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Kroal’s Illegitimate War

by Rindis on May 24, 2010 at 12:00 pm
Posted In: SFB

This SFB scenario from Module S2 is probably the most complicated one we’ve done yet. It’s not quite the size of “Battle of the Long Claws”, but it’s close, and has a poor crew (an E4J), a legendary captain, inactive ships (systems are off and have to be rebooted), drone bombardment, and the need for a lot of personnel transfers.

The LDR (Lyran Democratic Republic, formerly the DDSC) has hired Orion pirate ships to help with their defense. The pirates who didn’t get the contract arrange to make it seem to the Klingon Internal Security Forces that those ships are the ones responsible for several pirate raids inside the Empire. The ISF takes off in hot pursuit of one such raid, only to end up at an LDR base where the Orion ships are docked for maintenance and R&R.

After some discussion, we got going a bit late yesterday with me in charge of the Klingons (an F5 and an E4 squadron—specifically a F5P (defanged F5C), 2xF5Is (F5s with shorter range disruptors), 2xE4I (E4s with shorter range disruptors), and a E4J (penal ship, poor crew)), Patch taking charge of the base (a civilian Base Station, still decently large, but toothless compared to most bases) and the Orion ships; and Mark in charge of the mobile defenses (a L-POL, a F-AL, and 2xF-AS).

This is another scenario that doesn’t seem to be thought through properly. I went moderate speed the first turn, and kept tightly bunched (F5s in one hex, and E4s in the next hex over). Mark came out and engaged with the Pol at moderate range, the F-AL at close range and the F-ASs went after the first turn’s drones. Rolls on both sides were poor, with half the disruptors missing at 3-6 or 2-6 range. For me, that wasn’t too bad, as my massed fire was more than enough to gut the F-AL. However, he should have punched a shield on a F5I and done some internals with two overloaded disruptors, but with only one hit, it just weakened the #2.

On turn 2 I went in for the base. I was already fairly close, and Mark’s forces were scattered around the rest of the board. With only Ph-2s, Patch made me pay, but it wasn’t nearly as bad as it could have been, with the dinged F5I taking a volley through the weak shield and being crippled.

I did quite a number on the base. It was struggling to find power to do everything, and the Orions were just barely generating power for their own shields. Most of the systems on the base were destroyed in my overrun and all three tractors were, forcing the Orions to undock, though they were still drifting in orbit with the base.

I circled around the planet and potshotted a FA-S at range before coming in again to drop some drones and suicide shuttles on the floating mess and heading off to engage the LDR frigate (no gatlings yet) that came in as a reinforcement on turn 3. He refused to engage directly (a good idea), and I was pondering what to do next as we ended for the day.

There was another FF and Pol due on turn 4, and I was headed towards where they’d enter. I figure if they went fast, I’d try to engage (rather than turn my back on them), otherwise it was back to finish off the station to get the explosion and start working on the Orions. Once they were crippled, it would be time to leave (can’t disengage until they’re crippled, I’m crippled or my legendary captain dies). The Orions were not going to be more than an accounting exercise, but the combined LDR forces are potentially dangerous if all together (especially after another Pol and trio of armed freighters on turn 5). So it was time to get an exit strategy while they were separate. Or just try to pick them off one by one.

By the points as they stood when we quit, it was a Decisive Victory. After accounting for some damage, and my disengagement after crippling the Orions, it would go down to Major.

In all, there’s two things here for the LDR. They need to stay closer to the planet and each other. Among other problems, the drone defense was not there because all the ships and shuttles got strung out. I misplayed the drone bombardment (didn’t plot it all ahead of time like I was supposed to, but I missed the backup plans on if they don’t immediately see a valid target either). Second, would be transporter bombs. We’re not used to using those, and taking all the TBs possible to put an ‘instant minefield’ around the base could pay great dividends. It could keep the Klingons at a greater distance, or at least make them pay a much higher price for going in after the base (and force them apart a bit so as not to all get hit by one mine).

Still, good to get a chance at SFB again. It’s nearly been a year since the last game we had finished up.

└ Tags: gaming, SFB
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Windows 7 Update

by Rindis on May 21, 2010 at 11:25 am
Posted In: Life

Well, one bit of optimistic news I originally reported on my transition to Win7 went bad.

CorelDraw 8 installed fine, and ran fine, at first. I noticed a little later that it was a bit crash-happy. In fact, it started fine, and then slowly got worse. It didn’t take long until it was crashing on application launch.

This could just have been something going wrong once, and then cascading into a worse problem, and a uninstall/reinstall would fix it, more-or-less permanently. But I didn’t like the fact that it happened after a fairly low number of launches. So, I looked around for alternatives.

