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Two Rounds of Sphacteria

by Rindis on February 19, 2015 at 9:21 pm
Posted In: CC:Ancients

Not being ready for our next ASL game, Patch and I had another night of C&C:A on Tuesday. This time it was the Battle of Sphacteria from Expansion #6, which covers the end of the siege during the Peloponnesian War. The Spartans begin on a rampart (with a camp at an angle) and a line of impassable hills anchoring it on the right. There’s some passable rough terrain behind that, and a small force of Athenians set to take advantage of it. And in an unusually-written special rule, any Athenian unit that has been on or beyond the wall since the beginning of their turn counts as an extra banner.

I started as the Athenians, and began by confusing my right and left. I was thinking I had a bunch of cards for the flanking force, and only realized my mistake on the second turn. I was also looking at the city wall rules instead of the rampart rules, and so was wondering how I was going to do anything for a while. After a little skirmishing, I Double Timed my right up to the rampart and eliminated the Aux in the camp, and advanced in my own MH. Patch used a Line Command to counterattack, but lost two blocks on each of two units in return for two on the MH.

I then Double-Timed the other flank and eliminated another Aux to advance Demosthenes over the rampart and attack Epitadas, losing one block each. Patch countered with Mounted Charge, but lost a MH reducing the one in the camp to one block, and losing two blocks on another while forcing Demosthenes back over the rampart with only one block left on his MH. I Ordered Three Center to put a Light and MH over the rampart, and pick off a block from an Aux with my bows. The MH finished off Epitadas’ unit.

Patch Counter Attacked to let Epitadas join his remaining full-strength Spartan MH, and knocked my MH over the rampart with a loss, and then Momentum attacked to finish off Demosthenes’ command, killing him in the process. His Aux finally finished off the MH that had been occupying the camp.

I used Line Command to activate my entire right flank and picked off the Aux in the camp for the win (thanks to still having a Light on the wall). 6-3

Sphacteria-1

Patch began his round as the Athenians with a Line Command to activate everything except the flanking force. Some lucky archery reduced Styphon’s Spartan MH to three blocks. However, on the right, his Aux got up to the rampart and lost two blocks to zero against Light Slingers. I used Move-Fire-Move to pepper his line, and shift my Light reserve over to the broken area in case Patch had some Right cards.

Instead he Ordered Lights to do much the same thing. After a little more archery, Patch used a second Line Command to bring just about everything into contact. He took out Epitadas’ Spartan MH, and sent an Aux over the rampart. I then used my Line Command to activate most of my command and pick of a MH and weaken a couple units, losing the Aux camp garrison in the process.

Patch Ordered Medium to kill Styphon’s MH, but most of his MHs were dangerously weakened. I used Double Time on my center and split up to try and retrieve the crumbling situation. And Aux went to the left to pick off a MH, and my remaining MH went over the rampart to pick on Demosthenes, but only did one block, and then took two banners to be forced back behind the rampart. A weak Aux then finished off Patch’s MH.

Patch Ordered Four Center to get three units (and Demosthenes) onto the rampart. I Ordered Medium (only one left!) to attack one of his units, but got driven back. With three kills and three units on the rampart, Patch won at the beginning of his turn. 6-3

Sphacteria-2

Afterword: It not often we have an exactly even split. Too often, I win both rounds. The Athenian units counting for as long as they stay alive and in the victory area makes a certain amount of sense, but the scenario rule is poorly worded, and it is pretty much unique in the official scenarios. At any rate, it seems a really rough scenario on the Spartans, and would only be worse if the Athenians could actually draw some Left cards.

└ Tags: C&C Ancients, gaming
1 Comment

G17 Hakkaa Paalle

by Rindis on February 18, 2015 at 12:00 pm
Posted In: ASL

Last year, Patch and I decided to celebrate the upcoming release of Hakkaa Päälle by playing scenario G17 “Hakaa Paalle” from Volume 29, Issue 2 of the General (pity that neither of us can afford the module right now). It’s January 1940, when a running firefight starts between the Finns and Russians. There’s Deep Snow, Extreme Winter, Drifts, skis, and winter camouflage.

