Rindis.com

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

Categories

  • Books (494)
  • Comics (10)
  • Gaming (914)
    • Boardgaming (671)
      • ASL (154)
      • 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 (49)
    • Anime (47)
  • Writing (1)

Patreon

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

Other blogs:

RSS Inside GMT

  •  ARC – The Underworld Playtest Report #2 April 22, 2026

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

  • Twilight:2000 – Fuck the Chain of Command! April 23, 2026

RSS Quest for Fun!

  • The Myth of Rational Animals November 23, 2025

RSS Bruce Heard and New Stories

  • Preview: The Iron Queen February 9, 2026

RSS Chicago Wargamer

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

RSS CRRPG Addict

  • Star Trail: Won! April 21, 2026
SF&F blogs:

RSS Fantasy Cafe

  • Women in SF&F Month: Nghi Vo April 22, 2026

RSS Lynn’s Book Blog

  • Update: I haven’t disappeared April 15, 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

  • Our Games B15 Bagging the Bago Bridge, WO35 Heroes' Day, BC12 Itson, and WO53 Two Kinds of People April 13, 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

  • Repetiton of the Boring Bits & Felltower April 20, 2026

RSS Gaming Ballistic

  • Pigskin project (by Chris Eisert) February 28, 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 #4: “Picnic! at the Disco” April 5, 2026

RSS Orbs and Balrogs

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

Gaming Fusion—Tactical and Strategic in One Package

by Rindis on September 24, 2009 at 1:38 am
Posted In: Design and Effect

Crossposted from the Design and Effect blog at GameSquad.

There are games that are tactical in scope, presenting small units (or even individuals) fighting out a battle. There are games with a wider, strategic, scope, where entire wars are fought out.

And then, there are a few game that try to deliver both. I’m not just talking about some of the complicated combat procedures, nor multiple rounds of rolling dice back and forth. I mean games where there is an actual mini-game that allows maneuver and tactics to matter.

This is mostly the realm of computer games, which can handle the switch of scale without overcrowding an already cluttered table, but there are some celebrated board games that use this idea too.

Napoleon (Gamma Two Games, 1974)
The third, and final, of Gamma Two’s block wargames, Napoleon featured all the same base mechanics of the first two, a much more dynamic situation—and the added complication of having to organize and maneuver your troops once battle is joined. Considering that this one was representing a much smaller scale than the previous two games (turns are hours instead of weeks or months), the more detailed combat resolution may make some sense.

The combat is pretty simple, in keeping with a game that is overall one of the hallmarks of design elegance. Units are secretly assigned to either the center or one of the flanks, or the reserve. Deployments are revealed at the start of battle, and the players have options to shift troops around, commit reserves, and advance to the attack. Columbia Games recently did a new edition, and I believe it simplifies the maneuvering process some. The rest of it is pretty standard block-game fare: each unit rolls a number of dice dependent on it’s strength (from 1-4), and 6s are hits that reduce the enemy strength. There are also effects from using infantry and cavalry and artillery together.

Titan (Gorgonstar, 1980)
In some ways, Titan is the reverse of other games, almost being an involved combat resolution with a strategic game sitting on top. The strategic part of the game consists of working around the world board, recruiting creatures into your armies as you go. This is the real heart of the game, as what you recruit when has a complicated system of prerequisites to work through (and the movement itself isn’t the most straightforward thing either).

When battle is joined each player sets their army up on a battle board for that space’s terrain, about 6 hexes across (this is an enhancement of the AH edition, the original battle boards consisted of a mere 5 hexes; one row of 3, one row of 2). I don’t really remember much about the combat, but the boards are just big enough for some maneuvering, and units that come from the type of terrain being fought on get some bonuses.

Master of Orion (MicroProse, 1993)
I’m generally considering all the games of a series together here, however, the tactical combat in each MoO game has been substantially different, so each is examined on its own. A space ‘4X’ game, MoO featured ship design and a tactical space-combat system. While both were well done and fun, the combat system did use a shortcut that has been seen again: combat was between ‘stacks’ of identical units.

