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Muddy Volturno

by Rindis on April 27, 2026 at 12:00 pm
Posted In: Boardgaming

After trying out Chitin I, Mark and I decided to get back to the ZOC-bond system and do the short scenario for Italy ’43, “Crossing the Volturno”. This is a seven turn scenario (compared to the 32-turn full game), and effectively only uses about the bottom third of the map. It also leaves out the fortification building important in the main game.

I got the Germans, who aren’t doing too badly at the start of the game. Both sides have somewhat thin line as fighting moves onto the map. The main thing is the Allies have already taken Naples, and the 82nd Airborne is stuck garrisoning it until one regiment with released on turn 11, and the other two are removed on turn 19.

I moved to interdict the roads out of Naples, and reshuffled in the plains to make a 3:1 attack on the British armor starting in 2224, getting a DR2. The bulk of the British 46th division arrives in the second half of the turn, and moved up to hold the line near Naples while 56th Division attacked just past the line of the canal, only getting an AR1. The Americans attacked south of the pass in the center, and got an A1/D1, which forced me north of the pass.

The second turn’s weather was rain and mud; the German “reinforcements” for the turn are a pair of battalions of the 3rd Panzergrenadier Division are released from a mid-map position, and went to help hold the area north of Naples. I didn’t do more than rearrange things a little. Meanwhile the Allies get their divisional artillery, and the bulk of the American 45th Infantry (one regiment starts on map). A regiment of the 3rd crossed over a mountain ridge to get around the pass I was holding, and got an A1/D1 against a recon unit holding the flank of the nearby valley.

The turn 3 weather roll went forward two columns, going to “B”. Clear weather with good Allied supply and support, but the next storm front was moving in fast. The Germans get a motorized regiment from the 3rd PG, but also remove two battalions, which hollowed out the center of the line a bit. Still, the terrain is good, and I took a replacement in there, letting me keep a line on the river west of Benevento, hoping the mountains would keep too much else from happening. The Allies get their corps artillery, and started driving north in more earnest; another hop across a ridge (we were using the 1/2 effectiveness rules, being used to them from earlier games) put the Americans in the rear of my east line, which suffered a DR2. In Benevento, the 34th Infantry tried to take Benevento, but only got part of it in a “partial” determined defense. The British got an exchange while trying to cross the canal in their sector, and the 82nd Airborne drove my blocking unit away from Naples with naval support (they can’t move out, but they can attack).

The weather held clear for turn 4, evening out the earlier skip. The Germans withdraw a recon unit—the one that is holding Benevento at the start of the game, and had just held on to it here. However, I had no ability to move a new unit in, and was busy trying to pull the 26 Pz out, with their recon circling around to hold a road junction on the east flank, while the motorized regiment from last turn moved to cover the center. The bulk of the American 34th Infantry Division arrives (most of a regiment of it is on map at start, with a final battalion of that arriving on turn 2), and took Benevento. The main American push was NW out of the central valley for an EX, and the British finally got over the canal with a DR2, and got an A1/D1 just north of Naples.

Turn 5 saw the weather advance two columns to cloudy “D”, grounding US air support. The Germans get a motorized battalion from the 3rd PG, which I forgot to move after concentrating on the south. With the initial lines broken, I had real problems, pulling back on the plains for a loose line, and down the Calore in the east. The 26’s recon had to go back to block the central pass, while the motorized regiment went west to help cover a couple units that couldn’t get very far with all the British in the way. Herman Goring did a counterattack to get two units loose after the British advances, and a A1/D1 got them safely behind the middle canal. The British get a brigade of the 56th Infantry Division in Naples, and the British pushed me off the west part of the plains with a DR2 and DR4. The Americans were stopped in the central pass with an A1 against my recon unit, but forced the east flank with an A1/D1.

The clouds continued on turn 6, keeping US air support grounded. It was time to largely pull back behind the Volturno, though I stayed south on the hills. The Allied advance nearly overwhelmed my line, and would have with better weather and slightly better luck. The British got a DS against my independent motorized battalion holding Capua, with a breakthrough across the Volturno getting an A1/DR2. I had to do a determined defense in the open, with only elite units and artillery as an advantage, and held the hex on a very good roll. Over in the hills, a DR2 took out my position in front of the next bridge, and breakthrough put the nebelwerfer unit into full retreat. All of this left the motorized regiment trapped south of the Volturno with no bridge access. The Americans got an A1/D1 near Limatola, but couldn’t advance over the bridge, and an attempt to clear that got an A1. The east flank got an A1/D1 to continue moving up the Calore.

