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Two Rounds of Hysiae

by Rindis on July 23, 2013 at 10:46 pm
Posted In: CC:Ancients

With the latest ASL game done, Patch and I went for another round of Commands & Colors: Ancients. Since we polished off the last of the Truceless War scenarios last time, and several of the Expansion #1 scenarios were modified in Expansion #6, I thought it’d be good to just start doing the scenarios in historical order. First up: the Battle of Hysiae, 669 BC, from Expansion #6.

This one introduces the hoplite rules, which are just regular medium infantry that can be ordered as if they were mounted units. The bulk of the Argive army is MH, while the Spartans just have regular mediums and one heavy unit. I had the Argives for the first round and never saw an order mounted card all game. In fact my hand was fairly poor all game.

Things started off slow, with the centers stubbornly immobile while the flanks engaged. Patch moved up with two Line Commands, but there was still a two-hex gap between the bulk of the lines. I hit his right flank, and managed to take out a Med for no loss. Patch then Double Timed to engage the rest of the line, and knocked out a Light and a a MH for two Med and two Heavy blocks. I had Inspired Right Leadership to continue the melee, and knocked out his weakened units at the cost of a weakened unit of MH, then the MC chased down the leader who’d been with his heavy and picked him off.

Patch used the Mounted Charge card that I’d really been hoping to have for my hoplites. I cost him three blocks across his two MC, but nearly lost my MC in the process. I used Leadership on Patch’s left, and only caused light damage, but it broke up his line. Patch countered with Order Mounted, and eliminated my weakened MC.

I reformed my center, and Patch used a third Line Command to move his right flank up and picked of another MH. Then followed up with Order Four Right, and nearly took out another. The best I could do was Order Two Left, which picked off a unit, before following up with Order Three Center to pick off a Med for the win. 6-5

Hysiae 1

That one had gone a bit slow and long, so the second round waited for next week. I had a better hand this time, but it turned out that Patch still had the really good cards.

It took a while to get into contact again, but the first skirmishing was over on the left flank, where I drove his Lights off with some damage. Patch got lucky on an Order Three Right to knock out my MC on that side while it was in the hills.

I used a Line Command to get the opposing lines to one hex away, and drove off his MC. Patch answered with a Mounted Charge that activated the bulk of his hoplites that killed a Med and my Heavies and reduced another Med to one block at a cost of three blocks across two units. I Double Timed to tighten up the line, and took two hits to zero. Patch then used Clash of Shields to activate three units, and knocked out another two units of Med.

A second Double Time closed that gap and picked off his MC and leader, and got a MH, though the leader there survived to evade back to an intact group of three MH. Patch answered with a Order Medium (with command of six…) to finish the game when he picked off a one-block Medium. 3-6

Hysiae 2

The first game was very even all the way down, and we both didn’t have much of an army left at the end. The second game really went over to Patch fast with two very successful bonus die cards. Both times I tended have have substandard hands, and Patch really got some good cards.

└ Tags: C&C Ancients, gaming
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FB18 Red Banner Days

by Rindis on July 18, 2013 at 12:00 pm
Posted In: ASL

Having spent a little time away, Patch and I went back to working our way through all the Festung Budapest scenarios. This time we went with “Red Banner Days” from Journal 10, which actually happens slightly before “Siesta Time” (and the day after “Waffenbrüderschaft”).

The Germans are preparing to counterattack Russian gains in the NW of the city, when the next Russian attack goes in immediately beforehand. So the Soviets go first, attacking into a tiny Hungarian force, while a large German force is stuck under “No Move” markers for two turns (or until attacked by the Russians). The Russians win by getting 12 VPs, counted by building control, GO squads and T-34s in the area past the Hungarian defenders, with both sides having a 26 CVP cap. Patch took the Russians, and I tried to parse what the heck I was doing as I set up.

