I was also noticing that Patch was facing the same difficulties I’m seeing in soloing a Fed vs Klingon campaign in my spare time. I’ve seen it stressed that the problem with the disruptor is that you have to get into firing position twice to match the damage from the photon torpedo once. However, the one-turn arming cycle means that you can take whatever opportunity presents itself. With a photon torpedo you tend to want to find a “good” opportunity instead of merely an “adequate” one, and Federation ships can end up waiting through quite a pummeling. This is only made worse by the proverbially iffy nature of getting hits with them. As speeds move up, this becomes more of a problem, and I really don’t understand why UIM and DERFACS (especially) were seen as necessary.

It also explains why the Federation starts experimenting with other weapons. The flirtation with the plasma torpedo is interesting, and might have worked out if they’d ever used anything bigger than the plasma-F. It also explains the later reliance on drones and superior fighters. Drones are the kind of stand-off weapon to help with reloading turns, and emphasize their general superiority in phasers.

└ Tags: gaming, SFB, Y164
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Dr Bactrian and the Cursed Collar

by Rindis on December 1, 2025 at 12:00 pm
Posted In: Books

Okay, first, this is a bit of pulp fun, and I shouldn’t try to get too serious with it.

But, I would like to know a little more about the world. It’s not Earth, nor even furry-Earth, as we have novel place names and geography. We have ancient civilizations and the archaeology thereof. This seems to exist in university sponsored digs and rough-and-tumble treasure hunting at the same time. More surprising, we have nomadic tribes in the desert. And we have cell phones.

It’s far from impossible for all this to exist together, but it is unlikely. Notably, you have some modern attitudes competing with the very ’30s pulp atmosphere.

The good news is that if you don’t think about it too hard, the atmosphere works, and the characters fit it just fine.

On the pacing end, I’ll point out that we have lots of very short chapters, and the ebook doesn’t have chapters broken out in a table of contents. This helps with a serial/pulp feel, and keeps the excitement level high with plenty of twists and turns.

Plot-wise, things are quite good. The cast of characters is a little large for the length of story, and I got a little confused on a couple occasions. The action comes up to speed nicely, we get a good amount of rise-and-fall of tension, and a good climax. Sprinkled in are character interactions that do help drive the plot, and of course the return of old lovers to complicate things.

A note at the end points out there are more stories on a WordPress blog, but at the moment, I just see Cursed Collar. Hopefully, there will be more, and hopefully, they’ll be published.

└ Tags: books, furry, pulp, reading, review
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Relics of the Expansion

by Rindis on November 27, 2025 at 12:00 pm
Posted In: Computer games

This is the eighth in a series of reviews looking at the evolution of Stellaris. See the previous reviews here:
Stellaris: Paradox Among the Stars
Leviathans: There Be Dragons Here!
Utopia: No Place Among the Stars
Synthetic Dawn: Synthetic Intelligence
Apocalypse: Colossal Expansion
Distant Stars: Distant Expansion
MegaCorp: Omni Consumer Expansion

The next Stellaris expansion after the economic rework of MegaCorp was a story pack focused around archaeology and mysteries of the past. Ancient Relics was announced on May 14, 2019, and was released, with patch 2.3, on June 4th.

The Dig

Stellaris has always had the idea of past civilizations, and precursor empires. Some of the events from these talk about conducting archaeological digs, but were handled abstractly in text. Now, many of them moved to an actual new mechanic for conducting a dig.

When surveying a planet or other body, it is possible to discover an archaeological site (and some can appear later with certain events). There’s actually a fair number included in the base game, but Ancient Relics expands on the number, and changes the rewards (see below).

To explore a site, a science ship must be sent which will continuously work on it, kind of like for anomalies, but it takes a flat 90 days, and then a roll is made for progress. When that roll succeeds that “chapter” of the site is done and you get a notification, and after making any needed choices, it moves on to the next chapter.

Depending on the site, there may be one to seven chapters to get through. Also, each chapter has a difficulty, which subtracts from the die roll. The level of the scientist on the ship is added to it, and a good roll will add clues, which also add to further rolls, and will push the final roll towards the higher total needed to complete the chapter.

Also, Ancient Relics adds two new precursor empires, which are both only found through archaeological sites, and will reward the player with a relic when finished.

I am really happy with the dig sites. I mentioned in the initial review about wanting to see reasons to go back and pay attention to already surveyed areas, and this fits that bill. I generally start exploring these when physical exploration is winding down, and they keep science ships in operation into the middle game. For that purpose, they do generally run out too soon, but it’s still a good addition. Also, the mechanics are actually taken straight from sieges in Europa Universalis IV, just simplified a bit, and rolling a d10 instead of d14, and work very well in this new context.

Relics

To go with a whole new mechanic for discovering things, there is a whole new type of item to discover. Relics are singular items that get their own UI page (tabbed from the traditions display).

They can be considered trophies that can be gotten for certain events or “achievements”, including several of the precursor chains. They all have a passive ability, but also have an ability that can be triggered for an instant bonus, that usually takes influence to activate. Most of these are available with the expansion, but some are in the base game, and a few need other expansions.

There are also minor relics which can power a number of decisions. They act like another strategic resource, and are only available with the expansion. Most archaeological sites will reward minor relics for completing chapters, but these are replaced by energy and the like without the expansion.

The minor relics can be sold, or used to promote an ethic, to help find a precursor if the chain had gotten stuck. There have been other uses since, but they’re handy at this point, if often ignorable.

Relic Worlds

Finally, there was a new category of world introduced. It uses the flexibility of the new district system (introduced in the previous patch) to good effect.

