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

FB5 Siesta Time—Sort Of

by Rindis on September 17, 2012 at 8:01 pm
Posted In: ASL

Well, this is a little embarrassing….

Saturday was another FtF day with Patch in our ongoing effort to play through the scenarios of Festung Budapest. Ahead of time, I had done a Vassal setup file, so Patch could see what we were dealing with. Of course, cropping the board down does leave a problem: the compass rose is not visible. But, the Vassal boards have an orientation, the text is all oriented in that direction… up is north, right?

Um, no. Up is east; north is off to the left. And neither of us noticed until partway through our second play.

So, whatever we played Saturday, it wasn’t quite the intended scenario. It was still fun and interesting though.

The general situation is that Soviets have started pushing back the Hungarian defenders, and are now trying to take the Siesta Sanatorium. Unlike most assaults in ASL, which seem to happen good weather (EC Mild, no wind at start…), this one is in the middle of a raging snowstorm. There is ground snow (like in FB4) and heavy falling snow, which causes a +1 Hindrance for every six hexes of range (fractions round down…). The Hungarians have almost as many troops as the Russians, but the Russian troops are better quality, and are supported by a couple of FTs. In an unusual twist, both sides have a DC. Another interesting twist is that the Russians can win by taking building E30 by the end of turn 3; otherwise, they win by taking it by the end of their turn 7 if the Hungarians have not managed to exit more than 6 EVP.

I set up my defense, and managed to be ready just before Patch arrived, who was early. With how we were doing things, the Soviets come in along the J hexrow; Patch basically had the heavy part of his force in the south (by our reckoning), with a strong north flank. I had set up with three ‘zones’ in mind, with the middle being nicely direct, but with a relative lack of cover. I had set up my dummies around there to discourage that route, and get him to go for one of the flanks, which would be a longer distance. Being hit on both flanks didn’t go so well, especially when the north side immediately collapsed on a couple of bad die rolls.

It was generally hard for either of us to get far, with plenty of stone buildings and a raging snowstorm making for few viable shots. Patch hurried in to try for the turn 3 victory, but couldn’t pull it off, though he did get into the victory building. I had come up with the (fairly obvious) idea of my one HIP unit being a squad with DC in the building, in my case in N30h1, ready to drop it on unsuspecting defenders.

The second half of the game was pretty fast. A lot of my troops died in place, or got trapped in various buildings with no hope for rescue. I actually ended up running the DC squad down to the ground level of N31, to try to root out the 9-1 with the DC, but pinned right before they could attempt it, and then they broke on the next turn. Which is a lot of how the rest of the game went for me. Lots of not quite being able to do what I wanted. We ended it around turn 5, when I lost all hope of getting sufficient EVP.

After lunch (yes, it was that short!), we switched sides, and tried it again. Patch’s defense was a lot like mine, but with some important defects ironed out. I tried a variation of his entry, with both FTs in the ‘south’. The beginning was a mix, with me getting a little too free with running in the open, even with the snowstorm, but one squad got into L34 and quickly breaking his end-of-the-line defender next door.

After that, things went downhill, especially as I had trouble rallying anyone. One unit did go berserk, and spent the rest of the game futilely trying to pound his way into the fortified building location. I got another ‘2’ on the same RPh, getting me a Fanatic 628 and Hero. Better yet, that squad had one of the FTs. However, 9ML was not enough to allow him to get back into range, and both he and the other FT-squad broke (again). Patch held out past turn 3 with no problems, and then exited all the EVP he needed on turn 4. I had just not been able to keep him busy.

Mid-way through this was when we finally realized the error of our set-up, and we discussed it for a while before continuing, as we just didn’t have time to re-start. In many ways, the version we did looks more interesting than the actual version from a terrain perspective. Though the longer run for the Hungarian exit does change things quite a bit. Most notably, the way the drifts align in ‘our version’ lend themselves to some very interesting situations, that just don’t seem to be there in the corrected version.

At any rate, we’re planning on poking at the ‘right’ version via email while continuing our current Vassal game. It’s a short enough scenario that it shouldn’t take too long. I’ll be reporting on that at some point.

