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Island No. 10

by Rindis on August 15, 2026 at 12:00 pm
Posted In: Books

Island No. 10 is a campaign you’ll occasionally hear about in the ACW, but not one that ever really gets to be the focus of the action. There’s a few reasons for this, I imagine. It’s in the West. The most prominent name involved is Pope. And the final act happened the same time as Shiloh. Also, it was a siege, without a lot of action, but it was well known at the time, as it attracted a large number of newspaper correspondents.

Bock and Daniel’s book is short (150 pages, discounting end-matter), but very informative.

The situation is certainly interesting enough, with the Confederates looking for ways to hold the Mississippi Valley, and the S-bend at New Madrid on the Missouri-Tennessee seems a good spot. At the apex of the first bend is the tenth island in the Mississippi past where it joins the Ohio River. A fortified battery of guns on the island will close it to (unfriendly) navigation.

Of course this means protecting said battery from being cut off, and that proves more troublesome. The Confederacy is not exactly well supplied with men or equipment. In fact, the units that are shipped for the garrison are in horrible shape, some not having nearly enough weapons, and many of the ones they do have are prone to breaking.

Outside of small arms, things are a bit better, and number of batteries are established. There’s a “floating battery”, a converted floating drydock mounted with nine fairly powerful cannon (with Wikipedia sourcing another book with a figure of 20), and with no motive power, anchored in the lee of Island 10, as well as a small squadron of gunboats. One battery is sited to fire up the length of the Mississippi as it enters the S-bend. The main positional problem is the opposite shore, where someone could potentially come up on the Missouri side, and cross below the protected point and cut off the position. So, a garrison is installed in New Madrid, to protect the apex of the second bend.

This is all a bit much to protect for an army that’s having problems putting together a decent field force. There’s a fair amount of indecision to go around, including how extensive any outer “shell” of defenses should be. Beauregard makes contradictory statements on the entire matter, saying Island No 10 must be protected, and implying that it’s just a delaying position to cover Fort Pillow (some 50 miles further downstream). He also mentions the idea of keeping these posts relatively small, with the field army being available to relieve them when threatened.

This is a good idea, but there’s a couple of problems. First, when the Union does approach, the main army is busy elsewhere dealing with Grant. Second, and something that the authors never mention, is if an army is to march to the relief of Island No. 10, how is it going to get there?

The entire siege of these defenses is something of a slow motion disaster for the Confederates. With a fair amount of trouble, and after repairing a railroad from Bird’s Point, Pope approaches New Madrid, and despite effort and time, the defenses aren’t ready to match his force, and the town is abandoned. There follows a period of ‘sitzkrieg’, largely because the naval commanders of both sides consider their commands to valuable to risk to enemy guns. Nonetheless, a steady bombardment of the defenses is kept up, largely by number of mortar boats.

Flanking the position could have used some discussion in the book, but the reality is that the New Madrid earthquakes (a series of seven quakes ranging from about 6.0 to 7.5 magnitude over the course of two months) five decades earlier had formed Reelfoot Lake, and drowned large areas into timber covered bayous. The entire area is drowned and marshy, and hard to move about in. The Confederate garrison was installed by moving up the river. When Union forces do eventually cross below the area, there’s no good way out, with troops having to swim or float through bayous behind the position.

Which shows how hard it would be to march a large army into the area, and presumably crossing the Mississippi above Island No 10, and marching down to the battery at the initial bend would be similarly impracticable. The Union success eventually rested on creating a canal of sorts between the Mississippi and Wilson’s Bayou, which lets out next to New Madrid, and lets them get a number of transports past the island

I could use a better look at some of the area around Madrid Bend, and discussions of what approaches to the area were available. But, short of that, this is a good account of a too-little studied part of the ACW.

└ Tags: ACW, books, history, reading, review
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UR1 Y162 Federation vs Empire Region 4

by Rindis on August 11, 2026 at 12:00 pm
Posted In: SFB

Facing 2:1 odds, but only about 4:3 by BPV, Star Fleet decides to try to put at least one Klingon ship out of action (possibly an E4, with proxes), and then leave, hopefully without taking more damage than can be easily repaired. The Klingons of course would love to get rid of a cruiser this early in the war.

Random terrain comes up sparse asteroid field. Which implies much shorter ranges, because while ‘sparse’ means less damage going through them (use the ring damage chart instead of asteroid), it’s still +1 ECM per hex. The Klingons had bad news when they started at WS-I, and the Feds at WS-II.

Getting into the scenario reminded me why I tend to shy away from soloing SFB shortly after starting. I get mentally busy with both sides, I start seeing opportunities after the fact, realize I didn’t do something I intended…. But I managed to ‘let go’ during turn 3 and just enjoy the ride. There was one error that I generally corrected later.