For some reason, this last bugged me more here than it did in the later HoMM series (see below). There are two things that made it necessary here, though. First, the player is limited to only having six ship designs at a time. To design a seventh class, you first have to delete one of the existing ones (scrapping all the remaining ships of the type in the process…).

Master of Magic (SimTex, 1994)
MoM is basically a fantasy version of Sid Meyer’s Civilization, with city building, exploring and magic research instead of technologies. Its combat system is one of the high points in what is overall a good game. Combat happens on a square-grid map derived from the terrain the battle is happening on, and each unit is treated separately. The ‘normal’ (non-monster) units generally consist of several people, and as they take damage the number of people (and hitting power) goes down, much like units taking hits in many miniatures systems. In fact, with the isometric view, it was as close to a simple miniatures game as VGA graphics were going to allow.

Heroes of Might and Magic series (New World Computing, 1995, 1996, 1999, 2002; Nival Interactive, 2005)
While the HoMM series has grown a lot, combat has stayed essentially the same. Units can either garrison a castle, or move with a hero, but can’t move on their own. When a hero attacks another hero or a castle, the game switches to a fun combat game.

It’s not much of one on the surface, as while it does use a hex-grid, units merely exist in ‘stacks’ of identical units, with no upper limit on how many units could be in a stack. Despite this, the combat was pretty deep, since there are a lot of different unit types, and there’s a hard limit on how many different types can be in an army. The range of different abilities is quite varied, and with the ability of lower-level units to be recruited faster, there is generally nothing that is truly worthless (with the exception of Peasants in the first two games…).

Conquest of the New World (Quicksilver, 1996)
At first glance this was just another ‘colonize the New World game’, though a well done one. Our interest here is the combat system however.

It actually resembles the system used in Napoleon, with a backfield reserve and a grid of left, right and center areas. Since it’s much the same period, this is nice to see. There’s the split between infantry, cavalry and artillery again. Each army has to be commanded by a leader who determines how many units can attack in a round, which can be grouped or done separately. There are bonuses for grouping combined-arms attacks as well as charging cavalry (moving and attacking). Units have a rating that determines effectiveness and how many hits they can take; also, as they take hits they check morale and may automatically retreat one square (which forces you to waste an action moving them back if they’re still in good shape…).

All things considered, it’s possibly the simplest separate battle system in a computer game. The fact that you could hop straight into a fight against the computer from the opening menu in something of a ‘practice mode’ was also nice touch.

Master of Orion II (Microprose, 1996)
Despite the name, there were not a lot of points of similarity between this game and the first one. (They are there to be sure, but less so than in most sequels.) Ship design and construction were familiar, but had far-reaching differences.

Not only was the limit on ‘classes’ removed, but each individual ship could be unique. Even if two ships started the same, they could be refitted independently, producing two separate designs. Combat of course, dropped the ‘stack’ concept, which each ship operating separately. The hundreds of ships gave way to fleets that usually had a couple dozen ships at most, emphasizing the individualistic nature of shipbuilding.

The battle system wasn’t anything special, but it was solid, and fully featured, with facing, differing movement rates, special abilities, etc. ‘Real’ physics and momentum weren’t present, but that’s rare in dedicated tactical SF games, so not surprising.

Great War at Sea/Second World War at Sea series (Avalanche Press, 1996-present)
Okay, there’s been a lot of releases in these two related series, so I’m not even going to try to mention them all. Of especial note, this is the first boardgame mention since Titan. The general idea is an operational-level game of naval maneuvering across the seas which has a tactical component when two forces actually spot one another. Since most forces have to pre-plot their route in advance (and the exceptions still pre-plot for two turns), this is by no means certain.

The tactical side is something of a mixed bag. For the amount of (potential) detail, it’s a very simplified system. As a quick subsystem of the larger game, this makes sense, but can be very off-putting to naval enthusiasts who are used to detailed treatments of individual battles. The most noticeable lack is any sort of facing rules, allowing ships to go in any direction, or fire in any direction. As each phase for movement and firing is rough a half-hour long, this isn’t as bad as it seems, but it is jarring, as that’s typically one of the major concerns in simulating a naval engagement. On the other hand, the series uses a very lengthy phase sequence to allow for a good range of speed differences, and this grates against the simpler aspects of the system.