The map is between the sizes of the previous two FB scenarios we’ve played, but with the amount of forces available, a 13-hex wide playing area feels cramped. The west edge features the familiar terrain of the cogwheel RR, but the real action is well to the east, where a dense urban zone slopes down into a factory area. Oddly enough, this scenario features random rubble generation, even though the other scenarios we’ve just played did not. I had some interesting luck with the rubble, knocking down most of the D14-H14 block as well as a couple hexes of the Hungarian area, and three on the front line of the Russian set up area. There wasn’t any falling rubble, but there was some falling debris.

If I’d payed more attention to the sheer amount of firepower the Russians have (15 squads, FT, DC, 4xT-34, 4xGuns, including a 152mm ART!) I would have set the Hungarians (4 squads, LMG, leader, 9x’?’) up on the back side of the block, and tried for hide-and-seek. As it was, I tried to keep him cautious about crossing the street, and lost nearly everything in the first turn. Patch led off with a couple hexes of Smoke on the south, and then pounded the center of the line, managing to ELR and reduce a squad on a couple of MCs. The 152 broke my squad on the north corner on a CH, also placing a flame on Level 1.

In movement, the bulk of the line took one big step forward into the street. I only had one effective squad left (not counting the HS and Dummy under Smoke) in G20, and the cowered on their first shot and then broke and ELRed on a second FPF shot.

Then the FT squad ran in, and was unaffected by the Resid.

Advancing fire eliminated G20 including the Dummy there. He advanced into I21 and J21, finding only a Dummy in the latter, but blew his roll in I21 on a 4:1 attack while I stayed concealed, and out of Melee.

FB18 1R
Full scenario area, Russian Turn 1. Yellow hexes are the VP line the Russians need to pass.
↓ Read the rest of this entry…

└ Tags: ASL, Festung Budapest, gaming
3 Comments

The Mediterranean World in the Age of Philip II (part one)

by Rindis on July 15, 2013 at 10:35 pm
Posted In: Books, History

Quite some time ago, there was a photo on BGG of a bookshelf with the poster’s references for a game on the Battle of Lepanto (I have no idea how the game is coming along), and Braudel’s two volume work on the period was on it. A little while later, I spotted them in my local used book store, and I picked them up.

They’re an interesting set. Really, the book is a series of two to four page essays. These are grouped into larger subjects (subchapters), and those into chapters, and those into three parts split across two volumes. It is big, weighty, history and it is not something to read to get interested in the subject, it is for when you already are interested, and want as much information as you can get on the Mediterranean (and surrounds) in the period 1550-1600. It will certainly stay on my shelf as reference.

Braudel organized his material to proceed from the things that change the least, to the things that change the most. So the first part deals with the geography of the Mediterranean and the surrounding lands. Ironically, the ‘large picture’ of geology is where our understanding has changed the most, and the early parts are noticeably out of date. Past that, he starts talking of agriculture, and peoples, and movements, and starts the slow process of building up a detailed picture of the world he is writing about.

Part two (which is split between the two volumes) deals with long-term trends, which in the first volume mostly means the economy. From the flow of metals into Europe from the New World, to patterns of trade, there is, again, a lot here. Unfortunately, he does assume you already know about certain things, like bankruptcies of the Spanish crown, so there is not always an explanation when I could use one.

As for the rest, well, I’ll check in again in about six weeks….

└ Tags: books, history, review
1 Comment

AP52 Into Vienna Woods

by Rindis on June 23, 2013 at 11:30 am
Posted In: ASL

Patch came over yesterday for some ASL goodness. A couple scenario suggestions fell through before we settled on “Into Vienna Woods” from Action Pack 5. As usual, I took the defense, since it allowed me to set up before Patch arrived, though Patch had been mentally reviewing the possibilities on the drive down.

