Rindis.com

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

Categories

  • Books (476)
  • Comics (10)
  • Gaming (902)
    • Boardgaming (661)
      • ASL (153)
      • CC:Ancients (81)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (160)
      • MMO (76)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (81)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (47)
    • Anime (45)
  • Writing (1)

Patreon

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

Other blogs:

RSS Inside GMT

  • Introducing Simple Great Battles of the American Civil War December 8, 2025

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

  • Blackglass Vein – North December 9, 2025

RSS Quest for Fun!

  • The Myth of Rational Animals November 23, 2025

RSS Bruce Heard and New Stories

  • WWII Aviation Industry Part 4 August 11, 2025

RSS Chicago Wargamer

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

RSS CRRPG Addict

  • Excelsior: IND 203 December 1, 2025
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books December 7, 2025

RSS Lynn’s Book Blog

  • Countdown to 2026: Day 10 – Under the Tree – a book you forgot you owned December 10, 2025
ASL blogs:

RSS Sitrep

  • Blockhaus Rock April 1, 2025

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • Grumble Jones Scenario Pack December 7, 2025

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • Felltower short break December 7, 2025

RSS Gaming Ballistic

  • Fraud Detected and Steps Taken November 30, 2025

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 #1: “” December 7, 2025

RSS Orbs and Balrogs

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

Diadochoi Doesn’t Have the Same Ring

by Rindis on October 30, 2025 at 12:00 pm
Posted In: Computer games

This is the sixteenth in a series of reviews of Paradox’s empire management games. See the earlier reviews here:
Europa Universalis II: A Tale of Two Europas
Hearts of Iron: Europa of Iron
Victoria: Nineteenth Century Essay
Crusader Kings: A Dynastic Adventure
Hearts of Iron II: Return Engagement
Europa Universalis III: A Whole New World
Europa Universalis: Rome: Make a Desert and Call it a Game
Hearts of Iron III: One Plus Two Equals Three
Victoria II: Same But Different
Sengoku: Shogun: Only War
Crusader Kings II: The Second Crusade
March of the Eagles: A Minor EU
Europa Universalis IV: A Fantastic Point of View
Stellaris: Paradox Among the Stars
Hearts of Iron IV: Heart of Production

In May 2018, Paradox announced that they were working on a new game. While the title, Imperator: Rome, was brand new, it was a sequel to the poorly-named Europa Universalis: Rome. The idea was to keep the main defining features of the original title (a combination of EU politics, Crusader Kings characters, and Victoria population tracking), while reworking other major systems and of course giving it a lavish presentation on the modern Clausewitz 2 engine.

Like all of Paradox Development Studio’s games, it is a pausable real-time empire management game. You can control any available country (big or small), and manage its military, diplomatic, and economic development, in a grand strategy game format. It starts 24 years before the previous game, in 304 BCE, and runs to the same end of 27 BCE. The scope is vastly increased, with the map reaching east through India (generally based on the final version of CK II’s map). Both the new map, and new decades help put an early focus on the diadochoi, or successor states to Alexander the Great, which are still major powers fighting each other as the game starts.

The game came out on April 25, 2019, and had two major (and sadly needed) patches before any extra content was done, and I will largely be talking about the state of the game as of patch 1.2, released on August 24.

Currency

One of the things you immediately notice about I:R is that it is currency/resource happy. This is actually not unusual for a Paradox game, but it is more noticeable here, as they aren’t tied into main game systems nearly as well as in, say, EU IV.

The primary currency is, as ever, money. Like in the CK games, the characters all have personal treasuries that can be spent on various events and projects. Unlike those games, governments also have their own treasury, that works like you’d expect, and decidedly as it does in EU IV or Victoria II. Taxation is collected every month, and spent on army maintenance, paying the various officials of the government, and then there’s hopefully a positive amount left to spend on city improvements, recruiting new units, etc.

Manpower works as in most of their games, and acts as a limiter to how much mayhem a country can get up to militarily. Bloody wars will drain this, and when it reaches zero, units in the field will stop getting reinforcements, and you’ll need to rely on mercenaries.