All in all, a fairly unique effort, and has gotten a number of Origins awards.

Imperialism series (SSI, 1997, 1999)
The two games in this series tackled different eras, but featured similar mechanics and goals. Balance work in your infrastructure with diplomacy and trade to increase your economy and dominate your rivals through a network of allies and guns and butter spending.

I’ll admit, I like the economics and empire building aspects, but never got into the wars much. It does feature a separate battle system, that was fairly simple, and a bit lackluster in presentation, especially by the late ’90s.

Jeff Wayne’s The War of the Worlds (Rage Software, 1998)
A game just short of being great. H. G. Wells’ classic novel sees one of its few adaptions that are true to the original setting (instead of an ‘update’ to be contemporary). The humans are put on a equal footing with the Martians, and destroy the first cylinder, after which the others are diverted to Scotland where the Martians have more room to build up their strength.

The strategic portion of the game involves a map of Britain broken up into provinces. These have to be individually managed with the construction of defenses and the facilities to create new units and supplies. Units are built as groups of 1-5 vehicles (depending on type; there is, oddly, no infantry, obviously to simplify the job for the primitive 3D graphics engine). When units are moved into an enemy province (or vice versa), the game switches to an RTS game, where the units fight the available defenders and fortifications to try to drive the enemy out of the area by taking out their headquarters.

When looking at the map of Europe for scenario selection in Command & Conquer, this is what I thought the logical next step in RTS evolution would be.

Boy, was I wrong. And disappointed with where RTS did go. Or should I say, ‘didn’t go’?

Age of Wonders series (Triumph Studios, 1999, 2002, 2003)
This series, especially the last two releases, are very much in the same vein as Master of Magic, where you heroes who can cast spells in battle, as a wizard (directly representing you) who can cast spells at a distance.

The combat system is the standard ‘bunch of different unit types, often with special powers. Like most entries (and unlike MoM) each unit is one person, with no partial losses. However, it’s a very nice system, with terrain that blocks archery, number of attacks impacted by movement, and other nice touches. The real interesting part is that the tactical field consists of the hex being attacked and all the adjacent hexes. (This, naturally, includes the hex being attacked from.) This allows for some really large battles, especially for city assaults where the city is well defended, but the attacker now occupies all the surrounding terrain (yes! a real siege—well close enough).

Total War series (Creative Assembly, 2000, 2002, 2005, 2006, 2009)
I have to admit a good amount of ignorance here. Despite being real attracted to the style and subject of the games, I have yet to get any of them. I really need to just go down to Fry’s and spend the $20 for Rome + expansion.

But the general idea is like WotW above. You manage provinces strategically, and when one player invades another, the battle is played out as an RTS. In this case the series is all historical-based, which also attracts my attention.

Master of Orion III (Quicksilver Software, 2003)
The most controversial of the series, and one that I liked more than many people (instead of the other way around on the first two). For our current purposes, the game changed significantly yet again. Ship building is largely akin to MoO II (though the interface is much worse), but ships are easier to build again, meaning that there will be more of them, and having a fleet of ‘unique’ capital ships is no longer practical or desirable.

The biggest change is that ships have to be grouped into ‘task forces’ to be used, and battles are fights between task forces. I really like this part because it allows for a much more ‘epic’ scale of fight than II while avoiding the over-simplicity of the original. The combat in II felt very static and constrained, while the engine here feels more like true space (opera) combat. Sadly, it too had it’s bugs and problems, but I really admired the general feel.

Overall, the ‘perfect’ blend of strategic action and tactical combat can be considered one of the ‘grail quests’ of gaming. The dream of a rich combat experience married to strategic choices that make suicidal charges as unpalatable as in a real war shines golden in many eyes, and has lead to many games not mentioned here. But it is a very tough balance to achieve, and is only rarely truly successful. For my preferences, Age of Wonders II would be the best I’ve seen so far.

└ Tags: gaming
 Comment 

Chariot Hit and Run

by Rindis on September 20, 2009 at 8:07 pm
Posted In: CC:Ancients

Had Mark over today for wargaming. It was his turn to pick, and he had originally wanted to do Spartacus, which both of us think looks interesting. But, he hadn’t gotten a chance to get it to me ahead of time, and we’re trying to avoid one of us teaching the other cold during these meets.