The Russians enter first with 20 628s and 6 LMGs, followed by 12 squads of 838 Finn supermen (assault fire, spraying fire, no cowering, underlined morale, stealthy, and can declare HtH CC) with 4 LMGs. The Finns need to have at least 10 more CVP than the Russians at the end of ten turns, and the Russians can exit off the west edge without penalty (both sides enter from the east). The map is a board and a half (longwise) east-west (so 50 hexes for the Russians to get away), and two tall, with all the buildings, walls and hedges removed.

Patch took the Russians, who have already spent 2 MP before entering, so his first turn was occupied by ducking around the woods near his entry area, and got backed up a bit. The Finns entered, and moved laterally towards a group of woods near the board edges, trying to find a way to get into range before the Russians could get past. Patch managed to pin two squads with a long-range shot from a pair of LMGs to slow me down slightly.

G17-1
Full map, showing both sides first turn movement. Stacks are taller than usual thanks to all the skis.

↓ Read the rest of this entry…

└ Tags: ASL, gaming, General
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Two Rounds of Olpae

by Rindis on February 11, 2015 at 12:00 pm
Posted In: CC:Ancients

Patch and I played the Battle of Olpae from Commands & Colors: Ancients Expansion #6 last night. The Spartans have a notably better force on-board, but the Athenians have four units and a leader who can pop out of the woods with the use of a Leadership card for any section other than Left (which has no trees).

I had the Athenians first, and led off with Leadership Any Section to hit him before he could move away, and knocked out a Light and a MH in return for two damage on an Aux.

It was downhill after that.

Patch counterattacked, and eliminated the weakened Aux, and later eliminated one of the ambushing MHs and reduced the other to two blocks at a cost of two hits on a Spartan MH. I moved my line up in two phases with an Order Light and Order Mounted, giving me a solid line, and doing one more damage to his MH in return for two hits on my cavalry. Patch responded with Mounted Charge to come in contact with my line. He finished off my two wounded units, and then picked on my Light who had picked up the leader from my ambush at the end of the line. He stood, since I had a Clash of Shields I planned to use, and Patch eliminated the unit and leader to win. 2-6

Olpae 1

Patch led off his turn as the Athenians with Out Flanked, and moved up his right while getting two hits on the center of the main Spartan line with his bows. I burned an Order Heavy as an Order One to adjust my left, and Patch picked off the Aux there at a cost of two hits.

I then Double Timed to bring my main (right) line in contact with Patch, and forced one unit back with no losses, and eliminated his leader-led MH at a cost of an Allied MH and three hits on another. Patch Ordered Three Right to eliminate that last unit and force back my Lights. Patch then hit the last unit from my advance on both sides with a Mounted Charge (Patch always gets that card in these hoplite battles), but he retreated with two losses.

I then Counter Attacked to move up my three Spartan MHs, and killed an MH at a cost of three blocks. Patch Ordered Mounted to finish off the Aux and do a block to one of the Spartan MHs. I used I Am Spartacus (hmm, forgot to reshuffle) to move up the Spartan MHs again and have my slingers try to disrupt what was left of his flank (rolled a Hvy (useless), Med, Light, and two wild). I killed an MH and forced units back, scattering his remaining line.

Patch used Line Command for… one unit, and reduced my center (leader-led) Spartan MH to one block in return for two damage. I used Clash of Shields to continue that fight, but only caused him to retreat after reducing to one block. Patch Move-Fire-Moved to tighten up his units, but did no damage; I Ordered One [Heavy] to bring the far flank up and drive off his Lights.

Patch then did another one-unit Line Command to face off the two one-block MHs and eliminated mine, driving off Euylochus. He then Momentum Attacked to get four hits on one of the surviving MHs. 3-6

Olpae 2

Afterword: It’s a pretty brutal fight for the Athenians if they can’t get their Ambush off (Patch only saw a single Left Leadership card all game), but the dice liked Patch past the first turn of the first game. The disastrous result of the Double Time is what really broke me in the second game, though the Spartan MHs nearly did the job on their own.