Though it’s not all defense. The Germans enter eleven SS squads onto half of board 58 in this April ’45 scenario, and need to take the top of the hill from five and a half defending Russian 527 squads. At the end of turn 3, the Russians get ten elite 458 squads and a pair of SUs to retake the hill, and the Germans need to hold all six level three hexes (which all come with trench counters) at the end of turn 6 to win.

Board 58 is unusual, with no walls or hedges around, nor buildings, and a good number of orchards scattered about. Pine woods are in effect, which makes woods slightly easier to move through, and a taller obstacle to LOS, as well as alpine hills, which cuts off same level LOS. Combined with the orchards cutting of different-level LOS, and you can’t see much in this one.

I set up a shell defense that I hoped would be able to fall back to the hilltop for the last stand (with my lone leader at the top of the hill, hoping broken units could get at him). I had a suspicion that Patch would work his way around the south flank of the hill to surround me, and cut off the reinforcements, and so had a couple positions there to try and hold that down. For some reason, I developed a blind spot to the north, and only convinced myself to put something near the gully approach as I finalized my setup. However, I didn’t really check what I was doing, and ended up tying my north flank with a Dummy.

Patch arrived, and soon sorted out his assault. He went for a pincer, with the bulk of his forces in the south, a sizable force in the north, and just a couple units in the center. His entry went well enough, since I couldn’t see much, and he managed to break my squad in AA5, who was forced to rout away from the hill. As it turned out, I had the easiest time with LOS to the north, which ironically has some of the most jumbled terrain.

AP52 1G
German Turn 1.

His second turn did not go very well for him. I had managed to pull a squad out of the center, and plug it into AA5, while my HS slipped up the slope, and my central LMGs found good targets. I rolled average, which was generally good enough for a NMC or 1MC, and Patch rolled high, so an amazing amount of his ML8 force broke, which delayed the assault. He got into CC in AA5, which remained tied up in Melee for about three Player Turns.

AP52 2G
German Turn 2.

Still, for my turn 2, I only had two Good Order squads left, and he managed to break one as it tried to get into the trench system. The final defense on turn 3 saw my final stack desperately holding off the Germans as they closed in from both sides. My reinforcements came in just in time to see the trenches under attack from both sides. I roughly split my forces into two groups, north and south, and came on, with some assist from Armored Assault. Or tried to; Patch had found a very nice site for a LMG firelane that held up the advance.

AP52 3R
Russian Turn 3. Counteroffensive.

The Russian AFVs in the scenario are an odd pair: a SU-76M and a SU-85 which are both outmoded by 1945. The SU-85 only has limited HE ammo, and proved not to have any on board when I tried it, and the only alternative is 2FP attacks with the AP ammo.

Well, not the only alternative, I ended up smoking two hilltop hexes with it.

The 76M is an open-top infantry support vehicle, and Patch managed to get rid of it with a pair of stun results. But first, it drove up the hill for the armored assault, and scored a critical hit against his squad holding the end of the trench line, allowing me to retake it. I had a moment of thinking that I had just saved the leader and three squads still holed up in the center, the last of which had just broke. But Patch had encircled them and they surrendered instead of routing. Patch declared No Quarter rather than be saddled with that many prisoners.

The rest of the game involved a desperate struggle for the north end of the hill, as I tried to keep Patch from moving too much up there, while I also tried to shuttle more troops in there as backups. He managed to get some troops back down the hill as well, and blew up the SU-85 with a panzerfaust shot (Patch felt he probably sent too much after it, and he’s probably right, the smoke it was firing was a problem, but he really needed to be concentrating on the goal).

He naturally got in for CC on his final turn, but was unable to do more than CR a squad (out of two). I moved in my 9-1 and a fresh squad, but did not attack with them to keep them concealed. This forced Patch to do two attacks, one against the concealed units (he wounded the leader), and the other against the rest, which failed. I didn’t get anything. But with the Melee still raging, I held the hex control that I had regained on turn 4, and won a very tight game.

AP52 6R
End of the game. The counters trailing off to the bottom-right are the final contents of U4.