The current version of CorelDraw is X5 (15). There were a bunch of copies of X4 on eBay through one guy, that was just the disk and (supposedly) a valid reg number for $45. The star rating was low, but I saw it go up over a couple of days, so I figured people were getting product and being happy with it, a good sign. And then all his listings disappeared the day before I would have gone for it. The account seems active, but pointers to his listings go to empty pages. Not good. And then similar listings appeared on other, 0-star accounts (different images). I think I’m very happy I missed out on that.

I ended up bidding on a copy that claimed to be an unopened box with all the manuals. Just squeeked out a win at $50 (someone tried to snipe it at $50 and failed). It arrived yesterday. Indeed, unopened box in what looks to be the original shrink wrap. I note the disk says ‘Asia Pacific Edition’ and the box has an Australia website address (.com.au), but the language choices are the normal English, French, Spanish, Portuguese (Brazil) for the Western Hemisphere….

It installed fine, and so far, operates beautifully. I’ve probably already put it through more than I did the copy of 8. Going to take a bit to get used to the interface, it has naturally changed some in six versions.

└ Tags: horo, Win7
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Over the Alps

by Rindis on May 9, 2010 at 6:48 pm
Posted In: CC:Ancients

Patch came over yesterday for some more gaming. We went with an afternoon full of Commands & Colors: Ancients. Things went pretty fast, we got through six (three sets of two) scenarios with plenty of time left over. We’ve done six before, but these were bigger scenarios and we finished earlier.

I went back to the ‘play through all the darn scenarios’ strategy, so we opened with Bagradas. I had the Romans for the first run, who are distinctly disadvantaged with 1 leader to 3, and 4 cards to 6. The early going wasn’t too bad, as I knocked out Patch’s elephants pretty quickly. However, my dice seemed stuck in ‘elephant hunter mode’ and I kept getting red squares when I didn’t need them. The right flank fell apart and I lost 4-7. In my turn as Carthage, I kept the elephants back a while and tried to commit them when there was less to counterattack them with. Didn’t work out so well, and despite a strong opening, I couldn’t get any better score, 7-4.

Next up was Ticinus River. The little bit of terrain doesn’t really affect things, but the armies are very odd. The Romans are all light infantry and medium cavalry, while the Carthaginians are all light and heavy cavalry. Oh, and 1 leader against 3 again. I took Carthage first, and had trouble with 2/3rds of the army being light troops. 6-4 Patch didn’t seem to have any trouble with it, and I could never get going. 0-6

Finally, we did a set of Trebbia. This one seems a bit tricky. The Carthaginians have a set of reinforcements that come in behind the Romans, and they got slaughtered on both of us. Patch had Carthage first, and I held onto a Order Medium Troops card because no matter where the reinforcements came in, I should have something nearby to counter with. And indeed, they came in on my right, and hit them with the mediums under my leader in the center. They kind of came apart; 7-4. My attempt didn’t do any better. I tried holding them until there was a disordered area to exploit, but Patch moved up as best he could, and when they came in, there was very little within reach. There was a moment where it looked like I was about to get going, but then the game was over; 2-7.

So, 2 victories to 4, 26-32 banners. Definitely Patch’s best showing in one of these one on one days yet.

└ Tags: C&C Ancients, gaming
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The Token Cycle—Dust to Dust, Stock to Stock

by Rindis on April 28, 2010 at 11:27 am
Posted In: Design and Effect

Crossposted from the Design and Effect blog on GameSquad.

One of the problems with a physical game is that the components are inherently limited. There’s only so many counters you can fit into a sheet of cardboard. There’s only so many sheets or little plastic minis that you can fit into the box. No matter how big, or expensive, a physical game is, there is a limit to the number of moving parts it has. Early computer games had a similar degree of constraint (it is no accident that Starweb features 255 worlds), but modern ones have no real worries in this regard. They have other constraints to be sure, but number of active objects the system can keep in memory is generally not one of them (displaying them may be…).

Many wargames don’t have too many worries about this. The number of units that show up in the game is fixed, so all that needs to be done is to figure out a way to include enough informational counters, and all will be well. Some games have a bigger challenge. Any game that relies on strength points (like the GCACW series) will need to have counters for each different strength point, times enough for all the units in the game. Some games have free-form production, and providing counters for everything becomes a real challenge (Federation & Empire is the classic disaster of this syndrome, where the original edition could not fit in enough counters for a complete initial setup, partially thanks to the need for different counters for most later production ships).