└ Tags: ASL, Festung Budapest, gaming
2 Comments

J102 The Yelnya Bridge

by Rindis on September 13, 2012 at 12:00 pm
Posted In: ASL

I can’t remember how Patch and I decided upon our next scenario, probably we looked through the latest Journal (Journal 7) for something interesting. We actually ended up posting separate threads around the same time, so the beginning is a bit more redundant that normal, getting going in March 2009…:

Once again, Patch and I are doing something quite different than last time. From an early AH West Front scenario of epic turn count, we’re doing 4.5-turn recent MMP East Front action.

Sadly, I’ve decided this principle should extend to my own play. I’m making goofs all over, starting with my setup.

The Germans can either capture 3 buildings or exit 16 VP off the north edge in the 4.5 turns. There’s really only two areas suitable for exiting, and one takes them near the victory buildings. So, I ended up overly-focused there; especially as the secondary route would force the vehicles to cross a stream without a bridge.

I should have remembered that both of us lost our fear of Bog Checks during Pegasus Bridge. At least I had some idea of what I’d do if he did go that way. Because Patch looked at all the brown uniforms in the village and decided he wanted nothing whatsoever to do with it.

On the other hand, I really wanted to defend the village. I don’t like the chances of this mostly-conscript force going up against SS troops.

I like the spot I found for the ART. Good field of view, some cover. It’s been attracting some fire, but nothing’s rattled the crew yet. Sadly, I took a chance on an IF shot (had a decent chance to hit), and malfed the Gun on an ’11’.


Situation, RtPh, German Turn 1.

My turn 1 was, of course, occupied by my redeploy to the east. Once Patch saw the Trench in G6, he felt sure that it had the ATG. Not a bad guess, I’d nearly put it there. So, I wanted to bug out, and I didn’t want him to see what was really there. Sadly, I completely missed a LOS, and Patch got to see the squad and Commissar anyway. Not only that, but I got so focused on that action, I completely forgot to move out the revealed conscript squad in R5.

Thankfully, all Patch managed to do to them is send them Berserk (it would have been a surrender, but these are SS). They also got a second ‘2’ on the next MC, but ‘zerkies don’t check HoB.

The other good news was the MA on his PzII malfunctioning. The bad news was him breaking my MTR team. I’m not sure I’m ever getting that MTR back. Oh and he revealed a dummy in P3.


Situation, end of DFPh, Russian Turn 1.

Advice for anyone else playing this as the Russians: Don’t use my setup.
↓ Read the rest of this entry…

└ Tags: AAR In Progress, ASL, gaming, Journal 7
 Comment 

91 Ad Hoc at Beaurains

by Rindis on September 6, 2012 at 12:00 pm
Posted In: ASL

When I first saw the scenario “Ad Hoc at Beaurains”, I was fascinated by it. Four full boards, sixteen turns. It should be massive, but the number of actual units is actually small, and no units begin on the board at all. I talked Patch into trying it out long after I first saw it in January 2009…:

As a complete switch from the city fighting of VotG, Patch and I decided on this unusual scenario from Annual ’92 that was updated in FKaC. The idea of a four-board scenario that starts with nothing on board (except the German Sniper) has always fascinated me. Sixteen turns is a little frightening, but I figure with the absurdly low counter-density, much of the game should pass pretty quickly, even purely by email.

Given a choice, I went with the British, and their all-armor force. I figure, win or lose, I’ll learn something.

I was right, I’m learning a lot. Like, don’t start an armor scenario during a week where you’re too busy to really look at the tanks you’re using. 😛

Anyway, with one email, and one-extra long Monday-night session, we’ve gotten to the beginning of turn 4.

A quick note to those unfamiliar with the scenario: It’s May 1940, and the British are counter-attacking Rommel’s 7th Panzer Division. Only the tanks manage to get through, and Rommel is throwing anything he can find in their way. Mostly, this is 37mm ATGs and some light tanks. Since the British have 6 Matilda IIs and 6 Matilda Is, these are entirely inadequate to insure a kill. The Germans do get a pair of 88s sometime between turn 6 and 11. The Brits have to exit 30 VPs to win, with every 2 CVP caused effectively counting as one EVP.

So, exit about four tanks of 12, not much to stop them, 16 turns, sounds simple, no? We’ll see—in a straight line, there’s 40 hexes to go, and the Matilda IIs have 9 MPs. The Matilda Is have 6, and can’t even use the road bonus.