The idea is that it is a former ecumenopolis (city-world) that has fallen into ruins (think Trantor as seen in the Mule’s time). This makes it handy, as it will have a decent habitability for anyone. It will generally have some good features, which may be blocked by expensive projects to remove. They will also usually have an archaeological site associated with them. Finally, they boost research, and can have some strategic resource production.

One of the major ways of finding one is an event chain that requires the expansion to see, but the other is a base-game precursor reward, so you can get one without the expansion. Also, ecumenopolises are a MegaCorp-only feature, but you can enact a decision to restore the relic world to one, and that does not require MegaCorp. However, relic worlds are very handy in their own right, so I’ve never bothered.

Archeostudies

Much later (patch 3.7) Archaeostudies would be added to the game, needing Ancient Relics to get access to. This is a new technology specialization that enable a number of unique buildings and ship components.

The general idea is to study minor relics for clues to the different advanced technologies of past civilizations.

The results are easiest to explain for ship construction, where there are versions of the main-line weapons with a different mix of trade-offs that are generally a bit better than the highest-tech version of that weapon. These components add a minor artifact cost to the ship. This allows a more powerful late-game navy than usual, but you become dependent on having a continuing source for a new strategic resource. I’ve only fiddled around with the option, but it’s a great idea, and helps give a purpose for some of the large stockpiles of minor artifacts you can end up with.

Extras

As a small expansion that introduces a lot of focused content, there’s only a couple of new options added to base mechanics, and they came later:

There is a new ascension perk, archaeo-engineers (thanks to the patch 3.7 addition), that strengthens the bonuses from archeostudy ship and starbase components, as well as lowering costs for them.

And there is a new origin (which was a feature added in patch 2.6). Remnant civilizations start on a relic world with ruined arcology blockers that generate random techs when cleared, and they already have the root archeostudies technology. This origin is also available through Federations, though most of the bonuses aren’t available that way, so it’s not worth using without Ancient Relics.

Conclusion

The idea of working with the buried past of the galaxy was exciting enough that I bought this expansion upon release, and was not disappointed.

Now, the basics of the archaeology system are in the base game, so you don’t really need this expansion. But, it does expand the number of digs available, and a pair of new precursors adds some needed variety to that event chain. I do recommend this as an early purchase when you’re still figuring out the base game, but want a bit more content.

└ Tags: gaming, Paradox, review, Stellaris
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The Devil’s Wind

by Rindis on November 23, 2025 at 12:00 pm
Posted In: Books

This, or especially, the first half, feels like a dissertation paper on the origins of the Indian Mutiny. It is full of close arguing, and written out facts, figures, and references on the subject. Some of this feels repetitious, not only in itself, but in reference to the introduction, which has an extensive description of the recent historiography of the subject, describing the various positions taken and when.

It is so closely argued, that it can be hard to discern just what David’s position on it all is.

While the introduction and the first half can by dizzying enough to make out the point, it is stated enough to get a grasp, and the second half is much smoother while he demonstrates his conclusions with an account of the opening stages of the Mutiny.

The main position he does have is that “professional” concerns dominated all the others in causing the mutiny. Not religion, or caste, but more prosaic problems such as the fact that the cost of living had about doubled in India over the previous half-century, but military pay had stayed flat. In fact, it had recently gone down a bit, as some forms of supplemental pay had been cut as there were no more parts of India proper to pacify.

David also shows how problems of discipline were endemic to the British forces there. Officers generally had punishments of men taken out of their hands, and the far away courts were likely to nullify most complaints on appeal. Most British officers did not see maintaining their units as their primary duty, and were off elsewhere, socializing, and never fostering any respect with their men. It is the picture of a dysfunctional organization, and he points out repeated warnings from various parties about all this, but reform never comes.

He also characterizes the overall goals in a mercenary light. Mutinying units generally stayed together, and he supposes that this is a reflection of the class’ historical occupation as soldiers, and looking for a better paymaster to graft themselves onto.

I have deep suspicions about this conclusion. His account shows there was some form of coordinated plot with various people in some contact with each other trying to coordinate the timing of what became a large mutiny. He also points towards some of the leaders (or their direct descendants) recently disenfranchised by the British, were more than just who the mutinying leaders attached themselves to. Instead, the initial seeds came from their courts, and this was overall a political move to kick the British out of India by using the dissatisfaction brewing in the units managed by the East India Company to suborn the entire structure, and use it themselves. The entire cartridge controversy falls on top of this already-existing plot, and immediately seized on to rile up the rank-and-file into actual mutiny.

Overall, it’s a disappointing book, but one with a lot of good information. As he gives all the background figures, you get never organized enough discussions of previous mutinies in India. While they are used for some compare and contrast, you don’t get a sense of what any of the events were like. The description of the actual Mutiny is also combined with a lot of motion of various units prepared to revolt, but various factors, including random chance, keep it from getting out of hand until August at Rajput.

I read the Endeavour Press Kindle edition, and it has the same problems as their version of Saul David’s The Homicidal Earl. The problems are not as pronounced here, but certainly OCR conversion problems exist. The biggest one is that N.I. (Native Infantry) is variously rendered N.I., N.1., and occasionally N.J. Instead of words breaking where they were probably hyphenated in the original, they are joined together when they should be hyphenated (‘fortyfive’). But the overall incidence is lower, but there’s one place where the text breaks up into odd characters for half a word. Like with the previous book, I don’t know if the later Sharpe Books edition is improved, or exactly the same.

└ Tags: books, history, reading, review
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