Stability is the usual (for Paradox) measure of internal cohesion, but instead of the discrete levels of the EU series, it is a continual sliding scale that adjusts a little every month. The ruler’s zeal will push it up a bit, and it will naturally decay to a mid-point, like prestige does in EU IV.

Aggressive expansion is the “badboy” rating that has shown up since early games, and has now gotten prominent enough to have a place on the top bar. High values will hurt relations with other nations, cause them to band together to stop you, and can cause domestic problems.

Tyranny is the internal version of aggressive expansion. It represents the effects of various “high handed” decisions, and accumulating lots of it will make various characters less loyal, and make civil wars easier to start.

Political influence replaces influence from Stellaris, or the diplomat ministers in EU IV. It is used to “pay” for diplomatic actions like creating claims on a province, and internal improvements. It comes from a few different places, but the main source is the loyalty of the holders of the top government positions.

Military experience rates the amount of practical experience your country’s military has and is used to purchase military traditions. This is generally dependent on the amount of experience the cohorts/units have, but war exhaustion will also drive it up.

War exhaustion is another statistic borrowed from earlier games (most notably the EU series, though Stellaris also uses a variation on it). Casualties and attrition in war will increase it, and so will raising regional levies, and being at peace will let it slowly go down again. As it goes up, it does contribute to military experience, but more noticeably it will increase unhappiness across the nation, and lower the ruler’s popularity, so that long periods of war exhaustion will at least lower production (of food, technology points, taxes, etc) as that is tied to happiness, and can promote disloyalty and civil wars.

In the initial release of the game, there were four other currencies that had already been removed or replaced by patch 1.2: Military power was used to pay for military traditions, and was generated by the ruler’s martial ability (replaced by military experience). Civic power was used to pay for technology improvement, and was generated by the ruler’s finesse (now paid for by money). Oratory power was used to pay for favors and the like with other characters and many diplomatic options, and was generated by the ruler’s charisma (replaced by political influence). Religious power was used to invoke omens, positive buffs that can be gained on occasion (now a free periodic ability), and was generated by the ruler’s zeal.

These last feel like the three pools of monarch power that are so important to EU IV, in that a better ruler generates these points faster. Unlike that system, they (except oratory power) just feed into one thing, and are not part of widespread central mechanisms of the game. On top of all the other things being tracked, this was one of the big failings of the original release, and had already been improved by their replacement.

Population

Population works largely like in Stellaris (pre-4.0), you only have complete “units” of population (pops), which each have a social strata (noble, citizen, freeman, tribesman, slave), a religion, and a culture. Sudden changes in status and population happen in warfare (pops may be killed, or forcibly taken to another city; also taking over a city generally reduces the status of some pops there).

Gradual changes also happen. Also akin to Stellaris’ model, there is either one pop growing, or one pop declining at all times in a city; as soon as one finishes, another starts the process. There is a particular ratio of the five types that population will tend towards over time (this ratio can be changed by a number of means), and this means there will be pops demoting or promoting to adjust towards the “ideal” ratio. Finally, pops will over time assimilate to the controlling empire’s culture and religion. Generally, one pop will be doing each at a time. All pops have a happiness, that in part depends on how their background is treated, and this assimilation will raise happiness in a conquered province as they become part of the mainstream.

Unlike Stellaris, pops don’t have set jobs to produce particular goods, and instead passively generate gold, research, and manpower (with the former two increasing with pop happiness). The upper classes generate research points, while the lower generate tax income (there are other sources of money, notably commerce from trade routes), and the middle ones provide manpower for the army.

This is still pretty close to EU: Rome’s model, but much more refined. It is a lot harder to see just what is going on, and what is really needed are some trends and projections on what is happening to the population. (Though not having access to those is certainly in keeping with that time period.)

Characters

Like the CK series and EU: Rome, most of the actions in this game are done by characters. They have four primary attributes (Martial, Finesse, Charisma, Zeal) that determine ability in various jobs, along with secondary attributes such as prominence, popularity, loyalty, and corruption.

There is a trait system, at about the same level of complexity as Stellaris’ (maybe less so). And in this game, they are grouped into families, and the most prominent ones expect to have a share in the government. If this is not met, the family is considered scorned, and will start losing loyalty. Also, in a Republic, they will start drifting to the populist faction, which tends to lead to populist-led governments, which have worse bonuses than the other factions.

