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2008 Wrap-up

by Rindis on January 1, 2009 at 2:24 pm
Posted In: Life

Well, it’s over. It’s all over. 2008 is now a part of history.

Anyway, Christmas was small. We had planed on visiting Smudge’s parent for Christmas, but snow and Baron falling suddenly ill put an end to that. Dave being out of town to visit his folks left the three of us, and we invited over Kris Kreutzman (aka Blondiewood in the WoW guild) as he had no plans for Christmas day either. We all had a good time, and a good dinner, and Kris stayed pretty late talking.

I got an interesting book from Baron, Batman: Murder at Wayne Manor. I’m not much of a Batman fan, but it’s an excellently produced book, with various ‘clues’ that come up in the story stuck in little sleeves throughout the book. Dave got me a couple of nice trays for use with game counters. My parents got me a copy of Starfleet Command II (I got my dad hooked on the first one, and mentioned I’d like to get the second myself, so I bet he got himself one); and The Complete Boucher, which I’ve been wanting since I found out it had come out. Mark got me a copy of Carthage, which Mark and I hope to get to sooner rather than later.

Mark came over Tuesday, and we tried out Pursuit of Glory. Sadly, this was arranged a little suddenly, and neither of us was prepared. So, the bulk of the time was spent going over the base concepts and playing through the sample game of the first two turns and then proceeding slightly past that before Mark had to go home. We plan to try again from scratch next time, now that we have an idea of how the game plays. It has quite a bit of chrome, but looks to be very good.

The main December problem this year is that Smudge’s monitor died last Saturday. It had been making signs of going for months, where it would suddenly just go blank for a moment and then come back. As of Sat, it would display the Acer logo for a second when it came on, and then go blank, and nothing could induce it to do more, even though the status LED showed that it thought it was on. Calling Acer eventually turned up the information that they are not repairing any monitor that is not under warranty. So, our $900 three-year-old monitor: junk. Also, I got the impression from the fellow on the phone that Acer has been having lot of monitor failures lately. I get the idea that the policy is a matter of self-defense, so they have the capacity of taking care of warranty obligations. Still—don’t buy Acer.

Thankfully, we have an emergency backup monitor. Since it didn’t like Micca at all, Smudge ended up with my monitor, while I was stuck with the emergency monitor. As its color and brightness are crap, this was a good inducement to making sure we got a new monitor in a hurry. Some initial looking quickly showed that we get down to nearly a quarter of the price of the old one by going down to a 22″ widescreen, and we ended up with three equivalent choices at the same price depending on which retailer and manufacturer we wanted to support. We ended up with an LG W2241T from Best Buy for about $300 after tax and a four-year warranty from Best Buy itself, where they promise to replace it with a new monitor if something happens that they can’t fix.

The annual review of posts here shows that I had 41 posts during 2008, down one from last year. Tag count shows: 28 ‘gaming’, 8 ‘life’, 6 ‘news’, 5 ‘gmt’, 5 ‘mmp’, 5 ‘onward christian soldiers’, 4 ‘sfb’, 3 ‘adb’, 3 ‘successors’, 3 ‘soldier kings’, 2 ‘c&c ancients’, 2 ‘conquest of paradise’, 2 ‘haruhi’, 1 ‘ff’ (Final Fantasy), 1 ‘humor’, 1 ‘asl’, 1 ‘office’, 1 ‘writing’, 1 ‘biafra’, 1 ‘video’, 1 ‘pixar’, 1 ‘micca’, 1 ‘a victory lost’, 1 ‘rome’, and 1 ‘wow’. Mostly, gaming and computer related stuff. A pretty good reflection of me….

There was a period of several years where I (like a fair number of people) looked back to high school or college as the best time of my life. I didn’t have true money concerns, I’d rather be in school with classes I like (which is its own trick) than at work, which is generally tangential to my interests. Mostly, after a childhood of only having one or two friends at a time, high school was wonderful because I actually had true circle of close friends for the first time. Afterwards, life took its toll, and things shrank down again.

Part of the reason for moving to the SF Bay Area was that were people I knew here, which I hoped to get to know better. Progress has been slow, as I am not a terribly social person by nature. However, last year did very well in this regard. Both the WoW guild and my little gaming group expanded and are doing well.

I would like to thank everyone I know in ‘real life’, in Minions of the Fickle Muse, in my gaming club, who I’ve chatted with here, on Goodreads, on Board Game Geek, on GameSquad, and other sites, or even who’ve just read my words there, for helping put me into an ever-wider realm of friends and interesting people, and making this one of the best times of my life.

