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RSS Inside GMT

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

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RSS Orbs and Balrogs

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

Barbarians to Angels

by Rindis on April 3, 2014 at 8:20 pm
Posted In: Books

Peter S. Wells’ book Barbarians to Angels is a look at the Dark Ages in the ‘cultural continuity’ tradition that started in the 1970s. It is mostly aimed at dispelling the extremely bleak view of post-Roman history taken by the early Humanists to Gibbon and through most of the twentieth century..

And it’s a certainty that things weren’t as bad as they represented them. However, the arguments presented that the post-Roman world continued without major disruptions are often nebulous, ill-supported, and lacking any degree of detail.

The strongest assertions are with the continuance with cities. The older view generally asserts that post-Roman cities were abandoned, or greatly reduced in size. Wells talks about what archaeology has found in several cities throughout Europe that show these cities did not show in disruption in the post-Roman era, as well as several sites outside the Roman world that developed in this time frame. However, one city did indeed shrink massively in this period (Rome itself), and there’s no discussion of if there are any cities from that period where there has been a conspicuous absence of any meaningful finds. Absence of evidence is not evidence of absence, but the comparison would provide a useful baseline for better theorizing.

Still, archaeology is the best parts of the book, and I wish he had gone into more detail about what has been found. New finds are made all the time, and this book does touch on several more recent ones. I think a more systematic examination would have helped develop his argument much better. As it is, he shows that there were new sites, outside the Roman world (in the Baltics) that were developing, and trading. And while that does support his refrain that Europe did not turn into a howling wilderness, it does speak to the potential of large economic shifts, which would disrupt ordinary life.

Moreover, Wells asserts at one point that the finds of exotic luxury goods in graves and the like disproves that trade declined in the post-Roman period. No, it only shows that luxury goods continued to be traded; it says nothing about bulk non-luxury goods, the part that only sees trade when there is a well-established infrastructure in place.

In the end, I suppose I was expecting a more scholarly work, while this is really a very introductory text. It is also aimed at traditional rut of learning about the period, which is not where I am. It’s not a bad book, but not what I’m looking for.

└ Tags: books, history, review
1 Comment

Two Rounds of Thermopylae (Overview)

by Rindis on March 18, 2014 at 10:16 pm
Posted In: CC:Ancients

Commands & Colors: Ancients Expansion #6 actually has two scenarios based on Thermopylae, and Patch and I played the second one tonight, as our between-ASL game. This one is much more unusual than the first, with impassible hills occupying much of the center, and the battle broken into two very distinct parts in the two flank areas. This makes center cards nearly useless, and the Greeks have an extremely low number of units, with the Persians being crammed into their starting space (watch out for banners!).

I had the Persians the first time, and started by moving up my right-side force with an eye towards breaking the Greek units there and eventually exiting units off the Greek board edge for extra banners. Patch Out Flanked me to hit both sides for heavy losses, wiping out one archer unit with a combination of hits and retreat losses. Mardonius Inspired my left to move up my mediums and pull out an archer that was down to one block. I lost five blocks to his four, but pushed one unit back, and if I could maneuver, I had better reserves on that side.

Patch reshuffled a 1-block MH out of the way and wiped out what was left of my Warriors, and then used a Line Command on the other flank to move everyone into contact to wipe out both archer units on that flank, at the cost of weakening the leader’s unit. I burned an Inspired Center to move one unit up and finish it off, after which he engaged my Aux on that side and drove it back to the base line with one block left.

I moved up on the other side, and finished off the weakened Spartan MH, but lost two Meds to a Counter Attack right afterward. 2-6

Thermopylae Overview 1

Patch led the second game with archery concentrated on Leonidas’ position, and knocked out three blocks in three attacks. I consolidated the left a little, and then moved up with an Order Medium. I was still moving up on the left, but on the right, I knocked out one archery unit, and reduced the other two to one block apiece, and used a banner on battle back to get Leonidas back behind the wall.

Patch Out Flanked me to shoot up the advancing line on the left, and pin a Spartan MH behind the remnants of the archers on the right. I Out Flanked him to wipe out the archers and move into contact on the left, and greatly weaken his archers at the cost of a couple blocks. He Ordered Four Left to drive back the Spartan MHs with light casualties.

I countered with I Am Spartacus, and rolled… five banners and a Med. Patch was right, it was a heck of an omen.

I ordered the led MH on the left, hoping to finish off both archer units with Momentum, and instead killed one block and lost the unit; the leader evading back to the Aux on that flank. Patch Line Commanded his left into contact with the Spartans and knocked out Leonidas’ unit (after a First Strike that did three blocks) and reduced another to two blocks. I Ordered Medium (down to two units) to finish off an archer and the Medium that Leonidas had weakened.

Patch Ordered Medium to knock out the remaining MH on my left, finish off a Spartan MH, and reduce the last one to one block. I Ordered Right to try and get a Med, but only did one damage before forcing it to retreat two hexes. Patch then advanced and finished it off, sending Leonidas fleeing with no troops left.

Patch hadn’t noticed the Persian exit provision (and I was too busy to really think about it), so we spared a little as I tried to get my last unit up to kill one of his. Eventually, he hit me with his Warriors, and reduced me to one block, while I did two blocks and a banner. With one unit and a hill behind them, they were trapped and killed. 6-5

Thermopylae Overview 2

Afterword:
The first battle was especially bloody and fast, with hardly any attacks not costing both sides at least one block. Patch really should have got the second round, with a Cav in easy range of my board edge. Still, that would be 5-6; a real close battle, and either way he wins the pair on banners. The Persians have power in this scenario, but the packed setup really makes it hard not to lose a good number of units, it pays to be aggressive as both sides.