However, it is possible to use the limitation on the number of counters as part of how the game works. The most successful of these is Francis Tresham’s classic Civilization. The original civilization-building game, it has a map of the bulk of Europe plus North Africa and the Near East. Players have tokens that get used for population as they grow, and move, and fight across the map. Since these are physical pieces there is a hard limit of 55 tokens provided for each player, sharply limiting how far he could grow.

And that’s the least of your troubles with them.

There’s actually three states that these tokens can be in, and shuffling the 55 pieces between them every turn is one of the most important activities in the game. The two ‘in use’ states are on the board as population or flipped over and in the Treasury as taxes. Otherwise, they’re in the Stock, ready for use as either of the other two.

Yes, collecting taxes reduces the amount of population you can have. This is an extremely odd quirk of the game, but the only thing I can really say is that it is part of a mechanic that works really well, and powers some very interesting dynamics that the player must struggle with for most of the game.

The Limits of Growth

The game begins with everyone having one population marker on the board, and 54 tokens in stock (possibly less, the available number of tokens is reduced for some numbers of players to restrict civilizations to a proper ‘size’ for the amount of board available to everyone). The first thing that happens is the population increases. With proper management, it is possible for the population to double every turn, so at the beginning of turn 6, it would be possible for the population to go from 32 to 64—past the limit of what the Stock provides. At that point the player chooses which areas get population growth until out of tokens. (Population growth is not voluntary other than this choice.)

Getting tokens back into Stock occurs through a number of mechanisms. The first one is starvation. Each area has a maximum limit on the population it can support (from 1-5, usually around 2), and once everything else on the board is done, excess population is removed back to the Stock. Related to this is conflict. When two different powers have population in the same area, they are reduced down to the population limit, or until only one player has population left in the area (that clause is important). As Civilization is not a game of direct conflict, this is not a way to wage war, instead populations slowly ebb and flow, largely determined by how the Stock is acting. At any rate, conflict is strictly attritional with the smaller population in the area removing first, followed by the larger. If both populations are tied, both remove at once. It is very common in play to see a player moving excess population into his neighbors; it cycles his tokens back into Stock, and reduces his neighbor’s influence in the region.

The Art of Living in Cities

Next, is constructing cities. Cities are the prime mover of progress in the game, and in fact, early on progress towards the end goal is checked by the need to have two cities on the board. Cities are constructed by gathering six population into one area and replacing them with a city if there is a ‘city site’ in the area, or twelve population if there is no city site. During turns four through ten, this is a common and easy way to get population back into Stock for re-use.

It also generates the prime cause of strain on the system, and what becomes a prime focus for many players as their civilization matures, attempting to find a more regular cycle: taxes. At the beginning of each turn, taxes are raised. This consists of taking two tokens out of Stock and into the Treasury for each city the player owns. If there are not enough tokens available for this, the cities go into revolt, and will change sides to someone who does have enough tokens.

Because this happens first thing in the turn, cities further limit the amount of population growth a player can have because some tokens will always be in the Treasury at that point. It also means that players must find ways to put tokens back into the Stock during the turn.

Cities themselves are limited in the counter mix to nine per player. Again, this plays against other elements of the game design, as the primary purpose of cities is to generate trade cards, and there are nine decks of trade cards (each with a face value from 1 to 9, and you get one of each type up to the number cities you have). It isn’t a bad practical limit either, as the number of calamities that start appearing at that point make it hard to maintain nine cites.

In the Navy…

A minor way of returning tokens to Stock is building and maintaining ships for the transport of population. They cost two to build, or one to maintain. One or two population [I]or[/I] taxes, that is. Usually, this is merely a way to spread influence to under-populated areas, as well as a way to bleed off a little excess Treasury. It is more important for Crete, however, as they have to expand off the island of Crete before civilization building really starts. At any rate, all players usually build/maintain some ships just to have a way to spend Treasury.

There’s Gold In Them Thar Tokens!

The last two ways of cycling tokens are purely ways to get them back out of the Treasury. The first is to ‘buy’ a ‘9’ trade card (Gold—or a calamity) for 18 tokens (the same as the taxes on 9 cities…). The other is to spend them on civilization cards.

Civilization cards are in many ways the ultimate end goal of everything you do in Civilization.  They are advances that give abilities and advantages, and the collection of them is required to hit the ending parts of the game. They are purchased with any combination of trade cards and taxes. Only trade cards can get up to the values needed to buy these, but they are also inflexible—it is difficult to hit exactly the number needed for a purchase. So taxes are handy to round off the spare numbers.

