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FB10 Return of the Black Company

by Rindis on October 17, 2015 at 12:00 pm
Posted In: ASL

After going up the hill in Tunsia, Patch and I decided to go back to Budapest for our next round of ASL in Europe with FB10 “Return of the Black Company”. Patch didn’t want to have to deal with Ammo Shortage again, so I got the defending Germans.

It’s now Feb 3, and things are getting desperate for the Axis forces. The special rules for lack of food and fuel kick in a day or two after this scenario, but Axis forces are still at Ammo Shortage level 4. Both sides have largely variable forces as they struggle over an area near the Kiralyhgo ter on the SW board (which is an area we haven’t seen before, though it’s not too far from a couple of the ‘big hill’ scenarios). Oddly, both sides have a 5 SAN, but a ‘1’ SAN roll is either treated as a ‘2’ (pin/wound), or it can be used to battle harden your own troops.

The Germans get six SS squads (split between 658 and 468), MGs, a DC, and a few concealment markers. They get a leadership choice between a 9-2 and two 7-0 with a FT and a more mixed set with a HMG and PSK. For me, choice A2 was obvious, since even with the shortage, an HMG would be a big help, and I didn’t want most of my leadership as 7-0s. They have a supplemental infantry choice of 3.5 447 SS squads with a leader and LMG, or 5 Hungarian 347s with two leaders and two MGs. This was a tough choice, and even though I felt short of bodies, I went with B1 as I felt I needed a flexible defense, and I didn’t want to have to worry about keeping the Hungarian units together. There’s a Gun/Vehicle choice, and I went with C2 for an extra M15/42(i), as they are part of the victory conditions and the 105 gun on the Zrinyi II, though a 75mm AT as part of the final defense may have been a better idea. For the fortification choice, I went with D2 for two fortified building Locations and mines instead of wire, even though the fanatic unit that comes with the latter was tempting.

The Russians enter along the west or most of the north side on turn 1, and have a (pre-game) choice between three victory conditions. They can go for 18 CVP, or for a pair of buildings, or for a pair of hexes (and all the hexes adjacent to them). In all cases, the Russians only win if the Axis do not control XX29, and have a functioning M15/42(i) in the hex at the end of the Game Turn. With 5.5 turns, I felt I had to try and slow the Russians down for a couple turns before going to the final defenses, and with such a large entry area, I was worried he’d just find a way around one flank and make good progress on the first turn. I especially gave some thought to entry at the NE extreme and going downhill around the bulk of the level 1 playing area, and straight at one of the option 2 victory buildings from behind.

Pre-game rubble checks did very little (three hexes, one of which fell into the street, but that was well out of the likely area of action), and I ended up positioning my mines for a west entry as there were a couple hexes that seemed inevitable if the Russians were in the area at all. I put my roadblock in YY33/YY34 to block access to the heart of the VC area and provide cover for the AA gun, which went behind it. One fortified building Location went in YY30, next to the German victory hex, and the other in CCC32, one of the hexes the Russians needed for their third option. My Zrinyi II went in AAA32, where it was very hard to get at, but could protect CCC32. The HMG went in YY28h1, where it had some decent LOS down the main north-side street, and could protect against an east-side thrust.

Patch ended up going for a NW corner setup. A lot entered along the west side, but three large stacks were at the west side of the north edge. He had contemplated the main north-south road in the middle of the north edge, but decided it was too vulnerable. He chose A2 (fewer leaders, but with a hero), B2 (more men, no Assault Engineers, and only one FT), and C2 (two T-34/85s instead of four vulnerable SU-76s). His first unit found the mines in ZZ38, but were unharmed by them. Despite some fire from BBB36h1, his entire west force entered without incident.

His first two units from the north edge Searched near my “?” but while the first found a HS+DC, the second rolled poorly and failed to search anything, preserving my Dummies. TT35 threw his DC in DFPh at TT36, breaking one squad and ELRing another while staying unharmed. AFPh broke my squad in BBB36 and revealed the Dummy in VV36 on a PTC. Beyond that, his two T-34/85s got acquisition on the buildings flanking my roadblock, which I considered the anchor of my defense in that direction.

He advanced into the street on the south side, and got his squad out of the mines without incident. There was only one squad left adjacent to TT35, but he was concealed and killed the HS in a successful Ambush.

FB10-1R
Situation, Russian Turn 1, showing the full playing area, and the hidden parts of my setup. North is to the left; yellow ‘V’s are the second option victory buildings, and the yellow circles are the third option victory areas.
↓ Read the rest of this entry…

└ Tags: ASL, Festung Budapest, gaming
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Wooden Rose

by Rindis on October 13, 2015 at 12:00 pm
Posted In: Comics

Smudge picked this up at APE 2015 last week. It’s a self-published graphic novel of a webcomic that finished up a couple years ago.

The general high concept is Victorian fantasy, and it delivers on that quite well. The art is the best part of the book, and is very good and clean. Page layouts are generally good, but do seem to wander a bit, and I had occasional problems picking out where I was to look next. I think part of that is the pages weren’t conceived with an idea of how they’d look in a book, and things occasionally go into the gutter. Smudge also feels that this should have been noticeably shorter, and I agree; this shows all the signs of a typical write as you go comic story, so this is really a first draft, and some further thought could have tightened the pacing up nicely.

The story is good at its elements. But there’s only four characters, and we only get to know the two sisters at all well, both of the men in their lives continue to be blank slates. The villain in particular is inscrutable. This may be at least partly on purpose, but there’s no sense of how he was motivated. Was this pure survival? Instinct? Did he, in some way, actually mean what he said?