The important element here is instead of everything revolving around the relationship of a character to the ruler as seen in Crusader Kings, it instead looks his loyalty to the state. Rulers may come and go, but they generally don’t cause immediate changes in loyalty. A popular ruler will generate loyalty, and republics have factions with loyalty depending on that. Disloyal characters will block efforts to hold them in check, and may band together in a civil war.

Government

There are three general types of governments, all of which have offices held by various characters. Like in EU: Rome, this is a combination of Crusader Kings and Europa Universalis (pre-Dharma) mechanical underpinnings. There’s subtypes with different bonuses and idea slots (essentially the same system as EU: Rome), but the general mechanics stay the same.

Republics have a senate with one hundred seats, where each seat is associated with a faction. However, they are not associated with particular characters, and the alignment shifting due to a number of factors, including the power of the leaders of each faction (which are characters). Each faction grants bonuses for being in charge, except for the populists, who increase the cost of everything.

Naturally, senate support is needed for a number of actions, like declaring wars. Prominent families generally feel entitled to a number of jobs within the government, and if they don’t get it, they start moving over to the populist party, eventually making them the major power block, and degrading the republic’s ability to get anything done.

And to better represent the elephant wolf in the room, the aristocratic republic sub-type has co-rulers (consuls). This lets the government get traits from both, and the higher attribute from either consul controls government modifiers. Also, they will probably be from different factions, allowing benefits from both. On the other hand, both consul’s corruption will potentially corrode the rest of the government. (Monarchies generally get the same effect with a consort.)

Monarchies just have a number of offices to fill, and allow the ruler(/player) to do as they want. Instead, they need to worry about legitimacy and the succession. A functioning republic will go through major changes every few years, but it won’t affect stability much. A monarchy has to worry about pretenders, which can become very acute whenever a ruler dies. There will always be a loss of stability and loyalty, and a new ruler who is not already popular may easily see a civil war break out.

Tribal governments consist of a number of clans, with one in charge of the nation as a whole (this, and much of the rest, is borrowed from CK II: Horse Lords). Instead of legitimacy, they use centralization, which at high levels can allow them to settle down into one of the other government forms. On the other end, a tribe can become a migratory tribe, allowing pops to turn into light infantry migrant cohorts, which can then settle elsewhere. These governments rely on the tribesmen strata, which will generally be happy, and more productive at the same things as freemen, but that leaves the government with little to no research. An oddity is that each clan will generally have its own retinue, but when the clan leader dies, it’ll devolve upon the state.

Know the Territory

Like all other Paradox games (other than Stellaris), the game uses an area map of territories. Each one provides a trade good (like in Europa Universalis), and produces a bit of food (even if not producing a food-related trade good). They are also the level population is tracked at, and they have a civilization level, which is a measure of the stability and infrastructure of the area, and will slowly grow towards the government’s maximum value (this is largely taken from EU: Rome).

Territories are grouped into provinces, which provide a higher-level organization to work with. The province the capital is in is automatically run by the ruler, but other provinces generally need governors, and policies can be set cause various bonuses in them (such as increasing happiness at the cost of taxes and goods, increasing pop promotion and demotion…). Provinces are also rated for loyalty with both that and governor (character) loyalty being separate ways for a country to descend into civil war, and cause even more problems for large states.

Provinces are also grouped into regions, though they are less important in game terms, though provinces in the home region do get a bonus to loyalty.

The territories are also rated as settlements, cities, and metropolises. Settlements can only have one building, but generally tend towards a high proportion of slaves, which makes them good for trade goods and food, as well as generating taxes and manpower. Cities get a higher population limit and generate trade routes and research with higher populations of nobles and citizens, and have a number of buildings (the exact limit tends to vary quite a bit). Metropolises are rare (the Mauryan capital of Pataliputra is the only one at the start of the game), and are generally just super-cities with stronger modifiers.

This all assumes the territory has been colonized by a semi-stable government. As you go north-east on the map, you run into areas that haven’t been, and have no recognized government. Once an adjacent territory grows populous enough, you can colonize it and claim it as your own. However, there’s also a good number of impassable territories, and some of them (and uncolonized territories) are considered barbarian strongholds.