Buying a gold trade card seems like a poor deal; 18 tokens for a card with a face value of 9. However, it does allow you to empty the Treasury on a turn where you may not be able to purchase anything. And, trade cards increase in value geometrically, with a set being worth the square of the cards in the set times the face value. So, two gold cards are worth (2*2*9 = ) 36, the same as their purchase price. Also, if you have nine cities, you are (or should be) getting another gold card that turn anyway, and can immediately get a profit on the deal.

Conclusion

This may sound like it is a fairly complete description of the game. It is. The 55 tokens, and the actions that manipulate them, are truly at the center of the game, and there is very little that is not directly impacted by the decision to make the limited number of tokens that can be provided one of the central motivators of the game.

Things that I haven’t looked at include the trade cards (acquisition, trading, and spending), calamities (related to the trade cards), and the civilization cards (which do include things that can affect the tokens, such as Coinage, which allows you to change the tax rate of your cities), and what is needed to actually achieve victory. These are fairly major parts of the game that are not directly impacted by the tokens most of the time. They are well worth study, but do not reach into as many different aspects of the game as the tokens do.

└ Tags: Civ, gaming
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DA8 Gruppo Mobile

by Rindis on April 26, 2010 at 11:22 am
Posted In: ASL

Well… it’s been a rough month for gaming. Mark is always busy during April, but this month has been worse than normal, with work putting a lot of extra stress on his schedule. Jason was busy, and Zjonni had some free time, but is already being buried under classes again.

So, our big game day yesterday turned into just me and Patch. In deciding what to do, ASL was initially decided against because of prep and setup time. But, I pointed out we were due to start a scenario Monday night, and we had our setups worked out already. So, we ended up playing DA8, Gruppo Mobile, FtF for the first time in… 5 years (yikes).

Sicily, 1943, elite American squads versus nine Italian MR/35(f)s. Since they’re worth 6 VP each, the Italians have to exit four of them off the south edge after moving through one and a half deluxe boards lengthwise (22 hexes). They’re not very fast, but the American anti-tank abilities are a little limited: two DCs, two BAZ, and a 37mm ATG that enters on the first turn. Bad news for the Italians is they only have five turns. Bad news for the Americans is that the ATG comes with a HS instead of a crew.

By ROAR, the scenario is tilted towards the Americans, so Patch took the Italians with the balance (8 morale for the Inherent crews). He missed the SSR about the tanks only having half movement on the first turn, so he had to re-do his opening setup and was forced to use both roads onto the board to get everyone into play.

My setup was not bad, but it was a little too forward, and when I had him right in front of me on the first turn, I tried to engage instead of falling back to keep in front of him as I should have. My die luck was not what I could have hoped for. One BAZ went away on its second shot, and while the first shot hit, it failed to penetrate.

However, while things really got away from me on the east side on the second turn, I stunned three of his tanks as they tried to get going on the west side. I did knock one out in the east, but the other three got away from me. I had set up the ATG on the west road, and Patch barely managed an OVR, which didn’t do anything to either side, leaving a MR/35, ATG, 10-2, and Jeep all in the same hex.

On my second turn, I rushed after his fleeing tanks with most of my forces, while leaving a couple squads to deal with the stunned (now flipped to +1) tanks. One squad successfully ran up and placed a DC, blowing his rear tank in the east. (Cool! I’ve only had DCs a couple times, and it’s the first time I’ve used one….)

The third turn really broke things open for him. Patch exited two tanks, and had two more ready to exit. I was only able to reach one of them in my turn, so I would have to kill it and try to stop everything else he had. Not that it had been that easy for him. He had broken the second DC squad on my turn two as it raced up to kill another tank, and I had moved the 10-2 to rally him. Since they were positioned adjacent to the road the three stunned tanks had to use, and he was using CE to get distance, he ate a lot of attacks. With a 667 and 10-2, there was a six resid, and a pair of 2 resids to go through, and they made five FPF attacks against them as they went roaring by. And they threw the DC, but couldn’t connect.

In my turn three, I missed with another BAZ shot, failed PAATCs on two CCs, and failed CC on the tank I had to kill. Game over at the start of turn 4.

It’s actually a nice scenario, I recommend playing it—once. There’s not a lot of great decision making for the Italians, which hurts, but the Americans need thought since the AT capabilities are a bit limited. I also think it’s a bit more balanced than ROAR indicates, because I get the feeling that much of the time the Italians don’t pay enough attention to a tight schedule (don’t let the turn 4 win fool you, there’s not a lot of movement to spare), rather like the typical beginner problem with Fighting Withdrawal.

Cross-posted on GameSquad.

└ Tags: Annual 91, ASL, DASL, gaming
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