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Other blogs:

RSS Inside GMT

  • Meet the Xiongnu: A Civilization of GMT’s Ancient Civilizations of East Asia February 6, 2026

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

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RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
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  • Black Company Playtest: Summer of Riots January 27, 2026

RSS Gaming Ballistic

  • Mission X: Obviously Not 2025. Life happened, read on. December 13, 2025

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  • Review: GURPS Realm Management March 29, 2021

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  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #3: “Season Of The Witch” February 8, 2026

RSS Orbs and Balrogs

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

Princess of Glass

by Rindis on June 1, 2015 at 3:25 pm
Posted In: Books

Jessica Day George’s sequel to Princess of the Midnight Ball is every bit as good as the original, and in some ways more interesting.

The book successfully juggles two main point-of-view characters, Poppy (the ‘roughest’ of the twelve princesses), and Prince Christian of Danelaw (the setting is a vague Europe-inspired world, seemingly around the Napoleonic era; history seems to have gone differently here…). Both are visiting Breton as eligible princes and princesses are being fostered abroad after the (off-camera) deaths of nine princes in the previous book in the name of international politics.

This feeds into a Cinderella-retelling that is unexpected in direction. The name “Cinderella” never comes up, and there’s no evil step-sisters or step-mother. There are glass slippers, and a magical godmother (or so she claims), and a maid who has a propensity for leaving ashes behind her. Akin to the previous book, the plot revolves around a number of likable characters, who fight against a dangerous enchantment as it ensnares Prince Christian, and a number of bystanders.

There are some problems. The big reveal about the villain is just that: a big expository lump near the end of the book. It makes sense of certain things, but isn’t really foreshadowed, nor does it seem to flow out of the rest of the book. (Also: it really seems like the cost of using lots of magic in this universe is to get turned into a force-of-nature style villain.)

In all, it’s an enjoyable book, another ‘Disney princess’ style tale, and a very enjoyable one, despite the structural problem.

└ Tags: fantasy, reading, review
1 Comment

Cretan Blitz

by Rindis on May 31, 2015 at 11:50 am
Posted In: Boardgaming

Well, for the first time in quite a while, we had a full house yesterday (six people)! With the final arrangements being a bit last-minute, we went with Advanced Civilization as being familiar and relatively straight forward. Early picks went to Babylon (Jason) and Egypt (Mark), and then Zjonni picked Italy (a bit rare in our games), I contemplated taking Africa (and possibly should have) but ended up going with the AST-friendly Thrace, while Patch took Crete and Dave took Assyria.

Zjonni went fairly aggressive, and started pushing into the north, and my starting areas, taking a while to develop southern Italy and Sicily. Mark stayed in fairly local in Egypt for quite a while, heavily developing the Nile valley, which meant that west Africa stayed empty for quite a while. Babylon also had a fairly compact start, while Dave raced southwards to the headwaters of Mesopotamia and into Asia Minor, before occasionally sending shiploads of extra population west into the Thracian starting area.

Meanwhile, Crete, once they’d overpopulated their island, built two ships and sent colonists to Greece and Asia Minor, and then repeated the process a couple turns later when the population built back up. I’m not sure if Patch ever built more than one city on Crete itself. Meanwhile, he colonized Cyprus, half of Asia Minor, southern Greece, passed through southern Italy and built Carthage.

All of this left me with very little room, and after what had started with a standard high-population opening, I struggled for half the game, with pressure coming from three sides, and a number of early disasters keeping me from getting much done. I got up to about five cities normally, and then had everything I could do to maintain three or four for a long stretch (with one turn at two). I didn’t necessarily help matters by spending 12 population to build a city in Crimea, but I did retain that city for the rest of the game, and I had no idea I was going to have long-term population problems at that point.

Towards the end of the day, I finally started making some headway (aided by a couple turns with no real interference from disasters, and receiving four population in North Africa from a Civil War), and was probably going to be stable at around six cities from that point. Some good trading helped my position out a lot, with a seven-card Salt turn in, and good Grain (I think?) and Bronze turn ins. The last powered a last-turn purchase to get me into the Early Iron Age.