A final note to remember when looking at the screen shots, is that there are no gullies or bridges on board 5. We can’t find a way to turn gullies off in Vassal though.

Turn 1 was calm enough as both forces started entering. I decided to enter in two groups towards the north end of board 5.


Situation, end of Turn 1; also shows German movement on Turn 2. Remember, gullies do not exist.

Then I got to choose whether I wanted the Matilda Is to come in behind the first group, or if I wanted to have them on their own, and see if they could either sneak through, or distract the Germans from the main force. In the end I decided to see if I could get the IIs to clear the way for them.

One thing I hadn’t realized until Patch pointed it out, is that Matilda Is are radioless, so they’re going to have fun with Platoon Movement. It was also around here that I started figuring out the costs for some things and realized that hills are a real challenge at +4 MP when you only have 9 to begin with, never mind 6.


Situation, end of Turn 2.

As it is late here, I will update with the much more exciting Turn 3 later. (Hopefully tomorrow night.)
↓ Read the rest of this entry…

└ Tags: AAR In Progress, ASL, For King and Country, gaming
 Comment 

F&E for Vassal v2—Someday

by Rindis on September 4, 2012 at 12:19 pm
Posted In: F&E

Crossposted from the SFU blog on BGG.

As I hinted when I released version 1.3.1 of the F&E Vassal module, I had something new in mind. Specifically, I’m looking to start over and do a brand new Vassal module. My hope is to be able to add new features that I can’t current do.

One of the pain points of the current module is actually the map. It is half done in CorelDraw, and half in Photoshop, and exporting the first into the second is a challenge (there’s some places where it’s kind of coming apart in the latest revision that I just can’t get fixed). So, I have done an all-new map purely in CorelDraw. Since it can’t be exactly the same size as the old one, using it would break all saved games in the current module. Therefore a new module is needed.

And since I’m starting over, and I have a pure vector map, I can handle a request that’s been popular:

While I’m at it, I’m re-doing the counters to get away from the pixel-twiddled images I have now, and make them a little easier to do. Though doing all those counters all over again will take time. A lot of time.

Also, the new map comes at a price. It takes a lot of memory, and is too big for Vassal 3.1 to handle. However, Vassal 3.2 (which is just entering beta) can do it. It also has a few other new features, dealing with math that should allow the new module to handle stats around crippled status and showing the stats associated with a fleet marker.

What I need now is people to discuss the new module with. I want to bounce ideas off other people, and get input so that I can make it the best module I can, and I can get started on it from the beginning, rather than having to re-do things constantly. If you’re interested in discussing this, contact me, I want to have an email conversation with everyone who’s interested to hammer out ideas. The only caveat is that you will need to install the test version of Vassal v3.2.0 so you can follow what going on. (Note that doing so will require you to be cautious with Vassal, as you need to remember to switch back to 3.1.20 with any ongoing Vassal games you have.)

└ Tags: bgg blog, F&E, gaming, Vassal
 Comment 

FB4 HKL 259

by Rindis on September 2, 2012 at 10:59 pm
Posted In: ASL

Patch came over yesterday, and we played the fourth scenario from Festung Budapest: “HKL 259”.

It’s a fairly small, seven-turn scenario on the southern portion of the NW map (as opposed to the northern portion that the first three deal with). This causes a dramatic change in the nature of the terrain: gone are the multi-hex stone buildings, railway embankment and long broad streets; this area is entirely occupied by a five-level hill with its crest at the edge of the map, and sloping down towards the city, with fairly dense residential buildup. It is now January 24th, and the Soviets have captured a series of hills outside the city, and are now attacking to take this final hill at the edge of Buda. They have seven turns in which to exit 12 EVP of the east edge, some 14 hexes away. They have fourteen good squads (and a pair of HS), but no real support (three LMGs and a DC). The Germans have nine SS squads (of varying quality), with a few entrenchments, and another three Hungarian squads to help out. No vehicles or Guns on either side.

Playing havoc with the situation is Ground Snow, who’s major effect here is that moving up or down a slope costs an extra MF. The Axis is also under level 3 ammunition shortage, which causes unit replacement on 11 or 12, and causes the few MGs the Axis have (four, total) to breakdown easier.