These will gain barbarian power regularly, and as that goes up, they will spawn traveling barbarian hordes who will roam about the map looting and pillaging. Generally, they need to be hunted down and eliminated, and will provide new slaves, as well as prestige for the victorious general, but in the meantime, they will damage the civilization value of the areas they wander through.

Trade

Each trade good provides a bonus (like food types provide bonuses to growth). All the goods from a single state are pooled together, and their bonuses apply to every province in the state (food supplies work in a similar manner).

If more than one province provides the same good, then there is a surplus. These do have their own bonuses, but they aren’t as strong as the initial bonus for the good. So instead you can trade them from one state to another, like in the original EU:Rome. Like in the original, the number of trade routes is limited, and needs setting up at the start of the game. Unlike there, these also generate commerce, which shows as extra money income. Exports are encouraged as trading with a different country generates more revenue, and generates a third bonus related to the surplus ones, but generally on a different statistic.

Overall, the need to set up trade routes from scratch every game was one of the pain points in EU: Rome, and I’m disappointed to see it return here. The good news is that the computer is good about finding your surpluses and asking to import them, so you’ll get all the export bonuses easily enough, but finding who has the items you want and talking them into it is a real pain.

Technology

There is a technology system in Imperator: Rome, but it’s noticeably different from any other game they’ve done. (Actually, I can’t think of any game that does it like this. And do note this is as of patch 1.2; it would change in 2.0.)

There are four general fields (martial, civic, oratory, and religious), and each month a number of research points are generated. This is modified in each field by the finesse of the head researcher for that field (this is a set offices consistent across government types).

This generates progress in the field, which then turns into a new level. Each level gives a bonus related to the field (e.g., increased omen power for religious advances), and so is worthwhile in itself.

But, the primary effect is that each level unlocks three new advancements that give a permanent bonus. Note that these aren’t all new abilities, but rather modifiers like -10% attrition or +1 import route (in the capital). So, you don’t get to do anything new, but the country will get better at doing things over time. Getting the advances then requires paying money for them.

So, at the start, there will be twelve advances available (three in each field attached to level 0). Once those are bought up, nothing more will happen until roughly twenty years in, when the various fields should hit level one, and new advances become available for purchase. There’s twenty levels in each field, so there’s 240 separate bonuses to buy.

As mentioned under population and government, this is all powered by freemen, so tribal governments have trouble generating research at all, and the eastern countries often have problems generating them fast, so the western non-tribes (Rome, Carthage, et al.) will get ahead in research, and become much more capable as they start buying the new bonuses.

Military

Imperator: Rome armies rest on nine different types of combat units, six of which require provincial access to particular trade resources. Chariots instead require being part of a barbarian or Indian culture group. Naturally, there’s a detailed relationship between all the various types, which complicates things in ways hard to describe. However, light infantry and archers are what’s always available, and while the latter generally do better against other troop types, they also will lose morale faster.

Combat presents itself much like in Europa Universalis, but has important differences. Like other similar games, each unit (cohort) takes one space in the battle line, and largely fights the units opposite it. I’m not at all sure of the math, but morale values are fairly low, and individual units swiftly start retreating. The die roll added to results of each side is a d6, instead of the d10 used in other Paradox games, so there is less variance in results.

Cohorts can attack a number of squares away rated as mobility, so large armies with cavalry (to hit from the flanks) will do well, while both light and heavy infantry have staying power from reduced morale loss.

Past all this, there are military traditions, which are a bit like ideas from other games. There are seven different sets in the game, each tied to a particular culture group, and each one has three paths. You can only choose the next one in line in each path, but you can pick any path each time. Generally, a well-trained military gets you more more military experience with which to buy these, so keeping units drilled, or getting into lots of wars will let you get ahead on these. Getting to the end of a path also generates a second bonus.

Mercenary groups are available for those countries with a shortage of experienced troops. These are a bit like the ones in CK II, but they have a permanent on-map presence. Once hired, they start at 0 morale, and work up from there so you can’t just dump your newly-hired mercenaries on an unsuspecting enemy army.