└ Tags: gaming, life, micca, Pursuit of Glory
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Frederik the Overworked

by Rindis on December 22, 2008 at 3:10 pm
Posted In: Boardgaming

Well, had the gang over for gaming again yesterday. For the first time, we got a 5-crew over, and we decided to try Soldier Kings once more, but with five players for the first time. As Zjonni was the new one, we gave him England, and drew randomly for the rest. I ended up as Prussia, with Patch as Austria, Mark as Russia, and Jason as France. Progress was slow, with a good amount of head-scratching over the rules (the basics are easy, it’s all the little interactions).

The war in central Europe got off to a slow start as everyone looked across the borders, didn’t like what they saw and stayed defensive. Russia managed to get an alliance with Poland, and I countered with one with Turkey. I attempted, late in the first year, to start knocking Poland out of the war, but couldn’t get the dice I needed.

On the alliance end end, Russia and Austria teamed up, and I allied with France while Britain practiced a form of “Splendid Isolation“.

Meanwhile, France got off to a very good, and very aggressive start, taking the Austrian Netherlands and Hannover in Europe and shipping troops off to the New World. England initially attempted an invasion in Brittany, but was driven off. The year ended with France with 10 point, Austria negative, and everyone else at 0.

The second year got more exciting. Poland was forced to go neutral (Royal Heir Dies), and Britain and France started getting into a real fight for control of the New World. And everyone in my neck of the world got more aggressive, including me. I managed to beat off the first couple attempts into Prussia, but Austria managed to go around me and took Mecklinburg, and I lost East Prussia while I was taking out Saxony.

This is my usual experience with Prussia, there’s too much to do to keep from getting nibbled to death, and because of the small size of Prussia, losing any territory is a pretty big deal. I think I need to concentrate more on making the offensives as fast as possible. Save the resources for unlimited combat and siege, concentrate (using Frederick) on the target swiftly with the big, hard to hurt units, and spend the resources to make sure it gets done now. I keep trying to skimp on the number of rounds so that I can do more things, and getting burned by the dice.

Speaking of bad die luck, I’ve had the luck to have both of the Prussian 4-3s and one of the 3-2s, but all three got damaged during the Fall turn, and I had already had to overspend for a previous repair. Thankfully, there was no time to take advantage of the weakened Prussian army, but maintenance forced me to flip to more units. The bulk of the third year’s budget is going to repairing all of that.

This all actually went quite long, and we had to call the day at the end of the second winter turn. For once, we’re seeing a really interesting situation, and we definitely want to see where it goes. France is in the lead with 12 points, and everyone else is still hovering around 0. However, it’s probably only a matter of time before the heavier English navy gets the victory it’s been seeking for the last year. The end of the session also saw a small flurry of card plays and Poland is now allied with Prussia and Bavaria is allied with France, both of which should help take the pressure off me a little.

└ Tags: gaming, Soldier Kings
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‘Soft’ ZOC and Movement in A Victory Lost

by Rindis on December 19, 2008 at 11:53 am
Posted In: Design and Effect

Crossposted from the Design and Effect blog at GameSquad.

Zones of Control have been a concept in wargaming since the very early days. The traditional version is a ‘hard’ ZOC where any unit that moves adjacent to an enemy unit must immediately stop moving. This is generally described as the idea that a unit does not exist solely in the hex it counter is in, but rather would have detachments out covering the flanks, etc. Thus an enemy unit needs to ‘stop’ and deal with the enemy in the adjacent hex before continuing through the area (i.e., combat).

I would like to point out that there are plenty of other interactions that could also have this effect. Most notably, that the defending unit is going to react to the movements of the approaching enemy, including shifting its units around to get in the way of the approaching enemy, counterattacking anyone moving by without proper flank protection (which would slow it down…). At this point, it gets easier to see ZOC for what it is: a mechanism for keeping the on/off system of alternating turns from wrecking the simulation of warfare.

There are problems with this coping mechanism, as the full stop demanded can be too limiting. Considering that the mechanism dates back to the original Tactics, a bit of primitive simplicity can be forgiven.

There have been all sorts of adjustments to the basic idea to make it work better, such as dual-impulse turns, automatic victory… and ‘soft ZOCs’ which impede movement rather than stop it. A Victory Lost, a game chock-full rules designed for maximum elegance uses an extremely effective ‘soft-ZOC’ system.

The rule effectively boils down to the fact that entering or leaving a hex in an enemy ZOC costs two extra movement points. So moving adjacent to an enemy costs three (one for the hex and two for the ZOC), and the same is true for pulling out of combat. Moving directly from one hex in enemy ZOC to another is permitted with an expenditure of five movement points (two to leave the current hex, one for the movement itself, two to enter the new ZOC).

What makes this work so well is the movement factors given to the various units. Soviet and allied Axis infantry units get a ‘4’. Beyond the usual meaning of how much mobility on the map this grants, it means that such a unit can go one hex, and then move into an enemy ZOC. If the enemy line is further than two hexes away, they will not be able to engage in a single movement. This also limits the units to a two-hex move when pulling out of the line.