Afterword

Turn 7 weather advanced two columns to be rain and mud. This pretty much halted the Allied advance for the last turn, as all the artillery supply had already been shot off, and the -1 column (and German artillery) kept there from being any good attacks. A series of ‘1’ die rolls only sealed the deal.

Now, I wasn’t in a great situation, as on turn 7 the entire 26th Pz Division pulls out, though some of them were in dire straights already. I did get a motorized battalion and the 3rd PG divisional artillery, which helped hold the inland side of things.

Mark had only gotten four victory points (Benevento, Caserta, Amorosi, and the inland bridge over the Volturno), so it was a convincing loss for the Allies (who need seven). However, if he had gotten across the Volturno on turn 6, and taken the Capua Airfield, the fighting north of there could have been fierce. Also, “mere” rain would have made turn 7 a lot easier. On average, it seems the weather should be going clear on turn 7, so we were running a little behind that.

Mark presumably needed to be a bit more aggressive in the middle, though I can’t point to any obvious places it was needed. Still, it was great fun like all the ZOC-bond games, and this scenario really carries forward the feeling of Salerno ’43. The fortifications of the longer game will make it feel different.

└ Tags: gaming, Italy 43, ZOC-bond
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Dreamsnake

by Rindis on April 23, 2026 at 12:00 pm
Posted In: Books

While the story as a whole is well put together, you can see how things are being introduced as they are thought up. This was originally a single short story/novella, and then the rest was done a couple years later, with two sections also published as separate short stories, though I suspect that the entire novel was coming into focus as she wrote them instead of this “fix up” novel being completely an afterthought.

The setting is a bit nebulous. At the start, we just have a desert that the main character has journeyed into to help a sick child. We get mountains and the like later. Oh, and this is post-apocalyptic Earth, with all trace of the civilization we know gone. But there are still occasional irradiated craters. This gets sprung on us very suddenly.

Not quite as sudden is the revelation that life continues off Earth. We don’t know much about it. Travel, apparently interstellar, happens. There is alien life. Whether humans have any part in that is hard to say. But Center is a terrestrial city of humans who have contact with all of this, though we don’t really get to see any of that either.

Bio-engineering and related concepts have come a long way. Snake is a healer, who has three snakes with her, and two of them are used to treat people by getting them to alter their venom to something helpful.

While the plot works it does suffer from the same sort of randomness. The initial short story is the start of the book and Snake and Arevin promise to meet up again after dealing with the aftermath of that story. But events have Snake constantly redirecting from one short-term goal to another, while looking to the same long-term one. Locally, she is in charge, but in the wider plot she is more acted upon than acting. Still, all the elements come together well for the concluding section, which is also well plotted and paced, and leaves the book on a very strong note.

└ Tags: books, reading, review, science fiction
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EuroCrayon

by Rindis on April 19, 2026 at 12:00 pm
Posted In: Boardgaming

Had everyone (me, Dave, Mark, Jason, and Patch) over last Sunday for gaming. Up to bat was my new copy of Empire Builder: Europe (i.e., the new edition of Eurorails).

I have a long history with the ‘crayon rails’ series, having played a good number of Empire Builder games (and a few more on the expanded NA map), a few games of British Rails, many games of Eurorails, a couple games of Australia Rails, and one of Nippon Rails (admittedly, my last game would be ’94 or earlier). Dave’s parents really like the series, so he’s played a bunch. To my surprise, none of the others had ever played them.

Despite using the basic game and the ‘starter’ cards, and trying to nudge people on the start, this led to disaster. Mark and Patch both put themselves into positions of no money and no deliveries, and having to do turn ins for new cards.

Mark was tragic in that he was just a couple million short of a build that would have set him up with deliveries and cash. I’m not sure if he did anything ‘extra’ in his initial builds, or just had them in a ‘non optimal’ order, but it didn’t quite work. A few hand turn ins gave him something he could do, and from there he started growing and delivering properly, with a network in Germany and the Balkans.