Dave had done well in much of the early game, and became stable at around seven cities, with a fairly dominant position before slowing down. During the second half, Crete’s early high-maintenance expansion paid off, and Patch spent the last few turns at nine cities, bouncing back from anything calamities could throw at him. I had been unable to do anything about his presence in southern Greece for most of the day, but at the end of the day established a city in the north half of Euboea, which was a desperately needed city site for me.

The end of day rankings were a surprise for us:

Side Player AST Cities Civ Cards Trade Cards Treasury Total Place
Italy Zjonni 1000 250 265 5 0 1520 6
Thrace Rindis 1100 100 640 24 0 1864 2
Crete Patch 1200 450 1220 28 1 2899 1
Assyria Dave 900 250 530 33 4 1717 3
Babylon Jason 900 250 510 0 9 1669 4
Egypt Mark 900 200 550 9 4 1663 5

I’m pretty sure we’ve had a 1000-point gap between 1st and last before, but not between 1st and 2nd. Of course, things would have been a little better if I hadn’t received Iconoclasm & Heresy on the last turn, which is what knocked me down to two cities.

└ Tags: AdCiv, gaming
 Comment 

7 Dash for the Bridge

by Rindis on May 25, 2015 at 4:11 pm
Posted In: ASL

My primary reason for asking for a new ASL PBeM game was to get more early scenarios done, so I has specifically asked after scenario 7, “Dash for the Bridge”, from Beyond Valor. A couple people warned of it not being very fun, but DaveH contacted me on GameSquad, willing to give it a go. Neither of us was set on sides, so I did a random roll and took the Germans. Since the record is lopsided, we’d already decided to use the Russian balance.

And… it is an unusual scenario. Two city boards representing Warsaw in September 1944 are set up end-to-end, and the Russians either have to exit three (out of six) tanks off the far end in 11 turns, or get 10 CVP while taking less than twice as much damage as they do. The Germans defend with 8 SS squads, some MGs, a roadblock and two 37mm AT Guns, all HIP, and can’t have more than half their forces on the first (eastern) board (20). The Russians have six 447 squads and six T-70s. And as an extra wrinkle, an SSR allows the Russians to exit a number of vehicles off the north or south edge roads, and make a secret dr. That many turns later, the Russians come back, a number of road entry hexes further west equal to dr. This can result in them having successfully exited while offboard, but if the ‘turn of entry’ is later than the end of the scenario, it doesn’t count. But, the Germans can hold a number squads (or manned Guns) from their opening setup, and modify the secret dr for where they come back (but not when) by one per squad/Gun. The Germans have to keep out a leader for every 2.5 squads/Guns not used, and the Russian balance says that the Germans must sacrifice their best leaders.

Figuring out how to set up the Germans drove me to distraction for a while. Not only do I have to stop the Russians, but I have to deal with the fact that they could end up in my rear at some point. The first thing was the roadblock. The only real chokepoints on these boards are at the board ends, and the far east was out of bounds, and the far west has no proper location for a roadblock. So I put it in 20B5/C5; the only place where there’s one road, and there’s buildings to connect a roadblock to. I wanted some decent long ‘shooting galleries’ for the AT Guns to fire down in the crowded terrain. One went in 21H9 as the final ‘last ditch’ defense: if the Russians re-entered on the last possible road from the south, they’d have to drive through its CA at point blank range, if from the north, they’d go through H1,where I set the Gun’s boresight. If they drove through the H5/H6 traffic circle, I’d probably have had a shot in L7 as well. I eventually put the other Gun in 21FF8, with the boresight in FF2. Other than sending all the tanks offboard, the Russians should have to go through that area sooner or later, and the only real worry was it getting outflanked by an advance along the south edge. Also, a HS was in GG7, who would help push the gun if needed.

In fact, I noticed that the road structure on board 20 naturally flows towards the south as you advance west. So the area near the roadblock turned into the major focus for my resistance, and designed to discourage an advance along the south edge. A forward HS was in V4 (I tended to set up in what woods there are, to aid PF shots), as that was the main avenue of the board, and a squad+LMG with the 8-0 was in N8. The 8-1 was with another squad and the HMG in 20E7h2, with the boresight in J7, as that was nearest cover if he went into the J8-L8 intersection. He could see most of the area, with clear terrain to the south, and with the other group, probably make the Russians decide to go around, to the north. Squads went in 21EE3 and 20A4, to try and surprise the Russians once they did go north. The 7-0 and a squad went in 21EE6 as a final reserve for the main point of resistance. A squad went  in 21X0 to cover the Y1 entry, and would move back to the next couple as needed. One squad and the 9-1 were held offboard to give the re-entry dr a –1.