Sieges work exactly like in Europa Universalis IV, except that the local food situation can affect how long a cycle lasts (with low food shortening it quite a bit). Also, like in EU IV fortresses exert a zone of control that can block enemy movement, and will automatically convert adjacent provinces.

On the naval side, Paradox actually goes into some of the arms race between the various Successors, with military traditions allowing the really big octeres and larger. Most countries, if they need a serious navy will build tetreres and hexeres, and the bulk of any navy will be the more famous biremes and triremes. Somewhat surprisingly, these latter don’t need any particular resources to build (I suppose it’d be too easy to lock someone out of any navy at all), while the others require wood to be available. Generally speaking, a ship will have a combat advantage against anything smaller than itself, but the small ships are much more maneuverable, allowing them to gang up on elements of a smaller heavier force.

Conclusion

The initial release of Imperator: Rome had plenty of problems. Performance was poor, and as seen, there were even more mechanics and currencies scattered around than as of patch 1.2. Sadly, while the bones of a good game were there from the start, there were some bad reviews (though, professional reviews were positive, and the others tended to leave me wondering if the person had ever played grand strategy games before). More to the point, it exceeded Paradox’s sales expectations, but engagement (play hours) was low.

It falls short of Paradox’s previous three games (HoI IV, Stellaris, and EU IV) because they all were at pains to keep the number of independent systems down, even if only by linking everything to one central mechanism. Release (1.0) EU IV in particular was a great study in how to create interesting decisions by having so many things come back to monarch power. Here, we got a mess of separate currencies for a mess of independent systems that don’t drive back to a central theme.

I do find it a worthy successor to EU:Rome, improving on some of that game’s shortcomings, and of course is on a great subject. Given the number of systems that were rewritten for the better in the first two years of EU IV, and Stellaris’ journey to 2.0 in its first year-and-a-half, and the clean up that had already happened in four months, I:R was worth some patience.

└ Tags: Imperator: Rome, Paradox, review
 Comment 

Searching for Dragons

by Rindis on October 26, 2025 at 12:00 pm
Posted In: Books

The introduction to this book is interesting, as we find there is something of a path to this second book that leads through another book on to another. Essentially, Wrede wrote a sequel, then wrote a book in between (this one), and was told by her editor that she needed to write one between this and the original sequel.

The novel itself manages to keep a lot of the same tone as the first book, but has a different feel because we have a different main character. Cimorene was (is) a no-nonsense princess in a world of fairy-tale tropes, so her arc is very much rebellion against social authority, and something of an Andre Norton-like finding (or more making) a place where you fit in properly. Mendanbar has a place—he is King of the Enchanted Forest—though he does have problems with fitting in with his expected role. And, sympathetically enough, wants nothing to do with the silly princesses that populate most fairy tales.

Really though, my biggest complaint about him is that name. “Mendanbar” does not roll off my tongue, and more trips down the stairs.

Despite his problems, Mendanbar is also nearly unconsciously competent, and starts causing problems for the villains without realizing it. Since it’s somewhat obvious something is afoot, this does make him come off as a bit of a dunce, and he fails to ask important questions early on, but he does catch up to the plot, and is properly genre-savvy.

Of course, when a king who doesn’t like your typical fairy-tale princess, and a princess who doesn’t like your typical fairy-tale prince meet, its obvious where things are going to go, and there are no surprises here. Thankfully, we don’t get books upon books of romantic melodrama either, and the relationship is well done.

The main plot is back to the Society of Wizards causing problems. And the characters get to loop around trying to find out what and where things are happening, which does drag out for me, despite how entertaining the characters are. (My favorite part is where everyone, even the most unlikely characters, are trying to get themselves into the final mission to put things right.)

Overall, it was enjoyable for many of the same reasons as Dealing With Dragons, but I did like that one better. Generally, I liked Cimorene better, and find Mendanbar a bit of a grump in comparison (and then there’s his name). And there is a relative lack of dragons, though a number of good secondary characters are introduced.