The big error I didn’t correct was messing up the E4s allocation. I knew it looked wrong, very wrong. But I also knew the power was correct, so I shrugged and went with it, until I finally realized that’d I’d gotten their move cost wrong when setting up the spreadsheet during turn 3. (What I get for reusing an old sheet partially done for a different project.) The immediate consequence of this was they allocated speed 14 while on low power draw. With the E4s unable to keep up with the speed 17 cruisers (I knew that couldn’t be right, but couldn’t figure out the trouble), the Klingons split into two groups.

IKV Devastator and Desecration headed for the center of the map, while Obdurate and Insolent turned to parallel them on the other side of an initial asteroid group. USS Kongo and Defiance had phasers charged already and went 19, as well as starting closer to the middle of the map, and were nearly to the center by the end of turn 1. On Impulse 32, there were only a couple of asteroid hexes in the way, and the Klingon cruisers fired a volley of disruptors at Kongo, hitting with two through a +2 shift at range 22, which bounced off batteries.

For turn 2, the Federation ships sped up to 21 while holding photons, and switching their fuses from proximity to standard. The Klingon cruisers sped up to 21 as well, with the E4s still lagging at 14. The E4s were off to the side, but closer to the mid-line, and the Federation ships turned to chase after them. With that much firepower headed their way, they turned off, skimming through a hex of asteroids to make their escape. The Federation moved through a small gap, and knowing that a closer-range confrontation was coming up, each launched a pair of shuttles, a regular one, followed by a suicide shuttle targeted on the D6. The hope was they were protected by asteroid ECM, but might emerge on the other side in time to take a pot-shot as the Klingons got close. The E4s moved around another asteroid group, and headed back in to contribute their two cents (disruptors).

The end of the turn was approaching fast, so the Klingons did a range 9 disruptor volley on Impulse 25 which did 16 damage to Kongo’s #6. They then slipped out and turned to face the oncoming cruisers for a turn 3 showdown.

Solo campaign - Y162, Region 4, end of turn 3.
End of turn 2.
↓ Read the rest of this entry…

└ Tags: Federation vs Empire, gaming, SFB, Star Trek, Y162
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Crusader Castles of the Teutonic Knights (2)

by Rindis on August 7, 2026 at 12:00 pm
Posted In: Books

The second volume of Osprey’s look at castles of the Teutonic Knights deals with Livonia, and actually covers activities before the Knights got involved.

Namely the stone castle of Uexkull is built around 1185 to support the first bishop of the area. The Livionian Brothers of the Sword are founded in 1204, and eventually dismantled and absorbed into the Teutonic Order in 1237, shortly after they got involved in Prussia.

The general history is fairly detailed for the small space available, and runs most of the book. As can be expected from Osprey, there is a good color map showing the competing political claims over the region of Livonia, and the locations of all the castles (generally a belt from Semgallia to the river Aa).

We get a color plate of Uexkull, and one of Fellin while still a timber construction. Ronneburg gets a two-page spread, with some cut away views, and showing an underground main entrance that I wish they’d talked about. One of existing restored places is a later artillery tower addition to Treiden that has a good color photograph and a cutaway illustration plate. Riga castle gets a decent color plate (used for the cover) that nicely shows the typical exterior features of a well-developed castle, but doesn’t give as much room to some of the landscape around a port fortification as I’d strictly like. And finally, there’s a color plate of Arensburg in a winter siege, and a plate of Wenden being bombarded by the Russians in 1577.

This volume has a larger number of plans for the various castles. Presumably, this was of necessity as fewer of them still exist to be photographed, but I really want both, so I fault the first book for too few plans, while I can’t really fault them for a lack of pictures of things that don’t exist. Once again, the photographs are in good shape, and both the color and black and white ones are clear and easy to read. The one partial exception is of the ruins of Ascheraden, of which an older photograph is used, as the shown ruins are now under the Daugava (part also still survives.

On the other hand, one reconstruction is Araisu, which is a wooden fort in the middle of a lake, which is used to provide just a bit more information on wooden fortresses of the area, along with a photograph of a model wooden wall from a museum. So that end gets a bit more attention.

There’s also three models of castles photographed, one of which is particularly nice. (Wenden castle; there’s also two photographs of parts of the actual castle ruins.)

For a companion book to the first volume, it does feel a little off, simply because the emphasis has changed a little with more plans given, but I think that’s an overall plus. Finally, there’s a catalog of twenty-one sites, giving their current (2004) status should you get a chance to visit them.