And if Dave exited off the south edge early (20Y10 or Q10), I could be in a lot of trouble.

To my surprise, Dave organized the radioless T-70s in to three platoons of 2, instead of two of 3, which would make it easy to exit a potentially game-winning force. He probed on a broad front, and only got to the edge of my legal set up area on the first turn.

7-1R
Situation, Turn 1, showing my full setup (all HIP).
↓ Read the rest of this entry…

└ Tags: ASL, Beyond Valor, gaming
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J1 Urban Guerillas

by Rindis on May 24, 2015 at 11:19 am
Posted In: ASL

A little while ago, I advertised for a PBeM ASL game on the GameSquad forums, as has been usual, I got two responses within minutes of each other, and accepted both. The second game has actually (just barely) finished first. After a little discussion with Jeff Buser, I ended up with the attacking Russians in J1 “Urban Guerillas”.

It’s 1945 in Vienna, and the Russians need to take two of three buildings from some tough German opposition (10 SS squads, Pz IV H, Panther, 9-2 AL, 88 AA, and the usual toys) in 6.5 turns with 12 458 squads, with a FT, a couple DC, and three T-34/85s (with a 9-1 AL). On turn 3, five 628s and two IS-2s come in. There’s two wrinkles in this: 1) two of the victory buildings are on the far side of the board 23 canal, and other than the 88, all the Germans must set up on the near side of the canal. 2) The Russian SAN is ‘6’, and on every ‘3’ or ‘4’ sniper roll, the Russians get a Partisan unit (sadly, TI); half the time a HS, one-third a hero, and a one-sixth chance for a 7-0 leader. Also, the Partisans have limited PF use.

Jeff opted to set up as far back as he could, with three HS manning the wall around the first victory building, a “?” on the west flank, and a few more in the east, mostly in the other major building near the victory building. Everything else was on the road next to the canal, obviously ready to cross over to defend the other two buildings. Not having anything immediately in front of me, I mostly set up as far forward as I could with just a HMG firebase in level 2 of 22G6 to try interdict what I could see.

I rushed up through the mixed terrain in front of me, and mostly got into good positions. The general idea was for the main advance to be on the victory building, while a dedicated assault group with a DC, FT and my 9-2 tried to clear 22CC8. This backfired when at the end of my movement, after a lack of any reaction (including concealment stripping) from CC9 had me thinking that end was a Dummy set, I gave him a Bypass shot at the 9-2 and FT squad, and he immediately killed the lot with a 2 -3 shot.

J1-1R
Situation, Russian Turn 1, showing the full board. Building 23Y7 is a factory. Note that the German setup area goes all the way up to hexrow 7 of board 22.
↓ Read the rest of this entry…

└ Tags: ASL, gaming, Journal 1
2 Comments

Princess of the Midnight Ball

by Rindis on May 18, 2015 at 9:47 pm
Posted In: Books

I actually don’t know much of fairy tales past the ones that Disney has engraved on popular culture, but I actually ran into “The Twelve Dancing Princesses” in the webcomic Erstwhile a year or so ago, which was just long enough to forget some of the details before reading Jessica Day George’s more romantic adaptation.

There’s an honest soldier, and a strangely helpful witch, and a mysterious curse, and all the other hallmarks of a classic fairy tale. There’s also enough room to develop some characters, and a well executed plot. While fairy tales have a habit of things ‘just happening’, that isn’t the case here. George has thought the story out, and it all hangs together with a fairly rigorous logic. (With one exception. And she presumably knew more than she was telling.) This is a around a late grade-school level book, and is still a fairly simple story, but still novel length and engagingly written. It’s also a… nicer version than the traditional ones, as it uses an external villain in place of the princesses. In a way, the story has been ‘Disneyfied’ by this treatment, but I have to say it also makes more sense this way.

I first discovered Jessica Day George just about a year ago, and this book is another reason why I’m happy I did.

└ Tags: fantasy, reading, review
1 Comment
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