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Where Wisdom Fails – Part 1: The Attack

by Rindis on December 2, 2014 at 2:01 pm
Posted In: SFB

Crossposted from the SFU blog on BGG.

Patch and I regularly game online, and we decided to have another SFB outing a little while ago. I’ve been going for a ‘historical order’ system, to see how things evolve, and we’re currently in Y157, which is the revised date for the mini campaign in Captain’s Log #4.

We decided to go full-bore with revised rules for this old scenario, which was probably a mistake. Bases were made much tougher in the 1999 version of Advanced Missions, and the first scenario isn’t balanced for that, and we’re not good enough to need bases being made tougher in the first place.

At any rate, Patch took the defending Klingons, who just have a Battlestation (BATS) with reinforcements arriving on Turn 6, and I took the Hydrans, who are testing out the Hellbore Torpedo by assaulting the base with a Ranger (RN) and a Dragoon (DG).

My initial plan was to start bombarding the BATS from just out of overload range, since Hellbores are good moderate range weapons, and Fusions act the same from ranges 3 to 10.

I went in somewhat slow to get the 9-10 bracket with the RN while the DG lagged behind. Towards the end of the turn, the BATS opened up with disruptors and a pair of Ph-4s, hit with both disruptors and got ‘1’s with both phasers to take the RN’s #1 almost halfway down. Patch followed that up with another pair of Ph-4s for 10 more points (1 & 4) and a total of 23 on that shield. In return, the RN missed with two Fusion shots before turning off to show the #2. The DG then hit with one Hellbore, which was absorbed by general reinforcement.

For turn 2, I stayed near speed 10 with both ships, with the idea of continuing the bombardment for a turn. However, I launched all twelve fighters while the BATS launched a shuttle on impulse 1. Patch followed up with a second shuttle on impulse 3, while the RN did the same, BATS shuttle #3 launched on 5, and #4 (and last) on 10.

Mid-turn, Patch used a couple Ph-4s to auto-kill two of the Stingers. A few impulses later, the Stingers and shuttles exchanged fire, killing three of the shuttles, and damaging (but not crippling) two of the fighters. One was a point short of crippling though, and missed with both Fusions at range 5 on a +3 shot before turning off to find the RN.

On impulse 22, the remaining fighters hit ADD range, and the base started picking them off with that. (There was some mix up as Patch didn’t realize that it took time for the rack to switch from one magazine to another at first.) The BATS opened up on Impulse 25, firing overloaded disruptors at two of the Stingers, killing them, and a pair of Ph-4s at the DG, putting 23 points on its #1.

Two surviving Stingers made it to range 1 on Impulse 27, and I should have fired with both of them, as the Ph-3s opened up at that point, but I only fired with a damaged one, doing a total of 6 points through a +2 shift. The DG fired two Hellbores the impulse after, and missed with one, putting 15 points on the #5 shield the fighter had weakened and sandpapering 3 off all the others (except #6 which was reinforced).


Impulse 28, DG misses with one Hellbore, but weakens shield #5.
↓ Read the rest of this entry…

└ Tags: bgg blog, gaming, SFB
1 Comment

The Great Siege

by Rindis on November 29, 2014 at 10:19 am
Posted In: Books

Ernle Bradford’s book on the Turkish siege of Malta in 1565 is not a detailed scholarly study of the subject, though the subject could use one. However, it is a fairly thorough look at the subject from the Hospitallar’s viewpoint. There is some examination of the Turkish and Spanish activities and reasoning, but this is a more minor part of the book, which is focused on the siege itself. There is also a little about the native Maltese, but Bradford points out that their activities mostly only live in local legends.

Crowley’s excellent Empires of the Sea uses this book as his main source for his section on the siege of Malta. In fact, reading most of this book felt very familiar, because Crowley had summarized it down so well. This is kind of disappointing, as I was hoping for a bit more. Still, if you want the story of one of the most hotly contested sieges in history, this is a very good book. Otherwise, I recommend Empires of the Sea, which is more vivid and wide-ranging in subject.

└ Tags: history, review
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Two Rounds of Mycale

by Rindis on November 27, 2014 at 10:02 pm
Posted In: CC:Ancients

Patch and I returned to Commands & Colors: Ancients Tuesday night, with the Battle of Mycale, from Expansion #6. It’s a very unusual scenario, with a river running straight through the center row of the board, with hills on one end, and seacoast on the other. The Greeks have a substantially heavier army (mostly Hoplites), but with lots of bow infantry on the Persian side. If the Greeks can get into the Persian camps, they get VPs and can convert Persian Auxes to Greek ones. Getting to the camps is a little more difficult….

I had the Persians for the first round, and Patch lead off with Order Mediums and then Mounted Charge to get his main Hoplite line into the river with a one die bonus. I had hit him with archery in between, and got a couple blocks on one unit, and Patch’s dice weren’t as good as mine, so while he got two blocks off a Light Bow and an Aux, and a block off another, I reduced one MH to one block and it retreated, while another lost a block.