└ Tags: C&C Ancients, gaming
 Comment 

HG4 Cohort and the Phalanx

by Rindis on March 16, 2014 at 3:26 pm
Posted In: ASL

Patch came over yesterday for the first FtF gaming I’ve had in months. Naturally, we played ASL. However, Patch wanted to finally give a product he’s had for ages a try: Heat of Battle’s High Ground. I remember reading about it ages ago, and thought that a pair of boards that can be put together for one big hill, while still being geomorphic on three sides was a neat idea. Going through the scenarios a bit, we figured the fourth one was one we could easily do in a day.

It’s November ’40 and the Greeks are in the middle of counterattacking the invading Italians and driving them back into Albania. The Italians start with six 3-4-7 squads, some MGs and ATRs, and two 75mm ART on board, near the board 8 river. The first turn, six elite 4-4-7 squads enter on the edge of board I (that’s a Roman numeral 1), and then the Greeks enter with sixteen squads (split between elite 4-5-8s and 1st Line 4-5-7s) and some MGs and ATRs. The Italians have eight turns to get 18 VP worth of troops across the river (where board II is waiting), with any CVP they pick up adding to the total. The at-start force is guarding the bridge, and cannot start across until one of the entering Italians either gets across the river, or sets foot on the bridge. Oh, and there’s ground snow, so getting off the hill will take some extra effort.

Looking at it a little, I started coming up with a defense for the Italians, and so took the defenders. Sadly, a few things took a bunch of time, and I didn’t come up with a plan for the entering Italians ahead of time. I mostly anchored my defense on the area around the bridge, and a built-up area near the foot of the hillside. I probably should have kept the entering Italians in a tight little bunch, but I let them get scattered as I looked for easy/covered routes down the hill.

HG4 S
My initial setup, with boresighting. North is to the left.
↓ Read the rest of this entry…

└ Tags: ASL, gaming, High Ground
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A50 …And Here We Damned Well Stay

by Rindis on March 13, 2014 at 10:15 pm
Posted In: ASL

At the moment, Patch and I seem to be alternating between Budapest and the desert for ASL scenarios. We decided to give ASL Annual ’92‘s “…And Here We Damned Well Stay” a spin. I had the Brits again, but at least I had a static defense this time. The scenario is a bit controversial, with a debate between playtest groups being printed in the Annual.

Certainly, with the British defense resting heavily on a number of ROF 3 guns vs a large number of German tanks, there is no way for it not to depend on the dice. The British are a small force of six squads (with a MTR, ATR and three MGs) and three 57mm ATGs directly in the path of an advance by fifteen PzIIIs (a mix of III Ls, III Js and III Hs; presumably because of counter limits) with two armor leaders. The Germans need to get past the British positions, and several patches of sand and sand dunes, and end a Game Turn with two operational tanks there per surviving British gun. Complicating the defense, the Brits are under Ammo Shortage and moderate dust is in effect, which adds an extra 1d3 DRM to each attack. On the other hand, all the infantry gets to set up in foxholes and HIP as long as they’re in sand hexes.

We both looked at the article, and my defense was largely patterned off of it—I reshuffled the troops, but left the three 57mm guns in place, as the positions are just so logical. I was generally thinking in terms of Patch taking a southerly route through what seemed the biggest gaps in the sand. The ATR went down there, with one of the ATG boresights at the entrance to that path, with another placed a bit south of the hillock. The third went just north of the hillock, with the MTR boresighted on the hillock to aid in getting smoke in there if anyone tried engaging Hull Down behind the hillock.

Naturally, Patch lined everyone up along the extreme north end of the board.

Once the initial wave was on, I decided to start taking ranging shots to try and get a lucky hit that would park a wreck in the middle of his line of advance. But my second shot malfunctioned the southernmost gun. Not only was this bad for me, but Patch suddenly was tempted to go for the south route, away from the still-functioning guns. This sent a tank right over the boresight for my northern gun, but even with that aid, I couldn’t hit with poor dice and lots of dust hindrance.

A50 1G
Situation, German Turn 1, full board. My HIP units and boresighting are visible to show the general defenses. The purple line is the German goal.
↓ Read the rest of this entry…

└ Tags: Annual 92, ASL, DTO, gaming
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A History of France

by Rindis on March 3, 2014 at 8:52 pm
Posted In: Books

This is another Lecturable book for Kindle that I had bought (for $2) before actually starting A History of the Babylonians and Assyrians, and finding out how abysmal the editing was on that volume. Thankfully, it is much better here. There’s still lots of OCR-derived problems, but not nearly as frequently. If most of their books are of this quality, I’d say they’re generally worth what I paid for this one, though no more.

This was intended as a guide to French history for American servicemen going over to France in WWI. However, the book was not actually completed until 1919, making it too late for that purpose. In general, it is a good survey of French history, though as it gets closer to the current (1919) day, it suffers from more and more bias, culminating with an entirely off-balance view of WWI (which given the original intended audience, is somewhat understandable…).

This is quite at odds with the generally even-handed tone of earlier parts of the book. Davis is not a Francophile it would seem, but a raving Third Republic-phile. Indeed, the creation of the Third Republic is the trigger that brings about this shift in tone, as can be seen the following quote: “The ‘Military Law of 1872’ was the foundation for that magnificent fighting engine which, under Joffre, Pétain, and Foch, was to stand between world-civilization and barbarism on so many desperate occasions from 1914 to 1918.”

It is a shame that the book becomes victimized by rhetoric for the last chapters, for it actually succeeds at its primary job until that point.

└ Tags: books, history, review
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