Patch ended up trapped with a vestigial network in northern France and Germany and going across a ferry into London. He also ended up with 3 million, and no options, and turned in a dozen hands before we broke for lunch. While talking there, he mentioned the idea of a turn in also granting 1 million just so that it eventually get you unstuck for further options. Dave thought it was a great idea, and so did I once I had a minute to consider it. It’s still far less money than you should be making on a per turn basis, and it helps cut short the “churn phase” which all too often happens right after the initial deliveries, since if you pull something just out of reach you have better odds of getting to it.

Jason actually did well, with an initial network centered in Britain, and ferrying across to France. He didn’t do great after the initial rush, but kept making deliveries and expanding his line, eventually getting into Spain and Italy.

Dave started in Scandinavia, with a solid start, and kept his line going with new deliveries, and methodically building out to the other major cities. The main problem of course was a dependence on the ferries, which slowed down deliveries, but it’s the cost of doing business there.

I put together a fairly strong start, with the opening network running from Munich (I think?) to Kaliningrad. That gave me a decent reserve of money for the next few runs, and I build a bit more in central Europe before being lured to Toulouse for a good run, which let me build out for a run into Spain. In fact, my activity generally ran to big east-west runs that took time to do, but had good payouts. This gave me lots of motivation for a speed upgrade, but I was annoyed when everyone afforded theirs right after me.

The good news was that I was generally managing back-and-forth runs, so I wasn’t doing much deadheading. A big moment was getting to Porto and picking up all three fish tokens. Somehow, even Dave hadn’t realized that was possible. And I wasn’t just getting insurance, I actually had three different fish deliveries. Since there’s closer places in eastern Europe for fish, they weren’t massive contracts, but they were big enough, and three really added up.

Sadly, time was running short after a slow start, and the need for some people to leave was looming. I managed to squeeze us just enough time for two more massive turn ins in Porto and Seville, which just put me over at 203 million.

Afterword

Overall, the presentation of the new set is great. However, we had a lot of line drawing problems. The crayons provided only did a so-so job on the board surface, and there are places (generally around load logos, though with the coating, that shouldn’t matter) where they didn’t want to draw at all. I’m going to have to start testing pens to see if what I have will work.

Mostly it feels like the old Eurorails set. The new “key cities” are a good touch. The Chunnel looks interesting, but the cost kept us all away (I nearly used it to get to London, but thankfully stuck to a normal ferry, since I just didn’t have need to go there).

The ‘starter’ card sets are a good idea, but not well done. They do work together, but it’s not obvious how. I spent several minutes staring at my set and constantly reworking my plan before I came up with what is probably meant to be the opening set of deliveries when used together. So, I can’t say its any fault of new people not seeing what they’re supposed to do with them; it can be really hard to see.

└ Tags: crayon rails, EB: Europe, gaming
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The Entropy Effect

by Rindis on April 15, 2026 at 12:00 pm
Posted In: Books

Okay, first, it should be noted that this novel certainly happens in the time of the original series. In fact, it seems like it’s fairly early in, and Sulu isn’t entirely sure of his position on the ship, and is also looking at getting the breadth of experience he needs in his later career. This also explains some odd interactions with, largely, Scotty, who feels isolated from events, instead of part of the ‘gang of friends’ we’re used to thinking of. Despite that, Wayne Barlowe’s (original) cover shows the first movie Enterprise and uniforms. Apparently, the initial draft of The Entropy Effect was started while the series was on the air, which explains a lot of this. And yes, that is Sulu on the cover, he has grown his hair out; though by a comment in the novel, he should have a ‘starter’ mustache, instead of the wide one shown.

There are a number of contributions to lore here: First, Sulu gets a romantic subplot, and McIntyre didn’t want a close relationship where he is only referred to by his last name. But, “Sulu” was the only name established in TOS. So she took “Hikaru” from Tale of the Genji as his first name, and when Paramount objected, the editor got Roddenberry and Takei to approve the idea, and got the proposed first name into the novel. From there, it became widespread fannon, and eventually made canon in the opening of Star Trek VI (“Stardate 9521.6: Captain’s Log, USS Excelsior, Hikaru Sulu, commanding.”).