I moved up and got another of his units to retreat behind the river, but Patch charged back in with fresh units, I decided to retreat an Aux, and he momentum advanced across to reduce an Aux to one block, but my Med on the river line got two blocks on a battle back. I then used Inspired Center Leadership (with a leader on the dividing line…) to activate that entire flank and push his leader/MH back into the river, while reducing another unit to one block.

Patch came across again, and got four hits with one attack to wipe out a Med, and Tigranes had to flee to a LB that was in one of the camps. The momentum attack wiped out the one-block Aux, and he knocked a LB down to one block as it evaded. I used Out Flanked to try and shift my line together, but Patch Counter Attacked, and brought the Spartan Hoplites into the river on the other flank to begin attrition there. Line Command shifted everything towards his bridgehead, and I knocked out both units across the river, forcing his leader to flee. Patch hit Mardontes twice, and got his Meds down to one block, but he returned the favor on the first attack, and knocked out the one-block unit from the second attack.

I Rallied and rolled mostly Heavies (there aren’t any heavy units in this scenario) and one Medium. I gave Mardontes a second block, put him into the river, and attacked the surviving unit from the previous turn to wipe him out. I then momentum attacked across the river to knock out another 1-block left over. 5-2

Mycale 1

For the second round I Double Timed one group of Mediums into the river the first turn. I wiped out a Bow unit that attempted to hold the line, but took two losses myself. We traded more losses for a couple turns until I Double Timed the second group into the river, but couldn’t do more than trade a block with him. An Order Medium reshuffled my line, and got better results, finishing off an Aux, weakening a Bow, and forcing the one on the extreme flank away from the river. A Move-Fire-Move ended with me mostly behind the river again, and all but one of my Allied MH units down to two blocks or less.

I Rallied and again rolled one Medium (the rest was swords and banners). My flank got a block, advanced, and lost it again for no damage to Patch. He then Ordered Mediums to bring the Medium reserves up to the river line and wiped out two MHs, reduced another, and reduced the only intact one to two blocks for a cost of two blocks on one battle back. Out Flanked got the weakened Med and moved the Spartans up slightly. Patch Counter Attacked to get another MH and knocked two others behind the river.

Despite my luck at rolling for orders so far, I went with I Am Spartacus and got one Light, one Medium and a wildcard. I moved up the entire left flank and got across the river while wiping out a Light and nearly getting an Aux. Patch pushed forward on his left to wipe out a fourth MH but only got three banners on a momentum attack. (That really should have been the game, four dice vs a 1-block unit.) I Ordered One [Heavy] to finish off his Aux on the left. 5-4

Mycale 2

Afterword: Both games were very close affairs, despite the score on the first one. Most of my line was feeling very vulnerable in the first game, and Patch nearly got into one of the camps, and I couldn’t afford him getting an extra unit (much less losing one). Worse, my hand had started good, but had nothing but junk left by the end. And Patch really should have had the second game.

It’s a very interesting scenario. Comments on the CC:A fan site say it’s a punishing situation for the Greeks, and they’re right. Their units are technically better, but the Persians have the range of all the bows, and the river reduces most of the fighting to two dice each.

└ Tags: C&C Ancients, gaming
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War in Fornath

by Rindis on November 25, 2014 at 9:38 pm
Posted In: Computer games

Me and Smudge (especially her) have been looking at War in the North since it was announced. The initial reviews of buggyness were disappointing, and the fact that it just seemed to disappear from view after release. But, it’s been on the list.

GamersGate had it on sale recently, so we picked up a couple of copies, and installed them Friday. Trying it out at that point was probably a mistake, since we didn’t force ourselves off until 3:30 AM. After a slow start, it sends you off to the ruins of Fornast, which is one big level that keeps begging you to get the job done.

The general idea is to have three people to play the three main characters, but with two of us and the AI on one, it isn’t too bad. Great enemy detector; he’ll go charging off as soon as they spawn! I’ve been playing Andriel, the elf, while Smudge is playing the ranger, Eradan. The main problem is that everyone has items to interact with and secrets to find. So we’re not getting the secrets from the dwarf, and there seems to be no way to manage his equipment. We can hand him things, and he’ll use them if they’re better, but we can’t really see how good the current equipment is.

GamersGate just sells Steam keys for this game, so we have to go through that. Getting a game together was really easy, as we can invite through Steam friends. Some poor soul wandered in while I was figuring that out and got tossed out as I restarted as a private session. On the other hand, that started an in-Steam voice chat session that you apparently can’t turn off. Which would be fine if we weren’t already on Skype. Which would still be fine if the audio quality wasn’t crap. You know, if Steam wouldn’t keep showing off examples of horrible coding practices, I’d use them more.

We then did a second session on Saturday, and spent a while trying to figure out how to defeat Steam’s in-game chat by using alternate devices for Skype, but Steam ignores their own settings with ‘push to talk’ not working, and at least sometimes it ignores the mic volume control (which is linked to the main system volume control!).