German infantry (and Soviet cavalry) gets ‘5’ movement, which opens up a number of additional options. As the Germans are generally on the defensive, and will be pulling back to new lines at several points, the ability to put themselves 3 hexes away from the Soviet line from being in contact is not to be overlooked. However, 5 MP is [I]also[/I] exactly what it takes to be able to shift a hex within an enemy ZOC. While Soviet units are generally ‘stuck’ once on the line, German units retain some mobility. I find this an exceedingly elegant way to reflect the relative tactical flexibility and capabilities of the two armies.

This comparison continues to the mechanized units as well. Soviet tank corps and mechanized units have a movement of ‘6’ and German panzer and mechanized divisions have a movement of ’10’. This last makes the German panzer units (which also have very high offensive values) very dangerous. Away from the front line, they can cover large distances very quickly and can easily show up to plug a distant hole in the line. They are also capable of moving two hexes at a time in direct contact with the enemy—generally much to the frustration of a Soviet player that is trying to isolate an overextended counterattack.

Soviet doctrine was solidly a complete ‘top-down’ approach. Orders were generated at the top, flowed down to individual units, and tactical flexibility was not expected, and was discouraged. German doctrine was heavily dependent on the individual initiative of individual officers and NCOs, and was geared around principles of mobile warfare. This campaign, especially, saw the use of armored ‘fire brigades’ used to blunt and halt the Soviet breakthroughs. A Victory Lost, through a single simple rule, and some intelligent choices on factors achieves a great sense of the historical strengths of each side.

└ Tags: A Victory Lost
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Planets Are Big Too—Ground Combat in Space Games

by Rindis on December 16, 2008 at 9:40 pm
Posted In: Design and Effect

Crossposted from the Design and Effect blog over on GameSquad.

Civilization-conquering space games have been popular for over thirty years (reaching back to Stellar Conquest and Star Web in the 70s). With space being really (really, really) big, and a desire to provide as much of a ‘grand sweep’ as possible, planets, pretty big places in their own right, are generally reduced to a single point, which troops fight over (if there is ground combat at all) as a unit.

There have, over the years, been a few games that have bucked this trend.

Godsfire (Metagaming, 1976)
This was a fairly simple one still. Each planet consisted of four equal areas that could have separate control, production and tech level, but were otherwise generic (no terrain, etc.). It did have other features, such as hexes with a ‘stack’ of hexes in them, to represent the third dimension in a board game (a system reused in Metagaming’s Holy War).

As there could be occasional nova events in the game (which happens in a small star cluster) the zones also became important as you would have to determine which two got burned and which two were in the ‘shadow’ of the event and were relatively untouched.

Star Viking (DwarfStar, 1981)
In some ways, this game may have been the most ambitious treatment of the subject I’ve seen. However, it isn’t directly related to the typical 4X-space genre, dealing with a scenario straight out of H. Beam Piper’s Space Viking, with a defending Federate player trying to fend off the depredations of the Viking player.

Each system has it’s own card that depicts the worthwhile areas of the system: worlds, moons, asteroids and space stations. These are grouped in different orbits, and each orbit has a “deep space” zone, the area around the same distance from the star, but far away from everything else. Each world has a habitability index which determines what kind of troops can operate there. (Primitive units aren’t going to be shipped to Mars and do anything but stay on the ships that brought them.)

In the end, there’s not quite enough to be fully satisfying. The biggest of worlds still have 10 undifferentiated zones (two bands of 4, plus the poles), which do wrap around the sides. But there is still no terrain.

Buck Rogers (TSR, 1988)
This game keeps the scope down to the inner solar system, but that allows it do a very nice presentation of what is covered. The planets are actually less detailed than in Star Viking, with Earth being split into seven somewhat geometric zones with no rhyme or reason.

The (much appreciated) strong point of this one is the orrery of the inner solar system. The center of the board is dominated by a display that gives tracks for all the planets (and asteroids) to move around each turn. Turns are apparently 44 days, as Mercury has two spaces in it’s orbit, and it therefore takes two turns to make a complete circuit around the Sun. The structure demands that each ring has twice as many spaces as the next one previous. This actually works very well through Mars, and continues to work for the Asteroid Belt by inserting an extra ring between it and Mars.

Star General (SSI, 1996)
SSI’s expansion of their successful Panzer General system to the reaches of outer space was a mixed success. It built well on a good engine, and brought a couple unique things to the table. However, the lack of most of the concerns endemic to science fiction warfare made it very weak title overall.