I took the defending Axis, since Patch had the Axis for the last two scenarios, and it allowed me to set up while waiting for Patch to arrive. Thanks to the all-new terrain, I wasn’t sure what I wanted to do, but I eventually centered my plan around a couple positions that could see down the lateral roads, and putting MGs in the upper levels of a couple prominent buildings so they could reach up the slope easier. This was easier to do on the north-side of the map, so I spent some thought worrying about a rush down the south edge. That side has the problem of taking longer to get to cover, but there’s not very many stone buildings for the Axis to hole up in, and the east edge is still one level higher, meaning in theory it is shorter in MFs to get to (though you’d have to bypass a lot of buildings).

My main theory was about two lines of initial defense, and I’d move one side’s defenses over once I knew where Patch was coming in. I used foxholes near the front line defense, figuring that the limited occupancy would keep the Soviets from being too annoying with them. A 658 went in U36 where he could fire down the road if Patch came in the south, and he could rout below the crest line if he came in the north. S34 got a LMG in the second level, and T31 the MMG. The main Hungarian stack ended up entrenched behind a hedge in DD34, but that was my insurance that Patch couldn’t get a free run going straight down the edge of the map.

I had just finished placing all my concealment markers about the time Patch arrived, so that worked well. I figured out the mines (I had forgotten about them) while Patch was sorting out his troops, putting them in T27 and U27 as a last-ditch defense, as they were the only exit hexes with no building for me to hole up in, or road to force me to show where the mines were.

Setup and Russian entry.

Patch came in mostly along the north end of the map, with one strong group that came in on the very top of the hill, and stayed there, trying to find good shots down the slopes and making sure I didn’t pull everything off of the south end to reinforce the defenses. His entry had trouble with my hot dice however, and I managed to break about three squads.

The next couple of turns were largely the same. The Soviets were pushing forward, and got a scary number of troops into the first group of stone buildings, but were having trouble pressing into my main first line of defense, with a constant stream of broken units to deal with. I was having more trouble moving units across the map than I anticipated, so my main line of defense was still about my only line of defense. I was really worried that one or two good rolls from Patch (especially helped by the 9-2) could allow him to just start running for the exit with no way for me to stop it.

My Sniper was fairly active, going off almost once every turn. The first three times hit his Sniper, knocking it out completely on the third one. However, the Ammo Shortage gave me a lot of trouble. I managed to lose one LMG outright, and the other and the MMG malfunctioned fairly early, only to be knocked out on the first repair roll. The Hungarian LMG also malfunctioned, but was still in that state at the end of the game. Also, I had about 3-4 squads reduce in quality due to ammo shortage, and a Hungarian conscript squad Disrupted due to it. Thankfully, there was a Soviet squad next door, so No Quarter sent him racing back to the Hungarian 7-0, who actually managed to rally him.

Patch continued grinding his way forward, and it was a race the entire afternoon to see which gave out first, my defensive line, or the Soviet thrust. We had a pair of CCs in U33 and V33 at one point. They lasted a couple player turns (surprising with HtH CC…), and I did better than I probably should have.

Things more or less ended up with Patch trying to cross the Hieronymi ut, while I had managed to line up a fair chunk of my troops to be able to fire down the street from a distance. He got across with a decent number of squads, but not really enough. Time was becoming tighter and tighter as I kept him tied up at a slow advance when disaster struck the Russians. My Sniper activated for the fourth time and killed his 9-2 after yahtzeeing the RS roll. The subsequent Sniper check did not get the 458+DC that was with him, but the 2LLMC broke him.

We went another turn, as Patch made one last attempt to get through my defenses and into range of the goal line. Fairly early on, I broke a squad and dropped his available GO VPs down to 11. There were a decent number of broken units around, but they weren’t going to be able to make it at this point, so Patch conceded.

Patch had a rough time of it all day, and certainly he felt like he was behind where he needed to be the entire way. I’m not sure just went wrong or right, though I will say, that my dice were especially hot during the first turn or two, when the Russians are still crossing the open ground, and so it was especially effective. I think he could have pushed into my positions a bit more aggressively, though I was able to lay down a fair chunk of defensive firepower.

Turn 2

Turn 4

Going into final MPh.

└ Tags: ASL, Festung Budapest, gaming
1 Comment
  • Page 243 of 315
  • « First
  • «
  • 241
  • 242
  • 243
  • 244
  • 245
  • »
  • Last »

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