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

Two Rounds of Bruttium

by Rindis on March 2, 2025 at 12:00 pm
Posted In: Boardgaming

After the failed defense in southern France, Patch and I did our between games round of Commands & Colors Ancients. We’re in the later part of Spartacus’ rebellion, with the Battle of Bruttium. The Romans have a nice wall, but it’s not well manned, and there is enemy cavalry behind it (in woods) already. There’s a ditch in front of the wall, which stops movement, but does nothing else. Also, Sparticate foot units can exit the Roman side of the board for banners.

I started the first game with a slave Mounted Charge, nearly killing a LB with two retreats and two hits, and doing a block to a LC, but taking two hits on a LC in return. Patch Ordered Mediums to finish off my LC and chase off another. I Ordered Lights to finish off his LB, and do a block to another. Patch used Mounted Charge to shift left and chased off my only LC still behind the wall. Order Two Right only got me a couple casualties, and Patch chased me off his flank by calling I Am Spartacus. I Counter Attacked (8 dice!) to order five units, moving up some Warriors and doing one block with ranged combat. Patch Ordered Lights to trade a block each.

I used Leadership Any Section to rush the wall, and did three blocks to an Auxilia. Patch Coordinated an Attack to pull him back, and move up replacements. I Ordered Four Right to consolidate at the wall, and drove off a Medium. Patch Double-Timed to get more guys at the wall, but not where I was, and I moved up with Order Two Center. Patch Darkened the Sky to force a couple retreats and finish off a LC. Inspired Center Leadership got me into contact, and a couple Warriors over the wall, but I took slightly heavier losses than I gave. Patch struck back with Line Command to finish off a Warrior, but lost a Medium in return. Leadership Any Section got me to the wall over to my left, drove off a LB, but took one more block than I did again. Order Two Center let Patch join a leader with a new unit, who finished off a weak Medium. Order Mediums let me bring up a good number of fresh units, and I finished off four different units for the win. 6-4

In the second game, Patch opened with Order Lights and brought up a couple units on his right, and did one block at range. I Move-Fire-Moved to stiffen my left, while Patch approached the ditch with Order Three Left, and chased off a LB. I then Double Timed Mediums into that part of the wall, and Patch shifted slightly with another Order Three Left. Mounted Charge mixed things up on my left, and we each lost a LC to banners. Double Time did two blocks each to an Auxilia and LB, while also chasing off my LC. I started towards the left wall with Inspired Center Leadership, but could only do two blocks damage.

Patch came into contact with Order Three Center to destroy two Mediums, and a hit to a LB while taking three blocks across two units. Order Two Center nearly lost me a weak Auxilia, but I finished off a Medium, and sent Spartacus running back outside the walls. Line Command got him into the ditch, doing three hits to an Auxilia in return for one each on two units. I used Line Command to shuffle the defense over a hex, doing three blocks to a Warrior who retreated along with an Auxilia. Patch Ordered Three Center to regain the ditch, finished off a weak LB, wiped out a MC, and finished off my Auxilia. 3-6

Afterword

Both games finished very suddenly with multiple units going down in one turn. The combined fortification and and woods make for a very unusual battlefield, and I like how that works out. I think seeing the ditch for a Roman camp stop movement is something that needs to show up more often. For one thing, it really focused attention on the wall, since an enemy can’t just get through an empty space, and (with cards) get a chance to react.

The action was fast and furious, but didn’t see a complete collapse anywhere. Patch commented how I was closing up gaps as fast as he made them in the second game, and I was trying to hold cards to do a few things like that. But, just couldn’t bring enough force bear to hold him off.

└ Tags: C&C Ancients, gaming
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The Wars of the Roses: Graham Turner

by Rindis on February 26, 2025 at 12:00 pm
Posted In: Books

This book is two things in one.

First, it is an art book showcasing Graham Turner’s art on the Wars of the Roses.

Second, it is a light history of those wars, illustrated with Turner’s paintings, and a number of photos of artifacts and locations that have survived.

The shortcomings are that the book is physically big enough and heavy enough, that just reading it can be painful to arrange. Also, most of the photos are a bit small to make things out.

This is a shame because the history is good enough to be worth a read, starting with an overview of the end of the Hundred Years War, and a good section on the rise of factions in the English court, which lead to small armed fights between the nobility (like Heworth Moor) even before First St Albans. The main course of the wars is well presented, which is a proverbial problem with the subject.

And Graham Turner’s art is indeed well worth the expansive presentation. I especially appreciate the foreword where he talks about how he got into the subject, and a lot of little discussions on the details of various pieces. There’s also a nice half page set aside discussing the painting of Richard III he was working on when his body was found in 2012.

There’s a Kindle version of the book as well, but considering the size of most electronic devices, I’d probably stick to the physical book despite the inconvenience, because the real star is the art, and it deserves a larger presentation.