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And Goodbye to Another MMO….

by Rindis on February 9, 2015 at 8:39 pm
Posted In: MMO

It’s been a while since I’ve said much about ArcheAge here. Some of that is my usual habit of wandering away after a little bit, even while Smudge continues on.

And that did happen here, but….

Both Smudge and I have been interested by the largish crafting system, which is fairly well done. The property owning, and the farms as a source for most of the materials you need is appreciated.

But then they gate it in annoying ways. Higher level/useful items generally need something that has to be gotten through running a trade pack from one continent to the other. That is designed to put you at risk in PvP—and one of the major guilds on the server recently went largely pirate (separate from either of the two factions in the game).

Smudge doesn’t care for PvP at the best of times. I technically like it… in more contemplative settings (board games…), but in a high-action setting where you’re being forced into it because something else completely is at stake (the future of your crafting), yeah. High-stress fox is unhappy fox.

My eventual judgement was that the crafting system existed to give the PvPers a fantasy adventure sandbox to run around in. i.e., instead of coming up with a bunch of random NPC/monsters to encounter and fight, they made sure there were random PCs to encounter and fight.

There’s been some bugs that have existed since Alpha without being acknowledged (I ran into one: one of the alchemy potions is supposed to be craftable on the basic alchemy workstations, and is listed that way in-game; but it’s missing from the list when you actually use the table), so we’ve been determined not spend money on the game. But while it is technically Free to Play, to own land, you have to be a Patron. You can do that by buying APEX with in-game currency, but the price has been going up by leaps and bounds, from ~60 gold around game launch (just about six months ago) to ~750 gold last week. Of course, all APEX have to be bought with real money by someone, and then you can sell it for in-game money, but this shows that the idea of ‘whales’ buying APEX so they can sell them to buy in-game stuff isn’t working. I’ve been wondering if they just haven’t kept the attention of big spenders or what.

Smudge has been involved in a guild for a while, which kind of expanded out of control, and drama kept happening with other guilds as a result, but the main people were good.

But, in general, ArcheAge has one of the poorer MMO communities we’ve seen, and it’s just been getting worse. The good people we know gave up on questing around level 30 (when the quests force you into PvP-land), and getting a group together for less than max-difficulty dungeons is difficult (not that there’s many dungeons to begin with). In fact, there’s a fair amount of dismissal of doing quests in general, and while there was a decent number of RP-interested people on the server to begin with, they were basically the first to go.

And the last straw for Smudge was seeing a group of guys complaining in general chat about not being able to have sex with their wives while they were asleep. >.<

Anyway, here’s a picture from happier times:

ArcheAge Screen Shot

This is a New Year’s group shot of the main members of the Night Owls guild (been meaning to post this for ages). My alt, Frasissa is the female Firran in the center, and Smudge’s alt/guildie LingLi is to her right. Several of the guild’s ships are in the background, and the symbol on most of the sails is the guild logo Smudge did.

We’re not sure what’s up next for us. Smudge is in the final stages of crunch time of getting To Kill A Dragon #4 out.

└ Tags: ArcheAge, gaming
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Not Done Yet

by Rindis on January 20, 2015 at 12:00 pm
Posted In: Computer games

This is the second in a series of reviews looking at the evolution of Europa Universalis III. See the previous review here:
Europa Universalis III: A Whole New World

While Paradox planned for two expansions to Europa Universalis III, they figured the game was finished after that. There were a number of small ‘sprite pack’ DLC and the like offered, but the game was done, and it was time to turn to other projects after releasing EUIII: Complete.

However, when they polled the fans on their forum for what to do next, more EU III content was the most popular request. And so, Europa Universalis III: Heir to the Throne was released as the third expansion at the end of 2009. This is a review of just the expansion, so you may want to look over my original EU III review (listed above) to better understand this one.