So, he’s now loaned it to me for a couple months down the line, and he brought over his Commands & Colors: Ancients collection, to celebrate the imminent arrival of my own copy (should be here within the next couple weeks).

Mark’s first suggestion was for a scenario from Expansion #2, as I had yet to play anything from that. I had already been thinking that I’d like to take care of that same gap, and readily agreed. We did a couple rounds of Vercellae, which is a big scenario, running to 8 banners. Anything with Gaius Marius involved gets my attention, and I was quite happy to take the Romans in the first round.

It’s an interesting situation. There’s a lot of Germans on the board, but they’re mostly in a big mass where it is easy for them to get tangled on each other. The Roman army is a bit thin, but good quality, and gets to draw six cards to the German’s four. In the event, things started decent, with us alternating getting banners at a decent clip. The problem was, I was always getting my banner second. I did a good job chewing up his center, and Mark did a better job getting several units out of harm’s way. My middle also got chewed up, but a good Rally put things back in order, and I thought I had a good shot at the game at that point. In the end, the Roman army ran out of momentum and couldn’t get it back again, even when I got a cavalry unit into where his weakened units were hiding. 7-8

We swapped places for a second round, and things went no better for me. In fact, the four card hand definitely gave me trouble, and I often had trouble getting anything I needed to move. I don’t remember what happened so clearly, though I was happy with how I managed to open up my center during the middle game. 6-8

After some discussion, we went for River Stour, a skirmish early in Julius Caesar’s second invasion of Britain. The Britons get a force completely made up of cavalry and chariots, against a standard Roman army, which makes for a very different fight.

I decided to take the Britons. When I considered that I knew nothing of how chariots worked, I wondered if that was such a good idea….

I really had to wonder when I got my opening hand of five cards. I had three that demanded infantry (could still use them to order any one piece, but I also didn’t like letting Mark Counterattack with them), a Counterattack (lets me mirror what Mark just played, but since I move first, he hadn’t even played anything yet), and an Order Two Right.

At first, things were pretty desperate. Chariots can evade against anything, so I’d charge in and attack, and as soon as he moved in and attacked the exposed units, I’d evade back out of range. But the losses still mounted pretty quickly, and I was struggling with a crippled hand the entire way. The ‘classic’ opening move is to try and pick off one or both exposed Roman archery units that are stuck where they can’t retreat; following a pattern that had been going on all afternoon, whenever Mark was vulnerable to Flag results, I couldn’t get any.

My right flank collapsed fairly quickly, and everything else migrated left, trying to stay out of range of Julius Caesar, who provides additional bonuses. Some gambles paid off… moderately well, and I managed to nail most of his right flank. I had grasped how to use the chariots fairly well, and the main thing was that the fight had degenerated into a bunch of little groups milling around, and the superior mobility of the chariots was letting me concentrate effectively. Also, I drew a third Counterattack card, and I stopped worrying about Mark having any. I ended up managing to eliminate his unit with his right-flank leader against the back row, getting me credit for the leader as well as the unit, getting me to 5-4 (out of 6). The next couple turns were tense as Mark tried to arrange ways to kill of a pair of units while I went pounding after his other remnants. It took me three tries before I managed it (the dice toying with me again, I’ll have to train the ones in my set better), and Mark had gotten one in the meantime for a very close 6-5 finish.

That put us at 19-21 for the day, but at least I won one of them, and perhaps the one needing the most finesse. Next time between us is my choice; I was planning on Unhappy King Charles, but my playtest copy of Archon Metropolis Archon just came in, and we’ll probably do that instead.

└ Tags: C&C Ancients, gaming
 Comment 

A World in a Volume—Come Back For More?

by Rindis on September 13, 2009 at 2:21 am
Posted In: RPGs

The early 1990s marked the last part of the expansive history of the ‘classic’ TSR. New lines were being created all over the place, and most previous lines were kept fresh and updated. TSR’s financial collapse is mostly blamed on the novel publishing side of things, but I can’t help but think that the ever-expanding universe of game worlds they were trying to promote had to cause a great deal of over-extension on its own.