└ Tags: books, history, reading, review
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Distant Expansion

by Rindis on February 22, 2025 at 12:00 pm
Posted In: Computer games

This is the sixth in a series of reviews looking at the evolution of Stellaris. See the previous reviews here:
Stellaris: Paradox Among the Stars
Leviathans: There Be Dragons Here!
Utopia: No Place Among the Stars
Synthetic Dawn: Synthetic Intelligence
Apocalypse: Colossal Expansion

After the major changes of patch 2.0, Stellaris development went back to a smaller story pack, Distant Stars, which was announced on April 23, 2018, and released, along with patch 2.1, on May 22.

Anamolous

Anomalies were reworked for the patch. They always had a difficulty level, but previously they had been part of a success/fail mechanic that just had not added any fun to the events. Now, there are still some anomalies that can fail, but that usually kicks off an alternate event.

The main thing is that levels now determine is how long it takes to research an anomaly. If a scientist is of the same level as the anomaly, it will take 120 days to investigate (various empire-wide modifiers can change this; notably the discovery tradition will speed it up by 20%), while being lower level than the anomaly will cause the times to get longer. The display will warn you if the scientist is more than a level below. The absolute worst case would be a level 1 scientist working on a level 10 anomaly (which are thankfully rare), which would take 5760 days (16 years).

Gated Community

The main feature of Distant Stars is a new kind of gate. Like the regular gates, they are large artificial structures that can take ships to far-off systems… once they’re made operational again.

In fact, they are gates as we’ve seen before, however the ancient builders heavily modified these, and they will not activate nor work with the normal gateway network (nor can new ones be built). These L-Gates take a long-form investigation to open akin to researching precursor species. An empire needs to gain 7 insights to be able to get a project to open the gates. These show up in various ways, including a repeating technology. Once all seven insights are achieved, there’s a special project to bring them back on-line again.

But one might wonder why they were closed in the first place….

Extras

And there are a few of other additions to the game with the expansion, including forty-three new anomalies, and four new unique monsters akin to what Leviathans introduced.

A few special species traits were added for use with the outcome of certain events. They only come from the events, so you cannot take them at species creation, or by modifying a species during the game.

Conclusion

This is a smaller, focused expansion, and it is surprising how few later features got “hooks” in this one (i.e., no new origins, relics, etc.). With much of the content being new anomalies, I am reminded of the Children of Abraham expansion for Crusader Kings II, which had surprising depths in the number of new events included.

The main feature is good, and has a random result each game. However, there’s a very limited set of options for it (four), including a mid-game crisis. Once you know what to expect, it loses a lot of appeal, because any of the results are fairly limited.

That said, I am always happy to see more anomalies, and the various large creatures are worthwhile as well. This is not a top pick for an expansion for me, but it is well worth getting just for the extra general content to help round out the game.

└ Tags: gaming, Paradox, review, Stellaris
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Martyr

by Rindis on February 18, 2025 at 12:00 pm
Posted In: Books

So, the New Frontiers series settles down into a series at this point.

There’s some rough patches. It’s still a shorter novel, and feels more like an expanded episode than a novel. Part of that… I think is that it feels like some sub-plots are there because an hour-long TNG episode has subplots, and not because the story organically generated them.

Now, the subplots do all actually flow into the main story, but it does feel like we have a completely unneeded sex-comedy C plot for most of the novel.

With Thallon gone, so is the Thallonian Empire, but word is just getting out, and the inevitable rumors start making what really happened to USS Excalibur in book four seem tame. First crisis is a world that’s been fighting a nasty internal war for literal ages, held back recently by the Thallonians. Along with the lid no longer being kept on the planet, Calhoun and Excalibur have been named as the coming of a prophesy.

This is more than a big enough headache to be going on with, especially with Calhoun taking a very unorthodox method of navigating these troubled waters. Then we get a second problem intruding on the first, and giving us the Recommended Book Allowance of starship combat. Personally, this part also feels a bit tacked on, despite proper development, though its obvious that it’s also setting up a continuing problem for the series.

Overall, it’s good, but not great. I do feel like some of the problem is the transition from the big story in four parts to more self-contained books in the 300-page region. Also, the characters need some work. Selar is generally good, and I like David’s portrayal of Shelby, but it’s hard for me to get a proper read on Calhoun, and the rest feel a bit cardboard yet.

└ Tags: books, reading, review, science fiction, Star Trek
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Two Rounds of River Hippis

by Rindis on February 14, 2025 at 12:00 pm
Posted In: Boardgaming

To celebrate the release of the first expansion to C&C: Medieval, Mark and I returned to the game. Of course, the new Vassal module wasn’t out yet, so we ended up playing one of the original scenarios. Namely, the third Lazic War scenario, which has a fair amount of terrain involved.

I had the Sassanids the first time, and started with a Line Command to advance my right, Mark started Forward, and got one block with ranged combat. I Counter Attacked, and used the opportunity to get some of my center over the river. Mark Ordered Three Center to close up with his infantry, and I used Move-Fire-Move to activate the flanks driving some LBC off hills he had occupied. Foot Onslaught brought us into contact, and I lost two blocks each on two units, using Bravery to keep the second in some woods while the other retreated across the river, and I did one block in return.