└ Tags: books, fantasy, reading, review
 Comment 

Two Rounds of Bibracte

by Rindis on October 22, 2025 at 12:00 pm
Posted In: CC:Ancients

After Getting Out of Hatten, Patch and I did our usual between games round of Commands & Colors: Ancients. Up this time was the Battle of Bibracte, the earliest scenario in Julius Caesar’s career. The Helvetii have a force of Auxilia and Warriors, while the Romans have a mix of Auxilia and Mediums, with two Heavies, and one HWM. The Romans are largely on hills, and both sides have two camp hexes that can be looted for a banner, though the Roman ones have Auxilia permanently stationed in them.

I had the Helvetii first, and led with Order Three Left to move up the detached flank a bit, with the woods interfering, and ran off a MC with one loss. Patch Ordered Four Right forcing my Warriors to retreat, and doing a block to another with the HWM. I Ordered Two Center to chase off a LB, and Patch advanced the Heavies with his own Order Two Center. I Double Timed to get two Warriors in contact on my left-center and destroyed the HWM, and advanced a Warrior onto the hills, trading blocks with a Medium, and then retreating.

Patch Ordered Two Right to close up his line, and I Ordered Lights, doing no damage, but getting my left and center into better shape. Patch Ordered Two Right again, forcing my weak Warrior unit to retreat. I Ordered Mediums to bring reserves up in the same area, trading blocks with a Light. Patch Ordered Two Left, but didn’t do more than rework his flank, while my Order Four Left let me kill a Light and get back on the hill, also doing a block to a MC in return for one hit. Patch used Leadership Any Section to attack with his right, destroying my Warriors, and doing two blocks to an Auxilia, taking one block in return.

I got around his leader-Medium with Leadership Any Section, finishing off a MC and Medium and doing two blocks to an Auxilia, while taking two hits on a MC, and one on a Warrior. Patch used Leadership Any Section for his isolated Auxilia, and finished off my MC. Order Three Center did two ranged hits to a LB, and Patch tightened up his line with Move-Fire-Move, getting one hit each on a Warrior and Auxilia. Mounted Charge got my remaining MC up, and I lost one while taking a hit on the other, but did two blocks to a Heavy, and one to an Auxilia. Patch Rallied to bring his Heavy and a Medium up to full, and recover a block on the Auxilia, and then knocked out my Auxilia. I reformed with Order Two Center, and Patch used Line Command to come into contact, and shuffle the rest of the line towards where all of the action was. I lost two Auxilia, but finished off one of his, and killed a leader. I rushed in with Inspired Center Leadership, did three hits and a banner to a Medium, used momentum to attack again (uphill), and got the final hit. 7-6

Patch Ordered Two Left to start the second game, and I Ordered Two Center to pick off a block with ranged fire, and Patch got closer with a Line Command. I used my Line Command to come down off the hills, and did another block with ranged fire. Patch launched a Coordinated Attack, but did no damage, and I Double Timed to get both Heavies into contact, and took three blocks across two units, but wiped out a Warrior and Auxiliary. Patch used Leadership Any Section to hit back in the center, knocking out a weak Heavy, and a block on another, but I did three blocks to two units in return, and forced two units to retreat, leaving Ceasar alone with the Heavy in nearly the exact middle of the map.

Out Flanked let my Mediums engage, and took two hits on one, but knocked out a Warrior and Auxilia. Patch Ordered Mediums to finish off the weak Medium, and do three hits to two others, but had two Warriors take nasty hits and retreat, as well as losing one outright, and a MC retreated off the board. Mounted Charge moved my MCs up, and I knocked out another MC. 7-2

Afterword

This is a heavily pro-Roman scenario, where they have good troops, bolstered by the Julian Legions rule, and Ceasar adds a die to the unit he’s leading (6 dice heavies!), and it’s 6 cards to four. However, Patch had a poor hand in the first game, and I was just able to keep going in the area around the right/center border and keep up pressure while doing well. In the second game, I just out-and-out diced him (his sixth unit loss was to a roll of four swords).

Still, the hills and the HWM add some nice interest, and that woods separating the barbarian left flank makes their situation worse, though it can be used defensively if the Romans attack there.

└ Tags: C&C Ancients, gaming
 Comment 

The Homicidal Earl

by Rindis on October 18, 2025 at 4:00 pm
Posted In: Books

James Brudenell, 7th Earl of Cardigan’s, name is best remembered with the cardigan sweater.

