Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (504)
  • Comics (10)
  • Gaming (918)
    • Boardgaming (674)
      • ASL (155)
      • CC:Ancients (83)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (162)
      • MMO (77)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (82)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (50)
    • Anime (48)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

RSS Playing at the World

  • Playing at the World 2E V2 Arrives May 5, 2025

RSS Dyson’s Dodecahedron

  • Red Knife Hole July 13, 2026

RSS Quest for Fun!

  • The Expense Post May 24, 2026

RSS Bruce Heard and New Stories

  • Pain, Exhaustion, and Morale in D&D BECMI June 7, 2026

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • Al-Qadim: Over, Sideways, and Under July 13, 2026
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books July 5, 2026

RSS Lynn’s Book Blog

  • Top Ten Tuesday: Books I Want to Read by New to Me Authors  July 14, 2026
ASL blogs:

RSS Sitrep

  • Cardinal ASL Sins March 18, 2026

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • Grumble Jones July Scenario GJ162 You Will Engage the Enemy July 1, 2026

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • Felltower - Monsters Fleeing between Sessions vs. PCs replenishing June 28, 2026

RSS Gaming Ballistic

  • B-Scale at the Table July 13, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #7: “Invitation to the future.. of the 1970’s” July 5, 2026

RSS Orbs and Balrogs

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

A38 North Bank

by Rindis on November 8, 2012 at 12:00 pm
Posted In: ASL

Patch and I finally finished up our tour of the A’91 Market Garden scenarios in December 2009…:

Last week me and Patch started the last of the Market-Garden scenarios from Annual ’91. Thankfully, we have the errata from FKaC, since it’s not very balanced in the original.

I’m playing the Germans, who are trying to drive the British away from their remaining foothold near the Arnhem bridge, and the river. I have 7 SS squads, good leadership, two Tiger IIs, and seven turns. The Brits have 4 squads, better leadership, a Hero, a 57mm ATG, and Ammunition shortage. Oh, and thanks to the errata, 8 OB-given ‘?’ (and I enter on turn one, so everyone else gets freebies), and I don’t know who has his 3 PIATs until he uses them. Four AT weapons, none of which can penetrate the front armor, but since I don’t know where they are, a back, or at least flank, shot is probably going to come up sooner or later. At least I know the PIATs can’t be where he isn’t.

Patch set up a loose perimeter at the north edge, with a couple of high observation posts. Not liking the open west terrain for entry, I went for the east half with the hopes of driving a wedge into the 21U6 building area. The Brit 10-3 turned out to be in one of the high posts (of course) and managed to break my 9-2 and a squad shortly after entry, also pinning a second squad. Naturally, the Brit 9-2 was in the other high location (which my eyes seem to have skipped over), who then pinned the 7-0 and a squad.

Thankfully, that was all the mischief he was able to accomplish, while I got a lucky PTC on 21Z8, and revealed it to be dummies.


Situation, German Turn 1 DFPh.
↓ Read the rest of this entry…

└ Tags: AAR In Progress, Annual 91, ASL, gaming
2 Comments

The Wars of the Roses

by Rindis on November 5, 2012 at 9:58 pm
Posted In: Books

Osprey’s title on the Wars of the Roses is typical of their Man-at-Arms line. Half the book is a good simple history of the period, and a fairly solid introduction to it. There’s no details, no sense of the people, but given the proverbial confusion that the Wars can engender, this cut-down summary seems to be a good place to start.

It is also nice in that it manages to point out a fair amount of ‘received fiction’ in the normal accounts, beginning with a paragraph-long description of the Wars, and then stating “A familiar story perhaps: but not containing a word of truth.”

It’s an early Osprey book, so the color plates are good without being great. However, the discussion of the plates is extra long, and informative.

└ Tags: books, history, reading, review
1 Comment

A37 Dreil Team

by Rindis on November 1, 2012 at 12:00 pm
Posted In: ASL

Continuing our tour of the Market-Garden scenarios, Patch and I started this one in October 2009…:

Just started the sixth scenario of the Market Garden series with Patch tonight, with me as the Brits.

It’s fairly interesting. The Brits have to exit 8 VP off the GG end of board 22 in 9 turns. The distance isn’t that great, and the British have a good amount of firepower, and are well equiped with multiple MMGs, LMGs, PIATs, and a mortar. But the stream on the board is flooded, except for the two edge hexes (which are merely deep), which limits the crossing options to four hexes, two of which are adjacent to each other.

The Germans only have six squads, two leaders and two LMGs. However, three of those squads are elite, and both leaders are 9-1s.

Oh, yeah, and they have a Panther.

Patch set up with the Pather guarding the NE (right) bridge and ford by himself, one leader, two squads and LMG on Level 2 of the one Multi-Story building in his setup area, and the rest near the other (closer) bridge.