One of the odder niches in the TSR lineup was Mystara, a world that mostly grew out of the ‘wilderness adventures’ that made up most of the line of modules for the D&D Expert Set. It was never very well developed until the late 1980s when the Basic/Expert line was revamped and expanded, and the Gazeteer series of setting modules started.

At this point the world of Mystara was a fairly static place. Some modules introduced world-shaking events, but the big one, X10 Red Arrow, Black Shield, was quickly disowned from the main part of the timeline and asserted to actually happen a couple centuries later, so as to avoid shaking up the world in too many unpredictable ways (as the war in the module was heavily dependent on player actions).

With the release of the Dungeons & Dragons Rules Cyclopedia and Wrath of the Immortals, this changed. Massive changes were introduced to Mystara with the latter (including the removal of a major empire and the continent it was on). Which brings us to the current product under consideration: The Poor Wizard’s Almanac was a one-volume guide to Mystara, incorporating all the latest changes, and this review will focus on its utility as such.

But—the idea was to do a series of these books, one per year, each one advancing the game-world date one year, and giving the major events of the year, and updating the rest for the changes that happened the previous year. As I only have one of the series, this leads to the question I cannot truly answer, was it worthwhile to get a new Almanac every year?

On to the Review:
The Almanac comes as a very attractive looking half-inch thick 9″x6″ book with a full color folded map bound into it. Note that the latter has to be removed (via perforations) to be unfolded and is about 21″x17″.

The first 150 pages are the “Atlas of Mystara” and is mostly dedicated to a series of short entries on the various countries of the world. These entries are too short for anything beyond generalities, but they do a good job, and I found (as a former Gazeteer fan who missed Wrath of the Immortals) that they are excellent for providing the current essentials and showing just what had changed (and there is a note that some parts are purposefully trimmed back, to provide information on new areas being explored, also shown in the color map—nice touch, but if that keeps happening the page count has to go up at some point…). There is a good overview of the structure of the world, which is handy if you didn’t have the Hollow World Campaign Set. Less successful are sections on who’s who, and the militaries of the world. The latter is handy when you need it, but otherwise is just a dull repetition of facts, unlike the other sections that are generally a joy to read. The who’s who gives basic system stats, and an overview of the character; however, I found these not to be well enough done to feel like I could handle any of them as an NPC.

The second section (some twenty pages), Miscellaneous Information, gives the calendar and holidays, economic information, and climate info. All very well done, and more organized and concise than I generally see in products like this.

The final section is Current Events. Sixty pages of ‘headline news’, and the core of what makes each volume different. These are very well done, each entry organized chronologically, with references to the other entries that directly impact on it (before and after), and ‘adventure hook’ thoughts where appropriate.

So What’s it Mean?
I found the Almanac to be a great product. I’m also the type of person who loves reading through setting supplements, and suggestion-ridden meta-plots. For someone who likes reading up on settings in general, for whatever reason, this presented a lot of value for its original $10 price tag. The format and the writing do an excellent job of making a traditionally static setting into a living, evolving world.

The problem becomes, was it sustainable? Was it worth getting one each year? That is harder to answer. The bulk of the book does not change much from year to year, and only the last 70 pages (of 240!) are entirely unique. I have a feeling (but nothing to back it up) that the first one probably did quite well for TSR, but sales dropped off each time as saturation set in.

I would like to point out to anyone thinking of presenting their own setting to the rest of the world, this is not at all a bad format to do it in. I think a GM could run with all that is given in here and flesh it out his own way quite easily. Forget overproduced $20+ boxed sets (the typical TSR package of the time), this $10 book does well on its own. PoD/PDF seems like it would be an answer to someone wanting to follow the ‘almanac’ approach. Make the current events available separately, and allow people to buy the full version only as often as they think they need to for an updated ‘reference copy’.

Going Forward:
I should also point out that while both Basic/Expert and Mystara were among the things dropped after the collapse of TSR, the Almanacs and the history of Mystara do continue, after a fashion. The official fan site for Mystara has created new almanacs for the next six years. However, I have yet to really go through them, and can’t speak to the quality.