On the other hand, for a story about four people, with no real action to speak of, it never devolves into talking heads either.

└ Tags: fantasy, graphic novel, reading, review
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Anime Summer 2015

by Rindis on October 9, 2015 at 12:00 pm
Posted In: Anime

Well, we’re done with another quarter-year season of anime. Only one series continued from last time, and I think one is continuing this time of the four I watched regularly. In rough order of quality:

Classroom Crisis — I missed this for a couple weeks, before Smudge realized this wasn’t going to be a high school harem anime. Instead, this is the star of the season. A very solid SF story involving the ultimate of Advanced Placement classes, corporate politics, and a feud stretching back nearly a century. It concluded very well with episode 13.

GATE — This was the obvious one to watch this season. A gate from a fantasy world appears in downtown Tokyo. After the invading fantasy army is defeated by modern weaponry, the SDF goes through, and gets involved on the other side. It gets into some standard tropes (“Think there’ll be catgirls on the other side?”), and is heading a little more harem than I’d like, but the military is being nicely competent for a change. We’re beginning a new story arc, so I assume there’s another season coming.

Food Wars — Looks like this one is coming to an end, at least for now. It’s been another good season. I’m surprised this continues to work, and it does go way over top with the reactions and exposition, but continues to be well written. Hopefully, this is just a pause, and it’ll be back.

Rokka — The concept is an interesting one. The world feel is more Aztec/Mesoamerican, though only loosely so. Somewhat standard fantasy setup: evil force bursts forth every so often to destroy the world, and a set of six heroes emerge to defeat it. However, all of this is sidetracked into a mystery when seven heroes show up.

And then the older things I caught up on, or didn’t watch.

God Eater — This one is pretty. Someone spent a lot of money making this have a style that looks more like it was painted. The writing however, wasn’t there, and I didn’t bother with more than about two episodes.

Ushio and Tora — Our group is fans of the original OAV series from ages ago, so this was on the ‘highly anticipated’ list. However, I kind of let it slip, and much of the beginning was too familiar from the earlier series. So, I’m way behind, though I recently saw the latest episode, and it was looking good, so I need to catch up on this.

Amagi Brilliant Park — After a delay, finally got to see the rest of this the other night. A really fun series that needs more attention. I would have handled the denouement differently, but that’s me.

Heroic Tale of Arslan — Smudge introduced me to this in the ‘when we’ve seen everything else’ slot, so I’m only a few episodes in (and am watching the dubbed version), but I’m very happy with it.

└ Tags: anime
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Deep Secret

by Rindis on October 6, 2015 at 12:00 pm
Posted In: Books

Deep Secret begins with a cryptic message that the following was secretly deposited in the archive at Iforion. I’d pretty much forgotten that by the time reference was made to it late in the book. There’s a number of things from early on that circle back into prominence towards the end.

To a certain extent, it is a standard contemporary fantasy novel: Earth is one of a large number of alternate worlds, which have varying amounts of magic, and there is an organization of high-power mages that keep an eye on the multi-verse. The part that is a delight for someone like me, is that the bulk of the middle of the story takes place at a SF convention. It’s obvious that Jones was thoroughly familiar with them. I don’t know any of the people she describes, but they’d all fit in at any con; I know a lot of people who are very like them.

The hotel with the mirrors at every corner? Been there. (Thankfully, I have yet to encounter more than four right turns in a row, though there are hotels where it feels possible.)

The story itself has a slow start, with the main character switching between two disconnected plotlines. However, this smooths out, and in the end, everything is shown to have a place in the overall structure. It’s not a stellar book, but it is a fun one, and there’s a lot of extra fun to be had if you’re used to the con circuit.

└ Tags: books, fantasy, reading, review
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The Legacy of Gird

by Rindis on October 3, 2015 at 12:00 pm
Posted In: Books

Elizabeth Moon’s Legacy of Gird is a pair of prequel novels to her Deed of Paksenarrion series. They’re something of an odd pair: the two books have some significant overlap in time, and while the first one is easy to read independently, the second one has framing that happens after Paksenarrion, and makes it partly dependent on that series. I enjoyed both, but they don’t have a lot of the appeal of the original books.

Surrender None is the story of Gird, told from his point of view. It is the story of the peasant rebellion that would establish the grange system and society seen in the later Paks books. Gird is some sort of ill-defined saint/demigod centuries later, but now he is a simple peasant, until the slow squeeze of the lords forces him (and many before him) into outlawry/rebellion.

As such, it is well told, using a very episodic structure. Various subjects and challenges are brought up, and confronted; while the fighting itself is important, it never crowds out the eventual challenge of building a system to replace the one being torn down.

Liar’s Oath overlaps the last section of Surrender None, from the viewpoint of Luap. For the most part. Scattered throughout the book are a few chapters from the viewpoint of two proto-paladins, which also provide most of the action/adventure of novel, with the rest being politics and personal relations. In general, I liked the bulk of the book, but it ends instead of resolving. The framing with post-Oath of Gold Paks (or really, Phelan) becomes a space-time wedgie that cuts off the ending of the book.

This makes it obvious that the point of the book is to explain what was found in the abandoned fortress of Divided Allegiance, which it does, but that also undermines the structure of the book. Liar’s Oath has enough burdens without this, as Luap never comes across well enough to make a good main character, but it is obvious that this is a foundation for the Paladin’s Legacy series (which I will need to get to).

└ Tags: books, fantasy, reading, review
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