The person will forever be known as the man who led the Charge of the Light Brigade.

At the time, he was already well known, as he had been involved in a number of scandals and political fights in the public arena, and a few duels got him the nickname of “the homicidal earl”. History has not been too kind to him, and Saul David’s book is looking to correct this, and has important things to say.

But, at the same time, I think he’s much to fast to let some problems go. The start of Cardigan’s career was spent as colonel of the 15th Hussars (after buying several promotions), and is there that the problems start. Trying to have a unit in a high state of drill in the quickest manner possible, the unit was put through a grueling schedule which wore out the horses and ended with a court martial of one of his captains, and was so disastrous that Brudenell (not yet an Earl) was removed from command, and his name gained a negative notoriety.

Two years later, his dismissal was reversed, and he was put in command of the 11th Light Hussars. At the time he took charge, they were just being rotated home after duty in India. Cardigan was not exactly swift in going out to take command, finally arriving shortly before the transfer to Britain. This time, there were a series of public disputes with various officers. The end result was a well-trained regiment, which David obliquely points up. However, a better leader would have managed this without a continual parade of arrests and disputes and court martials of his own officers, and Cardigan bears all the blame for making sure this would happen. When he first took command, he made clear he thought little of “Indian officers” (which are British officers who served in India; I do not care to think of what he’d have to say about actual native officers).

The general motive behind this is that commissions to units serving outside of Britain were cheaper, and therefore anyone holding such was a social inferior. Since the other officers were gentlemen who were unused to being snubbed. It also supported an instant break in the officers between antagonistic pro- and con-Cardigan camps. Any leader worth having does not do this.

In comparison, his record in the Crimea War is actually quite reasonable. Well, other than his constant fighting with his superior officer, Lord Lucan, a brother-in-law who he detested. Given past history, the two could have done much worse, and the orders that led to the famous Charge were more than incoherent enough to lead to disaster if passed between people who liked each other. That said, he had opportunity and initiative enough to find a better course than charging down the valley at what he supposed the objective must be. Worse, once there, he seems to have expected that’s where his part ended, and did nothing to bring order out of the chaos that inevitably resulted as the Light Brigade got past the Russian guns.

David does point out some good correctives. Cardigan has often been seen as a dunce, and it’s fairly evident he was smart enough, but did not have the upbringing to curb an excitable temper, nor to consider anyone’s needs or views other than purely his own. He, and much of the upper command levels of the British force in Crimea, had little cause for being responsible for so many with so little understanding of anything beyond prestige.

My copy of the ebook (which seems to have been superseded) has plenty of minor problems. Words broken in the middle (formerly broken between lines, no doubt), occasional mistaken characters (‘l’ for ‘1’, etc). This follows the common pattern of getting slowly more common until about 3/4 of the way through the book, and then clearing up again for the end. But there’s no big problems, and no formatting goofs, so it’s still a very readable, if not entirely cleaned up text. The current version (with the same cover) may be better.

└ Tags: books, history, reading, review
 Comment 

The Concert of Vienna

by Rindis on October 14, 2025 at 12:00 pm
Posted In: Boardgaming

After wrapping up our long, long session of The Little Land, Mark and I decided to try out Congress of Vienna, largely with an eye to introducing it to the full group. With two players, one is France, and the other is all the coalition partners. There’s some interesting ideas on how to manage this, but it’s still got problems and I don’t think it’s balanced (I’m not sure you can balance it). We also went for the introductory scenario, which starts on turn 2 (May 1813), and runs until the Armistice (with a longer variation that runs until Austria is in the war).

The general idea is that everyone gets a hand of cards that they use to negotiate issues, and then can keep a few to help out in battles on the abstracted military map. These aren’t small hands, with the minimum being ten cards, and the spread here was from eleven to fourteen. As the coalition player, I got the entire hands of Britain, Russia, and Austria… less five cards. That is the main penalty for being all one cooperative group mind, and it’s not enough, since other than a few gambits, you’re not going to waste time/cards negotiating with yourself (there are reasons to do it, they’re just generally not good enough). The more clever bit is that you only have eleven of the cards face up at any one time, so you start out not knowing what nearly two thirds of your cards are, and can only do limited planning ahead.