└ Tags: D&D, gaming, Mystara, rpg
 Comment 

Central Defense

by Rindis on August 17, 2009 at 9:46 pm
Posted In: Boardgaming

Had Zjonni over Sunday for some gaming and dinner.

That is, he came over and cooked dinner; he usually stays over for dinner with us on game days. Like my roommate Barron, he enjoys cooking, so this time he returned the favor by fixing us a dinner. As he’s between semesters at school, I’m the limiting factor on available free time right now, and there was a nice long day to spend on both gaming and cooking.

Important things first. It was delicious.

Zjonni decided when he came over that he was in a mood for something that had more than just a couple units on the board, which left out the usual SFB. He was also feeling somewhat out of it, and so didn’t want to go into the brain-burn of ASL. So, we settled on Pursuit of Glory, which I had at least introduced him to before. He decided to take the Allied Powers, which seemed easier to get going with (I agree), and I refreshed him on the basics as we set up.

The day went fairly well, with us getting to about turn 5, which is the most I’ve managed in a single session so far, and with someone who hasn’t really played before, yet.

The opening moves were pretty standard, I ended up with no real Combat Cards on turn 1, so I only spent 6 cards, and missed drawing one on turn 2 (I try to avoid that). Naturally, the missing card was Reserves to the Front and I got clobbered pretty hard by Enver Goes East. I did get the jump on neutral Persia, and it was only towards the end that he started pressing into there. However, I was slow in Palestine, and he occupied the Sinai before I did much there. In fact, I never really paid that front the attention it needed, and spent too much effort with Russia.

The Russians front was reasonably active, with me having to patch several holes. In fact, at the end, I missed one and he started a grand flanking maneuver. While I was preventing that from going any further, Kitchner’s Invasion landed hear Homs.

At the end of things, the numbers looked good for me: 17 VP, 8 Jihad. But I was in deep trouble in Palestine. Elsewhere, things were better, and in fact, I was doing a good job sweeping up in Serbia.

Oh, I should mention that Churchill Prevails hit on turn 2, and the British navy destroyed everything in sight, including the Bosporus forts. First time I’ve seen it get past the second or third fort.

└ Tags: gaming, Pursuit of Glory
 Comment 

For the Glory of the Empire!

by Rindis on August 10, 2009 at 10:10 pm
Posted In: F&E

Had Mark over yesterday for our sorta-monthly FtF session. It was my choice this time, so the venue was Federation & Empire. We’ve been playing (or failing to) this game for quite some time now, but Mark’s been struggling with a lot of the details, of which there are many, and which are different from pretty much any other game.

So, today was mostly for getting into the flow of the game, with a fair amount of mucking around going on.

We’ve been playing a part (or sector) of a revised version of the third scenario from the original set. Sector C, or the northern Klingon-Federation front. The full scenario is ten turns, starting on turn 10; three turns after the Klingons invade the Federation and at the time the Romulans join in. The major fight is in the southern portion of the front, leaving this as a low-intensity backwater. Mark gets to be the ‘good guys’, while I have the Klingons and a squadron of Lyrans that are on loan to the front.

We’d been halted a bit less than halfway through combat for the first turn. But this time, we got through the rest of that, and through all of Mark’s turn to the beginning of mine. Not at all bad with the number of explanations going on, and a pretty short day. He had to leave at 4, and we had a couple things to talk about outside the game.

My initial strategy for the first turn was a main thrust up the south border of the sector. There’s a couple planets along that line that would be valuable locations to take, or at least devastate. As it was, it was a little too transparent, and I was pinned out for an open space battle. The main fight ended up being just north of there in 2308, where I was able to take out a Battlestation.

After combat, I realized that my own bases to the north were a bit vulnerable, and I had to pull units out to protect the area. Mark was fairly conservative on his turn, preserving EPs and and just pushing my fleets around a little in open space battles. We’re at the start of my second turn, and I need to figure out what my goals are going to be. He’s got everything fairly well protected, but there’s a lot of targets and I should be able to find my way to something he can’t cover.

From the looks of things, next time we get together will be Spartacus.

└ Tags: F&E, gaming
 Comment 
  • Page 272 of 312
  • « First
  • «
  • 270
  • 271
  • 272
  • 273
  • 274
  • »
  • Last »

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