Putting ‘Grand’ in Strategy

I’ve talked about the map in previous reviews in this series (notably the EU III review). One problem the Clausewitz map had is that at a far remove it lost all details. It’s still useful, the political mode shows all the countries, and so on, but it’s just functional.

However, now we get something that has defined Paradox’s maps ever since: In the large zoom-outs, country names sprawl across the map, looking by turns magnificent and intimidating. This is made possible with code that adjusts the size and orientation of the words as the size and shape of the countries change. We’ve technically seen this before (during the HoI III review), but it was only introduced to that game with the later Semper Fi expansion. This is where the idea first shows up.

That said, the map is still less than impressive. The colors are muted, names (provinces or nations) are in a faded gray, and borders still have a number of odd glitches.

Whose Throne is it Anyway?

The new feature for which the expansion is named possibly has the least direct importance, but is an interesting tightening up of the model of pre/early-Modern politics. Any monarchical government has a succession, and the current heir is listed. The current and future rulers have legitimacy scores. The current legitimacy can give bonuses or penalties to stability, revolt risk, and religious tolerance. The successor’s legitimacy is based on the strength of his claim, and will normally be quite high. But ‘pretender’ rebels and civil wars are still possible, and if they win, will establish a new dynasty, which will start with a low legitimacy.

Since the age of the successor is now tracked, there can be a long regency that lasts until he gains majority (age 15). A regency council limits the diplomatic actions a country can take, and causes legitimacy to fall.

Finally, there is a chance for other countries that have a royal marriage to inherit the country. This might be a personal union, which is effectively a special form of vassalage, or a more direct inheritance. It is also possible to claim a throne in a disputed succession (which is whenever the legitimacy of the heir is too low), and the game has an alert listing all the countries currently subject to the problem.

Merchants, and Spam

The trade system got expanded with trade leagues and trade rights. Both of these are diplomatic options only available to merchant republic governments, and allow them to extend the reach of their Centers of Trade.

Trade leagues are like a special kind of alliance where all the members agree to send their trade to the leader’s trade center. In return, everyone in the league gets to use the best possible modifiers for trade and merchant activity available in the league. Trade rights get countries outside of the league to send certain goods to the trade center. This greatly expands the reach of certain trade centers, and boosts the money flowing through them, to the profit of the host merchant republic.

For some reason, these actions are set to pop-up message windows instead of just being noted in the log by default. With four leagues in action at the beginning of the game, this creates a lot of extra messages that are not meaningful for most players, especially since there seems to be a lot of churn in league membership amongst AI powers.

Not Holy, Not Roman, But Perhaps an Empire

One of the oddities of history that the EU series has always tackled is the Holy Roman Empire. It is depicted as a collection of separate states with a nominal head (the current emperor), that is, at best, first among equals. With its position in central Europe, what’s going on within the HRE is always important, but the Empire itself only has a light touch on the course of the game.

This was expanded upon somewhat from EU II to III, but it was still a fair amount of motion without a whole lot of effect. Generally speaking, there are a set of countries defined as electors, who choose the new Emperor every time the current one dies, and the Emperor always has the ability to march troops through the various territories of the Empire (normally this takes diplomacy to arrange), and has some freedom to intervene in wars among its members. (This is not a bad model of history.)

Now, there are a series of reforms that can be initiated. Assuming the Emperor can garner enough authority, the government of the HRE can gradually be strengthened. This is effectively a list of decisions available to the Emperor, that must be triggered one after another, that affect all the countries in the HRE. The member states also have to accept these reforms, which is part of what imperial authority does, and takes time and effort to build up to. The final reform, Renovatio Imperii, turns the entire HRE into a single big super-state controlled by the Emperor.

Ministry of Culture

The idea of army and naval tradition as a score that was used to create military leaders was introduced to the EU series from Victoria in III. Now, HttT has introduced cultural tradition, which allows you to create advisors.