└ Tags: books, fortress, history, Osprey, reading, review
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UR1 Federation vs Empire Y162

by Rindis on August 3, 2026 at 12:00 pm
Posted In: SFB

As I summarized… over two years ago, I’ve taking out my frustrations over not having an opponent to keep up with a Star Fleet Battles campaign by soloing one by myself. Part of the point is to exercise the ruleset I wrote up, and part is to get some fleet practice in; though with being distracted by playing both sides, it’ll never be stellar play. At any rate, since it’s been eating up a fair amount of the spare time that generates entries for this blog, so I’m going to be putting up more of what’s going on here.

I started while the main group was finishing off Y162 play, so that’s where the campaign started. I went for a classic Federation vs Klingon campaign. Slightly after getting going, I discovered the Federation DDG actually exists this far back, and I’ve swapped out one of the normal DDs for USS Czar Alexander IV. With speed-8/12 drones it’s going to be a lackluster class, though she’ll probably be used as drone defense in fleet battles.

I contemplated swapping out a Klingon ship for a penal variant, with a rule that they always have to have one in service. But, that just means a succession of E4Js, which will probably not see much action so they don’t have to waste the EPV building a new one, so I haven’t bothered. Maybe a rule where they have to keep it in the hull of their current FF slot builds? (E4s now, F5s later, and someday—I should live so long—F5Ws; though I don’t see a FWJ; I do have the F6J….)

After studying what my general format implies for everyone, the assumed budget is 350 EPV per turn up through Y160, after which it goes up by 10/year. There’s a couple empires that temporarily blow this budget out of the water, and if using them, there’d probably need to be adjustments to keep them afloat. As it is, the Federation technically wants a budget of 402 EPV right now, but they do have EPs left over after the required four purchases, so it’s not a real problem; they just have to be cautious about getting new cruisers. On the other hand, Klingon equilibrium is 312 EPV, and they can just about build a battlecruiser per year. But the small ships they’re building are small.

The Klingons start with 16 EPV left over from the starting budget, 370 income, plus 100 OPV starting budget (shorting the recommended total by a lot to help setup, especially since I’m doing both sides, but not as badly as the early years campaign with Mark, where there was no OPV starting budget), and 37 income.

The Klingons considered using their extra budget for a D6S heavy scout to combat Fed scouts and bases, but then I remembered wonderfully flexible D6D. They’re also looking at the looming transition to speed-20 drones, and will concentrate on getting everyone drone funds over the next few years. For now, they’re just taking the extra cruiser, and letting the income go up a bit more while relying on basic speed-8 drones. T-bombs will continue being distributed among the fleet, with command ships taking priority. (They are also the priority group for drone upgrades, since they aren’t saddled with F-racks.)
↓ Read the rest of this entry…

└ Tags: Federation vs Empire, gaming, SFB, Y162
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Library of the Sapphire Wind

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

Three young, and slightly desperate people perform a summoning for help. This is something that is a known idea in this world, and especially at Hettua Shrine, which will bring you the person most capable of getting you exactly what you ask for.

We don’t get any other examples, or full explanations, but it seems like this is generally someone already in this fantasy world. The rushed ceremony performed by our three produces three people from… elsewhere. Earth, actually. And while you might expect some sort of action hero, they get a trio of ladies from about 50-70 years old, who had just been sitting down to a book club.

I’ll point out here, that Lindskold is indulging a in a bit of self-insert here, and I’m sure Meg, Peg, and Teg are all directly expressing facets of her own life, as well as people she knows. At any rate, it’s well done, and the three of them are our viewpoint characters for a portal fantasy adventure. And, yes, their learning and life experiences are indeed what is needed by our three summoners, despite their unusual nature.

For this is world of… well, near-furries. Most of them are more in the Egyptian god model of a human with an animal head, though the ‘animal’ traits carry beyond just the heads in some cases. Humans are entirely unknown to them, and a big shock.

We get a couple chapters of both sides getting over the initial shock and introductions… and our three ladies accepting the call to adventure. It’s hard to keep something like this from dragging out a bit, but Lindskold keeps it all moving, and even at those points where there’s a feeling of “okay, I get it already,” things are moving fast enough that you know it won’t drag out.

The adventure itself is well done, and there’s plenty going on for external and internal issues, especially once the main leg is done, and we get the major twist of the story. However, this is part one, and while some major things get sorted, instead of things ending at that point, we pick up the next major thread, and get a “to be continued” as that gets going. I don’t mind a series, but the break is at an odd place.

At any rate, it’s a fun book, I’m more than happy with it, and I need to get to book two.

└ Tags: books, fantasy, furry, reading, review
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