As usual, there’s a number of new minor characters introduced, but McIntyre has us spend some time with the security department, and introduces some characters that would be re-used later. Some of these are just later McIntyre Star Trek novels, but Beranardi al Auriga, Maximo Arrunja, and Snnanagfashtali (my favorite) appear in A.C. Crispin’s Time For Yesterday, with the last also appearing in Janet Kagan’s Uhura’s Song. And several characters are referenced, if not shown, in other later novels.

Now, actual plot: I do think there is a major missed opportunity here. The Enterprise gets called away from close study of a singularity that has suddenly come into existence near a trade route, and gets involved with a transporting the local mad scientist to a correctional facility. This turns into… a reversed closed room mystery. Instead of the victim being in a locked room that no one could get into, the murderer is in a locked room that he couldn’t get out of.

Seen that way, the next step would be a tense investigation aimed at figuring out just what happened. How did the impossible happen? Did the murderer leave his room? (Something that is assumed, but never gets answered. But it was a major question of mine for a bit.)

Sadly, that’s not the structure we get, and characters react to horrific events; are tired, stressed, and things are messy (this is fine). And then, we get another plot thread intruding into things, and we get a split in factions of who is working for what. In general this is good, but at the same time, it feels a little off.

In fact, the biggest problem is pacing. The first half is a little slow. There’s enough different sub-plots going on that the action moves well, and there is enough going on until we hit the center of the novel, and things go horribly wrong. After that, well, all the earlier sub-plots do matter, but some of it is fairly perfunctory, and you could do without them easily. And that’s where things break down. I think we may be seeing a break between initial writing, and finishing things up on a deadline.

However, the main action takes over smoothly for the second half, and we get a solid, but not great, book out it all. Better, despite some quirks I mentioned, the characterizations are good, and just a few brief pages bring to life the security ‘trouble squad’, which I’d read a side series about. I recommend Vonda N. McIntyre in general, and while this is a bit weak for one of her books, it’s still worth a read.


Author: Vonda N. McIntyre (1948-2019)
Fan background: Known to be involved in Star Trek fan activities while the original series was running (photo published in 1968 shows her with a Klingon group).
Initial publication: “New Writers Workshop” (essay; in Locus, 4/1971); “Breaking Point” (short story; in Venture, 2/1970); The Exile Waiting (novel; 1975)

“Of Mist, and Grass, and Sand” was published in Analog in 1973, which won a Nebula, and then it was extended into the novel Dreamsnake, published 1978, which won the Nebula, Hugo, and Locus awards. I don’t have details, but it looks to have been a fix-up novel incorporating “The Serpent’s Death” and “The Broken Dome”, both published in Analog in early 1978. The Exile Waiting is also in the same setting.

She wrote two original Star Trek novels: The Entropy Effect, and Enterprise: The First Adventure. She also did the novelizations of the second through fourth movies (I recommend Star Trek III for a good amount of extra material to enhance the plot), which were collected as Duty, Honor, Redemption, and one Star Wars novel (The Crystal Star).

There is one new novel, The Curve of the World, due out in about a month. Since she died seven years ago, I don’t know what shape it was in at that point, and really, what’s going on with this. It does seem that there is an effort by people who knew her to have all of her novels out in current, good, editions, and this is probably part of that.

└ Tags: books, reading, review, science fiction, Star Trek
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Into the Mist

by Rindis on April 11, 2026 at 12:00 pm
Posted In: MMO

Smudge and I have now seen just about everything we’re concerned with for Final Fantasy XIV patch 7.4 (including 7.45).

To work backwards, we have gone through the new variant dungeon. The Merchant’s Tale is gorgeous, and they definitely did some important reworks to finding all the paths. Most important is that there are thirteen entries in the log. This means there are four per major path, plus the final ending, instead of one path only having three, and then you don’t know where you’re missing things.

Thanks to this, and perhaps slightly easier puzzles, we actually worked through everything on our own without any hints. We got through about ten paths without too much trouble, and were starting to get worried about the last couple paths. Our first thoughts (deemed unlikely) did not pan out, but just when we seemed to be stuck, our last double-checks paid off. We were still uncertain what to do for the final/secret ending, but had been seeing the shape of the solution for some time, and getting the first part right let us figure out the rest. Really nicely done.
↓ Read the rest of this entry…

└ Tags: Dawntrail, FFXIV, gaming, MMO
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