So, with crappy audio, we tackled the next problem. The save game feature is… odd. If I started the session we were at Chapter 1 Part 10. If Smudge started it, we were at Chapter 1 Part 3. Both saves would dump us into a room with an encounter with a troll… which wasn’t where we were. Now, I think that’s the room we were about to enter, but we weren’t actually there. We eventually went with what we had, and with some work downed the troll. There was an encounter at a gatehouse that killed us (second real wipe we’ve had), but we got that on the second try (Smudge commented that it felt much more in control the second time; I don’t think I agree, but we did live). We wrapped up the second session by going back to Bree to get some business done, hoping that quitting there would also keep the save point from being so wacky.

Last night was our third seesion, and staying in Bree didn’t work quite as hoped. When we went back to Fornost, Smudge was in the right place, but I appeared in an area near the beginning of the second night’s session, and there were gates baring my way forward and back, and no access to a travel point to Bree.

However, exiting and reloading at that point worked, with the entire party appearing at the right point, and not with an encounter starting up immediately. From there, we had a few more set-piece encounters and then finally the boss. Or the boss’ minion, as the guy in charge was too busy to be bothered. Tharzog was tough enough though, as he’s capable of two-shotting anyone, and has a bunch of the more competent orcs with him.

It took us six or seven attempts to get him, and a fair amount of cursing. Our best attempt was probably the third one, where we got killed when Smudge ran out of healing potions and Tharzog had barely any health left. Up until that point, it really felt like we were in charge of the fight. The next few fights didn’t go as well, and the final attempt felt more like those to me, even though we did get him down. That ended Fornost, and we wrapped up needing to check in with the rangers on what else is going on out there.

So, the game is a bit buggy on load, and they really needed a better character animator (facial animations are particularly problematic, but a number of walk animations need help). The fully developed cinematic sequences (still in the game engine) are well done though, and the voice acting is good. Also, Beleram, the Giant Eagle, is the best animated character in the game.

Game-wise, it is more fiddly than I’d like. In one long encounter area we went up seven levels, and traded out all the pieces of our gear 3-4 times. (Another annoyance, the character select screen is static, instead of showing the current gear of that saved game.)

But, it is a fun, if fairly simple and action RPG. I haven’t played enough of those to say how the combat compares to others in the same general style, but its simple enough to not be hopeless for me to get somewhere, which is nice. The story itself does feel like it could fit in the cracks around the beginning of Fellowship of the Ring, which is really nice (I have some doubts about a dwarf and elf coming together without a lot more bickering, but it makes a lot of sense for game dynamics), and the lore seems spot on.

└ Tags: gaming, War in the North
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Time and Again

by Rindis on November 21, 2014 at 12:22 pm
Posted In: Books

Both of my parents read, but they generally read different things. So, when both of them are recommending a book, it’s time to take note. Despite that, I just never could get myself around to trying the copy of Time and Again on my dad’s shelf. I’m not entirely sure why, I know I told myself a few times that I really should get around to it, but I never did.

Well, recently the Kindle edition went on sale, so I bought that and read it, decades late. I had not realized it was an ‘illustrated novel’, and had some trepidation as I started reading it with pages and pages of pure text going by, but indeed, all the illustrations and photographs are there and in good shape, if perhaps a bit small on the screen, so no concerns there. Sadly, there are some glitches in the text, which get more common late in the book; more importantly, the Elevated Railway, “the El”, gets rendered as both “the El” and “the EI” throughout the entire book (if you happen to be encountering this in a sanserif font, that’s ‘ee-el’ and ‘ee-aye’), and obviously missed the proofing entirely.

Time and Again is a time-travel story, and needs a little bit of time travel itself today. It was originally published in 1970, and does show that we’ve come a ways in the last 44 years (poof! another hundred grey furs). The attitude to women in the workplace has gotten better, and of course there’s nary a computer to be seen at the beginning in a job that has gone all digital today. The concerns about the world have moved on a bit, and while there’s a fair amount of suspicion about just what a secret government project may get up to, it’s not axiomatic that it will be nothing good, either.

Time and Again is a celebration of New York City, and Jack Finney spends a lot of time bringing it to life in its pages. More to the point, he spends a lot of time bringing the New York of 1882 to life. Both the New York of 1970 and 1882 are there, but of course, the 1882 version needs a lot more work to understand. Time travel in this story involves… ‘letting go’ of everything you know about what makes today today, and filling yourself with the world of where you’re going to. This book is of course a few hundred page exercise in doing exactly that.

At any rate, it is successful on that level, and tells a good story while it is at it. Much of the middle of the book is more of a travelogue in the tradition of the past is a foreign country, and the enthusiasm carries the book out of a somewhat slow start. At the end, it falters again as poorly handled moralizing comes to the fore for about a chapter. Finney (through his main character) is too harsh on the world of 1970; even while he notes the very real problems of 1882, he misses the fact that they were every bit as bad or catastrophic from their point of view as the problems of 1970 are for him. Thankfully, the travelogue and a mystery are the real focal points of the book, and they are served well.

└ Tags: reading, review, time travel
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