In the original EU III there was a system of randomly generated advisors which you could hire to generate bonuses in particular fields. The advisors are still the same, and there is still a pool of available random ones, but now cultural tradition allows you to create one of the type you want/need—and there are 36 different types. They also come in different degrees of capability, and a high cultural tradition allows you to create more capable advisors.

In general, cultural tradition goes up during peacetime, and down during wartime. However, there are now also ministers, who can be used to boost cultural tradition; but this is merely the cheapest of their abilities. Ministers are like the colonists, merchants and diplomats that have been in the EU series from the beginning. Depending on the exact form of government you have, you get a certain number per year, which can then be ‘spent’ on various tasks.

EU III introduced provincial decisions along with the concept of decisions in general, and they have now been modified and expanded in HttT. Most provincial decisions were local trade-offs between two statistics, and for me, usually an unattractive tradeoff. Now there’s a more extensive list of them, including some that are minor upgrades to the province, kind of like the buildings that EU has always had. However, the ‘upgrades’ can only be done near the national focus, an area that you have decreed will receive bureaucratic attention, and that can only be moved every few decades. All the provincial decisions require different numbers of ministers to enact (up to 5 for some, which is the maximum number you can have at one time), forcing you to ‘budget’ your activities.

Why Are We at War Again?

The most important addition to the game is the Casus Belli system. The EU series has always had a robust diplomatic system to handle peace talks, but once at war, it didn’t matter if you started it, or were attacked, if you had a claim on some of that nation’s territory, or a different religion, the peace process was the same.

Now, it matters.

The new system defines different reasons (causes) for war, such as ‘alliance’ (your ally is at war with them), ‘trade war’ (someone has embargoed your merchant republic), ‘reconquest’ (someone else controls what your country considers to be home territory), or any of a couple dozen other reasons, some of which are granted by random events. These are meant to define the goals of a war, and will affect the prestige and infamy gained from the peace.

This ends up changing how the game generally works. It used to be that the punishment for declaring a war was a loss of stability, but with all these goals it is now easily avoidable. Instead, a new statistic is listed at the top of the main screen, infamy, and the game is much more about managing that number instead of stability.

Badboy was a concept added way back during patching of the original game in the series, and has slowly become more visible over time, and was renamed infamy either in EU II or III (not quite sure anymore…). The main idea was that taking territory increased this rating, and it would then slowly subside over time. If it went over a certain limit, the AI players would all start attacking that country in an attempt to keep it from running away with the game. The idea has gotten more nuanced through various iterations, and now the AI is responds better to shifts in infamy, up and down, including in other AI players. Any country that goes over its limit (which varies depending on the ruler and policy settings) now becomes eligible for the “Dishonorable Scum” casus belli from everyone else.

The amount of infamy gained from taking territory has increased from previous versions, but some war goals lower the amount again. However, defensive wars don’t (usually) have a goal, so taking territory when attacked is expensive, and the declared goal only applies to the country you declared war on, so taking territory from allies instead of the main target is also expensive.

Conclusion

Paradox had good reason to consider EU III complete after releasing In Nomine, but Heir to the Throne is a solid improvement. Most of the features came from suggestions from users on the forums, and Paradox managed to choose some very good ones, and implement them well. In addition, the interface does make a few things clearer than before. Most notably, Military technology has always slightly improved a number of combat modifiers, and these are now made visible in the military tab of the UI.

It is an expansion made up of feature creep, so I wonder if a new person would want to start without it, but then, the complications in HttT are largely lost in the vast sea of complexity that the EU series has always had. Certainly any fan of EU III Complete will find HttT an improvement.

However, I do need to mention one last flaw in the ointment: For some reason, the EU III: Heir to the Throne crashes upon exit on my Windows 7 machine. This isn’t really a problem, as there are no problems while playing or saving the game, and this occurs as the game is finishing its exit, but it does always give an error.

└ Tags: Europa Universalis, gaming, Paradox, review
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