The main map is a hex grid that is mostly empty, but has planets scattered about and occasional nebulae that slow movement. Presumably, the planets are merely stand-ins for the main settled body in an entire system. And the tried-and-true ‘rock, paper, scissors’ combat of the original works well with the small multitude of ship types available for each side. However, ships cannot stack with one another, and you end up with neat formations of ships covering each other, as seems logical… over distances that must be measured in parsecs.

However, the game includes troop transports, which must be loaded with units, and moved over to an enemy planet to invade it. These units are straight out of the Panzer General mold, redressed in SF clothing. Since the combat in PG always worked very well, that is not a problem.

The ground game consists of a traditional hexagonal board with terrain varying depending on the general planet type. The size of the board could vary a bit, along with the number of cities available. When you first possess a planet, you can spend on various resource-producing facilities—up to two per city (these can be destroyed in combat). Once a planet one each of the normal money-producers, two special facilities can be constructed: military complexes, which allows the construction of normal ground units (as opposed to the weaker militia, which can’t leave their home planet), and a starbase, which allows construction of spacecraft.

While the combat is good, there’s still quirks. The planet map is square, with no wrap around. I guess these are all geographically limited colonies. Also, there are certain designated ‘landing spots’ along one edge, which is the only place where the landing ships can come down. Enemy units that are adjacent to these when a ship lands are automatically destroyed.

There’s obviously a lot that was done in the interest of the game, rather than logic. Still, the game generates plenty of interesting opposed landing scenarios. And the combat systems themselves (space and ground) are fun.

Emperor of the Fading Suns (Holistic Design, 1996)
This is probably the most thorough-going look ever at ground combat in a game that also features space combat. This is balanced by having space combat be simplified.

Combat is a fairly simple affair of a ‘stack’ attacking another ‘stack’, and things are automatically determined over a series of rounds until all of one side’s units are forced to retreat or are destroyed. This holds true for space combat, and while everyone may have fleets in orbit around the same planet, there’s no maneuvering involved beyond the strategic concerns of which system your fleet should be garrisoning.

In broad outline, the ground portions are much like Star General‘s, however, it is a much richer and more diverse experience in this game. Buildings can be constructed, but these are in the service of a very complex resource system, with a dozen or so things to mine, harvest, or create. The maps are much bigger and diverse, and wrap around from east to west, feeling more like Civ on a hex-grid. Not only that, but the maps feel right, like a world with that geography could really exist. Sadly, that last is also a limitation, as they work so well because they’re fixed, hard coded for each world.

In the long run, game starts to pale, generally because of the amount of micomanagement needed to continue growing the economy towards the more outre materials. The combat system is also slightly lackluster, although I could not really say why. (It is certainly light-years ahead of anything seen in a Civ game.)

Conclusion:
While there are doubtless more space games with planetary maps out there, these are the ones I’m aware of. None of them is a perfect mix of both elements, and the micromanagement that bogs EotFS down shows that it may be impossible to do at the level I’d like to see. Nevertheless, I think something like a slightly more complicated Star Viking would be well worth trying.

└ Tags: gaming
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Another Successful Vacation

by Rindis on December 8, 2008 at 1:06 pm
Posted In: Life

Well, I’m back home after the annual visit down south. Trip down was pretty smooth, with a very tiny amount of sprinkling as I entered the Grapevine.

Parents are doing well, and are much more settled into the new homestead now. As you saw previously, we managed three games while we were together. I also hooked him on Starfleet Command while I was there, and set him up with Vassal, and hopefully something will come of that.

Did a repeat trip to Cherry Valley (or really a bit north of there, but Oak Valley seems to have no official presence). Had too much good food at the same place as last year, and brought home some apple cinnamon jelly for the household.

My Aunt Ruth isn’t doing as well, sad to say. She’s recently had to move from Fallbrook to Hemet herself, and don’t know anyone (other than my parents) in the area, and can’t get around too well. We all went to visit the water museum the MWD built at nearby Diamond Valley Lake. We visited the Western Museum (archeology & paleontology) a couple years ago, but this one wasn’t open yet. Not bad, decidedly purposed towards kids (and we cut our visit slightly short in the face of invasion by a couple bus loads of them), but seems a little lacking.

The final weekend was a trip over to Mike and Elaina’s again. They moved a couple months ago, and seem quite happy with the new place. It certainly has a very nice floorplan for the size. Ended up setting my computer in a hurry (which I hadn’t planned on), and we participated in a fun Zul’Aman run that we’d all signed up for without thinking about what Friday this was.

The trip back up went well, and I made very good time (eager to be home). The Grapevine itself was fine, but I hit a storm as I came out of it, saw two huge lightning flashes (couldn’t hear the thunder), had about three five-minute downpours with pinhead-sized hail before it trailed off. The weather slowly improved up the length of I5, and then started clouding again when I hit Gilroy.

└ Tags: life
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