Leadership Center let me bring in the SHBC, and I knocked out a Heavy and reduced a Medium to one block at a cost of one block. Mark regrouped Forward and drove off a LBC and did a block to a weak Medium. I Cried Havoc to order the SHBC and a couple lights, driving off a Medium, doing a hit and two banners to a Heavy, which used Bravery to only go one hex, which I then drove back another hex after doing another block on momentum. Mark Rallied the Heavy and Medium up to full and took a new leader, and did a hit to my evading SHBC. I Ordered Mediums and did a hit to a MC. Leadership Right w/Foot Onslaught let Mark get into contact in the center again, knocking out the SHBC, but I Ambushed his SHBC for two losses and two banners. I also took two hits on a LBC, and my Medium in the woods took another block while doing one in return. I Ordered One (Heavy) for no ranged damage, and used Leadership Any to finish off my weak Medium and do a block to an Auxilia.

Order Three Center got me back across the river and did two blocks to a Medium. Order Lights let Mark re-form in the center, but did no damage, while Coordinated Attack did one block to a HBC. Order Three Left let Mark reshuffle that flank, spoiling a long-term plan of crossing, getting the weak unit in the woods, and advancing out, but I didn’t have the cards anyway. Left Leadership let me drive his Medium out of the woods with Fire and Close with one block left. Mark used Any Leadership on his right to Rally, bringing the Medium up to full. Order Two Center got me a block on a Heavy, but battle back did three to me. There were a few turns of no result, and then another Any Leadership with Rally let mark get a block back on his Heavy, though he simply reformed his flank. Order Three Right let me take a block off a Warrior, and Order Two Left returned the favor on a MBC. I Out Flanked for a ranged hit on his Heavy.

Mounted Charge let Mark engage on both flanks, knocking out my Auxilia in the woods, with his SHBC, which I Ambushed again, but got no hits on, and he got two hits on a LC, but lost his to a hit plus banner. Any Leadership got my center moving through the river, but I got nothing for a Rally and merely lost a block in combat. Coordinated Attack let Mark finish a Medium and force a second across the river, while a LBC evaded to my baseline. Foot Onslaught let me strike back, but I couldn’t do anything. Order Two Right finished off my LBC, while Command Right did a block to a LB and let me attach my leader to a weak Medium, while an Auxilia forced a HBC from the river. Mounted Charge did five blocks across three units, wiping out Charianes’ second command. Order Three Center forced the SHBC to retreat, but Order Two Right forced my LBC offboard. 2-7

For the second game, Mark started with a Coordinated Attack to move forward but little else, while I Scouted to do a block to a Medium and force it into the river. Mark Ordered Mediums to reshuffle a bit, and did a block to an evading LC. I Ordered Three Left to line up along the river, and Any Leadership let Mark line up on the far bank. I then used Any Leadership to wade into the river on my left, and drove off a LBC. Coordinated Attack killed a block on one of those units, and Left Leadership with Mounted Charge (which only counted for one unit…) got me out of the river and did six blocks across three units, driving them all off, and taking one block in return (from First Strike).

Mark Ordered Two Right to finish off my MC, and I Cried Havoc to get on the left hills and do a block each to two units. Mark Counter Attacked to pull a weak LC out and did three blocks to a Warrior, and took a hit in return. Line Command started moving up my center, and Mark Out Flanked to pull back another two units, but lost one block for nothing. Order Three Center got me a little closer, and I did a block at range. I followed with Foot Onslaught which traded three hits between a Heavy and SHBC, and did two blocks to an Auxilia. Mark Rallied to get two blocks back on the SHBC, and one each on LC and MBC, and the latter finished off a Warrior. I Ordered Heavies to pull my Heavy back, and send in a fresh Heavy, SHBC and HC, finishing off a Auxilia, doing a block to a Medium (and forcing it out of the river), and did a block to a LB on momentum.

Mark Ordered Two Center to do a block to the HBC, and I Mounted Charged into the river, finishing off a Medium, doing two blocks each to another and a LBC, but taking three on my SHBC. Mark then did a Mounted Charge to pick off a loose leader and finish off the SHBC, taking two hits on LC in return. Clash of Shields ordered three units, but the HBC was killed by First Strike, while I finished off a LC. Order Three Right thankfully did nothing, and Coordinated Attack did one block to each of three units. Command Center put Mark into the river, and finished off my weak Heavy. Command Right got me at a couple units at/near the baseline, and let me finish off a LBC. Right Leadership let Mark Rally three blocks on an Auxilia and one MBC, and finish off a Warrior. 4-7

Afterword

The first game especially had stretches with not a lot going on. Part of it was I having problems finding anywhere that I wanted to deal with the river and come to grips with Mark. But, I was also just realizing that it is harder to have a high-impact fights, since there’s a lot of resisting sword hits, and nothing does five dice damage. So, there’s a lot more trying to get help from cards or leadership abilities.

Rally is also more powerful in C&C:M, as you don’t just rally units with/adjacent to a leader, and Mark had very good rolls to undo all the hard-won damage I did to the big units. My luck with Rally has generally been poor, and my attempts here didn’t do any better.

Still, it’s an interesting scenario, since the river really chokes things up.

└ Tags: C&C Medieval, gaming
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