I took a while to do my setup. I just wasn’t at all sure as to how I wanted to handle this.

The eventual plan was fairly conservative. Even with only two areas to cover, he doesn’t have enough for a great defense in depth. I figured to move out into the center area and engage the troops guarding the nearer bridge. I’d also send a unit across the W10 ford. It’s slow, but it makes sure I will get someone across. I planned on pushing a PIAT as far as I could towards the other bridge to keep him honest. That didn’t work out so well. DFF broke a LMG squad with the 8-1, and and Final Fire broke the PIAT squad in R1 (he retained rate).

Sadly, I only thought of it after I was moving, but it would have been interesting to run a squad from Y6 to the R7 bridge, and advance to Q8. Thanks to all the buildings and the range, it’s easier to do than it looks. They’d be in some trouble, but it would force some hard decisions from Patch.


Situation, British Turn 1, end of MPh.

I rallied the LMG squad with the leader during rally. Since Patch couldn’t get at the other squad, that left me in a very good position for the next turn.

Patch preped the squads in N7 at my squad in the Orchard near the bridge and rolled poorly. The LMG fired twice at S5, but couldn’t get an effect. H4h2 fired at S5, with a -1 (no cover…) and got a 2MC. Thankfully, both squads passed.

For movement, he pulled in the O10 flank, and shifted the Panther one hex so it could cover the R7 bridge.

My MTR managed three shots (ROF 2…) but couldn’t get anything at 2FP, even with the -1 Air Burst TEM. However, R6 got a 1MC on them, breaking the leader and pinning both squads.

This left Patch with quite a problem, and had to think about it quite a while. He ended up routing the leader next door and leaving the squads in place. He’d been tempted to self-break them to get them away from the MTR, but the furthest available rout target was M6. If he was going to rout, he wanted to go further.

This leaves me with a decision. I had been planning on using the MTR to put Smoke on the bridge, since I assumed the ACQ would be useless anyway. Now I need to decide if I want to try to kill the two squads, not great odds, but the best that MTR is ever likely to see….


Situation, German Turn 1, end of MPh.
↓ Read the rest of this entry…

└ Tags: AAR In Progress, Annual 91, ASL, gaming
2 Comments

A36 Oy Veghel

by Rindis on October 25, 2012 at 12:00 pm
Posted In: ASL

The fifth game of Patch and I’s tour of the Market-Garden scenarios got going in September 2009…:

In our continuing series of Annual ’91 Market-Garden games, we discussed for a bit, and I decided to take the defending Americans.

Then I look at ROAR and find the Americans are the underdogs! >.< I demanded the American Balance. Not that I expect depriving him of Schuerzen to actually do much.

It’s an odd setup. The Americans start out piled in two hexes and move first. Then the Germans enter on their half of the turn.

I sent half the force east (up) through town to guard that road in, since I figured there was a good chance that Patch would send some infantry around that way behind the grain. The other half proceeded through town, behind the jeep, which dashed off to set up the 57mm ATG in 16B5.

Patch did not disappoint. Six of nine squads swung south to go around the edge of the pond on board 13. My MMG was in 10Z10, and I used it to put residual in 13Y6 (the first hex of the elevated road) the first time he moved through. Sadly, the original shot, and two Resid rolls did nothing. He parked the first PzIV in 13Y10, giving him a nice LOS down towards my position.

He did surprise me by having the StuH stay back.


Situation, both halves of turn 1.

For my second turn, I started shuffling the east force around, to cover the NE area, especially since there was now a good chance that he’d end up in that area. I should have pulled the jeep out of LOS in 16B5, but decided I’d rather keep my quick move options open. He nearly got it with a DFPh shot that did cause a PTC to strip Concealment on the crew.

The StuH also fired at 19G10, obviously preparing to fire smoke there on his Prep.


Situation, American turn 2, DFPh.
↓ Read the rest of this entry…

└ Tags: AAR In Progress, Annual 91, ASL, gaming
1 Comment

The Armies of Agincourt

by Rindis on October 23, 2012 at 10:13 pm
Posted In: Books

I just finished reading this early Osprey book, and while it’s well done, I don’t think I can recommend it. It covers the Battle of Agincourt, and the campaign that led up to it, quite well, but Osprey’s later Campaign book on the subject should do the same thing in more detail. The color plates are not bad, but they’re not very good either. That leaves the discussion of the actual equipment and troops in both armies, and those are at least partially covered in MAA 337 French Armies of the Hundred Years War, and Warrior 35 English Medieval Knight 1400–1500.

└ Tags: books, history, review
1 Comment
  • Page 240 of 315
  • « First
  • «
  • 238
  • 239
  • 240
  • 241
  • 242
  • »
  • Last »

©2005-2026 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