The turn starts with a couple “initial situation” mechanics, which put a few items on the negotiating table, and kicked the War of 1812 to quite active, with four American militia units and a guaranteed battle. The heart of the game is the negotiation phase, and normally, you put out a card, use it’s value plus any bonuses, to move an issue towards your position. Then you go around the table, with everyone getting a chance to debate the issue (only one debate, first-come first-served). With the collective mind, I could just move things as I wanted, and only Mark would be debating. That costs a card as well, and he only gets so many cards. So, you can do lots of things France wants to object to, but then he runs out of resources.

The primary goal in this scenario is for one of the other four powers to overtake France’s VPs (with Russia being closest at 10 VPs behind at the start), so I successfully worked towards Russia “winning” the negotiations by having the most issues in their track, which grants a VP. Russia ended with six issues, including Sweden At War, Poland (a VP and unit), and control of a French Military Operation. That last was a surprise, as we expected foreign control to abort it, but it just forces that country to attack where you want them to.

An interesting wrinkle is that everyone has resources, and then spends them to activate the various issues, with a priority system saying what must be done (with British subsidies being the first order of business). With turn 2 being a replacement turn and everyone recruiting (this costs a VP), plenty of new units poured in (this is by design for the introductory scenario…), and there were military ops in almost every legal track/front (A/Poland being the exception). The combat system is nice for a game trying to keep things abstract—you total up modifiers (starting with your army’s size), and roll a d10 as a final modifier, and you each do casualties off that, rather like impact in Sekigahara. However, you only win by doing more casualties than the enemy, and only two places had clear-cut victories: the British got a +8/+2 (1 to 0 casualty) victory in southern Spain, taking Valencia, and a +15/+12 (2/1) victory in the War of 1812. This last moves its status to a British advantage, which gives them +1 VP per turn while it lasts.

Overall, some headway had been made towards victory, with France still at 25 VP (down 2 for losing Valencia, and up 2 for controlling Castile), while Russia was up to 17, Austria to 11, and Britain to 7.

The second turn (Turn 3) puts the Armistice issue on the negotiation table, and we had somewhat more event-ful negotiations. Or at least I did, using Liverpool to boost the Pax Britannia roll, Gambier to put a military op in the War of 1812, and Fernando VII to negate VPs for French control of Castile. Russia got the victory for negotiations again, but disaster was looming, though we didn’t realize it.

The other hard cutoff for the scenario is it ends when the armistice starts. We had long since forgotten this, and since Austria won’t get into the war until the armistice ends, I had arranged for it to be negotiated. Mark wanted the break on the drain on his resources, I wanted to create more drain, after a small pause. With the armistice signed, and an operation already in place in America, we were limited to a pair of mutual attacks in Spain, which were both draws. However, I had a pile of cards for the War of 1812 (I had mis-read them to think I could only use them there, when they just meant to say I got extra bonuses there if the war status was pro-US) and won fairly handily, shifting it to the +2 status, and a possible peace next turn.

Afterword

Shortly after that, while we were going through the end-of-turn VP adjustments, we (re-)found the scenario rule about it ending at the end of the turn of the armistice. We could have changed things, we could have gone over to the longer version that wants Austria in the war first, but we had done our primary goal of learning the main systems of the game.

As it was, final VPs were: French, 30 (including Napoleon surviving as Emperor, and considering if I had passed him, that doesn’t count, he was at 26), Russia 21, Austria 15, and Britain 10. I was definitely catching up, and at this rate needed another two turns or so to get Russia to a win.

The two-player rules work, but at best feel horribly off-kilter. Despite some diplomacy advantages, France isn’t going to get far against a really united coalition.

The game itself is good. A large part of it is going to be the interplay of four people fighting over the various issues, which we didn’t get to have, but the mechanics themselves are good. We are certainly looking forward to trying it in the group.

└ Tags: CoV, gaming
 Comment 
  • Page 3 of 305
  • «
  • 1
  • 2
  • 3
  • 4
  • 5
  • »
  • Last »

©2005-2025 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