└ Tags: Action Pack 5, ASL, gaming
2 Comments

Clash of Galicia

by Rindis on June 17, 2013 at 10:39 pm
Posted In: Boardgaming

Mark came over on Saturday, and we played through most of the Galicia scenario in Clash of Giants II. Mark and Jason have played the game (both scenarios) a few times, but this was my first time with it.

Mark felt the Russians had an overall advantage in the scenario, and gave them to me. Which left me to set up first, and try to figure out what I was doing. Not too hard, other than wondering what to do with the masses of cavalry that have limited utility, and with both sides setting up far behind the borders, there was time to sort things out.

Quite a bit of time from my perspective, as it happened. An interesting feature of the game is that it uses a chit draw to activate each army (four on each side for this one), and then roll to see how active it is (how far units can move, and in the early game, if they can attack at all). I never rolled over a 2 during the first two turns (with 6 being best), and so crawled towards the border. The Austrian SE flank also performed poorly, and the lines didn’t even come in contact until about turn 3.

Meanwhile, Mark hit first, and hard in the NW near Kielce on the 4th Army front. Both sides get a pair of offensive chits that improve the odds one column for all combats in a single phase. The Austrians get theirs early, and Mark used the first one  on turn 2 and what was left of the 4th Army was sent reeling back. By the time the second offensive was done on turn 4, there were very few units left in the 4th Army at all, and the line eventually was anchored on Radom. Mark managed to surround it around turn 5 and attacked. In a miracle, both of my units rolled ‘1’s to survive, and the majority of Mark’s units flipped. I managed to re-establish supply the next turn, and held out until turn 8, where Mark turned the flank and was cutting off the position again and approaching Ivangorod.

On the other end of the line, things were different. The initial offensives hurt the center, but not as much, and Mark wasn’t able to do anything about the 8th Army. Around the time the game shifts to the better movement tables, my die luck got better, but I still had problems, rolling four ‘1’s for movement on turn 5, and the first Russian activation of turn 6. Then I rolled three ‘6’s for the rest of the turn. Thankfully, the attack restrictions go away after the first few turns, and despite some very slow movement, there often wasn’t far to go (though it hurt the reinforcements) and I could still attack.

After a short shoving match, I started seriously hurting the east flank, and entered Austrian territory for the first time. The ‘bend’ near Tarnopol took a lot of damage during my first offensive chit, and I pushed him back to Stanislav over the next couple turns. Fighting through all the rivers in that area was difficult, but he couldn’t keep a defense together. Meanwhile, I had some early success on the extreme flank, but got slowed down by losses, and regretted sending as many reinforcements as I did to the other flank (where he probably couldn’t make things any worse than they were).

The Austrians start gaining VPs for places held on turn 4, and got 6 VPs then. He got another 4 to hit his max of 9 VPs on the next turn. I was already pushing him out of his victory locations by then, but it was too little, too late to avoid him hitting his ceiling. The Russians only get VPs for what they hold at the end of the game, and since we couldn’t quite finish, it’s hard to say just what the final score would have been. However, my two offensives never actually broke the line, even after doing a lot of damage to the Austrians. So I don’t think I was going to get a chance to get to the further Russian VPs of taking the passes across the Carpathians, and probably wouldn’t have gotten a chance to try to take Premsyl, so I’m guessing I would have only managed 5 VPs.

Despite some recurring bad luck with the movement dice, I certainly enjoyed the game. It’s a very clever system that takes most of the familiar ground of hex-and-counter systems, and then adds a few twists to get the right feel. Combat is a matter of checking unit quality to see if the involved units lose a step. Higher odds mostly just improve the chances, but the checks are still made. This makes combat become a contest of attrition, with even solid victories resulting in flipped units. However, there’s still a fairly solid feel of maneuver, and the combination of maneuver and attrition is not one often seen.

└ Tags: Clash of Giants, gaming
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