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1 Schalbach Schwerpunkt

by Rindis on December 27, 2023 at 12:00 pm
Posted In: Boardgaming

Had Jason over yesterday for our first one-on-one game in a while. I decided to introduce him to the Grand Tactical System with the intro scenario of Strike-Counter Strike in this year’s issue of Briefings (and at this rate, I do hope we’ll see more).

It’s been a while, so it took a while for me to get back into the swing of things. Jason took the Americans, who are defending Schalbach for three turns. He set up with the 106 Cav  defending Veckerswiller, the mortar battery near the west woods, the TDs near the observation post, and two companies forward in the forest, while the third and AT battery covered the town from the adjacent orchard. The Germans start on the north edge of the active map, and I weighted towards the west, away from the 106 Cav, with the Panthers anchoring the end of the line.


At Start, 0700. I hurried enough pulling counters that I didn’t see the fact the American infantry should be in improved positions.
↓ Read the rest of this entry…

└ Tags: gaming, GTS, Strike Counter Strike
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The Serpent Sea

by Rindis on December 23, 2023 at 12:00 pm
Posted In: Books

With my schedule, it can take years to get back to a series. And this case, I was a bit lost, as I didn’t entirely remember how The Cloud Roads had ended. So, yeah, start this series at the beginning.

And it is worth reading. As I stated with the first book, this is a climax forest of fantasy tropes, and it continues here. We still don’t get much of a sense of the wider world around this, just the various fragmented pieces the novel goes into.

This time there’s two. The novel picks up right after the last one with Indigo Cloud court moving back to its ancestral home, and we get to see a lot more of how Raksura society works overall, though we still only see two communities. Not too surprisingly, the main plot flows out of this move, though not necessarily in the direction you’d expect.

The mountain tree that should house Indigo Cloud is dying, so instead of largely focusing on external problems of other clans, we deal with a mystery, and then a chase in familiar action-adventure mode. Much of the novel does take place in one of the ‘kingdoms of the sea’ that we didn’t get anything of last time. And, as ever, it’s different, inventive, and part of what makes these books good.

There is a fairly large cast of characters here, and there’s enough cross-currents to generate a hefty amount of extra plot points. It’s handled well, and characters are generally one of the strong points here. Overall world-building is still a bit lighter than I’d like, and there’s only a little added to from some of the big subjects of the first book. In fact, the Fell don’t get more than a mention here; which is good, as it helps the plot be it’s own thing here. But, I’m sure they’ll be back. There are more books, and I want to get to them!

└ Tags: books, reading, review
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8 Retreat to the James

by Rindis on December 19, 2023 at 12:00 pm
Posted In: Boardgaming

Mark’s suggestion for our next Sunday game was more GCACW, and after looking over various suggestions, I picked a scenario from the recent reprint of On To Richmond, dealing with part of the Seven Days’ Battles. This one deals with the last three days of the battle, with the final retreat to the James. Initial Union positions are pretty good, especially with the Chickahominy River unfordable and most of the bridges out. However, victory requires they pull back to within supply range (nine hexes) of landings on the James, and the Confederates have the ability to repair a bridge behind the Union line, and have a large force north of the Chickahominy.

I had the Union forces, who get the first two initiatives of the game. Since bridge building/repair can be halted by having enough troops on the opposite shore, I moved Meagher’s brigade to block one location, and then Franklin had Smith block the second while Slocum moved back to rest his disorganized division for the day. After that, the IV and V Corps moved to extend the Union line to the south, in case anything like Holmes’ division should get active, which happened when Mark finally won an activation, reaching the New Market Road on two activations.

After that, Longstreet’s Corps moved south of the Chichahominy and massed on the north flank of the Union line. AP Hill’s Corps followed behind and then passed to the rear of the Confederate line, headed to the south end of the line. Jackson’s Corps also headed for the same crossing with only DH Hill’s Corps staying behind, and Ewell’s division marching to find a more eastern crossing to repair, and then marching back after Naglee’s Brigade moved to block that route.


End of June 29th, 1862.

There was no more action after that, and I got the first initiative of the second day (June 30), at which point I started pulling back the north end of the line in earnest. In fact, I got lucky on getting a lot of early activation. I got unlucky on the movement for several of them however. This allowed Longstreet to actually get past the Union flank, but III Corps was able to (slowly) pull out of the area before any attacks happened. Holmes got across Four Mile Creek, into a gap in the Union line, but was pushed back out by the VI Corps before AP Hill could attack.


June 30, mid-day.

Ewell managed to repair the bridge across the Chickahominy at the despatch station, with DH Hill’s Corps ready to cross in the morning. But the first action of July 1 was an assault on the Union line by Jackson, which just wore out Winder’s Division. This was followed by an assault by Longstreet (with a failed grand assault) that forced Richardson to retreat, and cut off Sedgwick’s division. I activated Sedgwick to try and fight out of the trap, but with only 1 MP, the attack was canceled. DH Hill then crossed the repaired bridge, and performed a pair of attacks on McCall’s division, but merely wore it out without forcing a retreat.

Magruder declared an assault on the III Corps as I started pulling the line back (with another failed grand assault), to blow McLaws’ demi-division, and Huger’s division attacked, but didn’t do more than cause themselves losses. After that, I finally got some activations to pull back towards my proposed final line. Whiting got around the end of the line, and AP Hill assaulted the end of my line (with another failed grand assault) to force Kearny to beat a hasty retreat for the rear. Thankfully, a new flank had just been established by Peck of the IV Corps, and the day ground to a halt with both sides exhausted, and most Union troops in position.


End of July 1.

Afterword

Final score was +6 VP for Union divisions out of supply range, +7 for Union losses, and +9 for Confederate losses for a marginal Union victory. There was no real threat to the geographical objectives; the Union forces are pretty large, and my long sequences of activations on day 2 helped make sure there weren’t any good opportunities to get at them. Lee rolled three 6s for grand assaults on the third day. I suppose he was still too busy getting used to the job, but it made sure all the combats were bloody standoffs. Things could easily have gone much worse for me.

Seeing the bridge repair rules in action was certainly interesting. So was having some meaningful artillery units (usually, we’ve been in times and places where there just isn’t a lot). However, it seems entirely too easy to block the repairs near Grapevine Ford, which is the subject of a fairly extensive special rule.

On the other hand, it seems wise for the Union to fall back faster than I did. One thing I had not appreciated was the fact that the Confederates can attempt some battles on the third day just to exhaust their Union opponents so much they can’t move back into supply range for the end of the scenario. Knowing that, a replay would certainly have an extra dimension to it.

Also, not mentioned before, is an On To Richmond rule that limits the number of Union units that can move on a single activation. Most of the time, this was not a big deal, partially because if the Union won initiative, they probably rolled pretty high, and that allows more units to activate. But, it’s a neat effect, and did slow me down a bit at a couple of points. There’s also a couple of brigades available as Union reinforcements, but the odds of them showing up is fairly low.

└ Tags: ACW, gaming, GCACW, On To Richmond
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Starfleet Year One

by Rindis on December 15, 2023 at 2:19 pm
Posted In: Books

I got this at the same time as the two Enterprise Romulan War novels, but it was written noticeably before those. Those were done in 2009-11, after Star Trek: Enterprise was off the air and a lot more had been established. This was published as the series was getting going, and was written before that, and isn’t directly tied to it at all.

Apparently, it began as a serial, apparently appearing in the backs of the then-monthly publishing of Star Trek books at Pocket. So, the chapters are almost a sequence of short stories (the plot unifies as it goes on), that have been collected together. It also has its own cast of characters, and doesn’t lean on existing ones at all other than Dax.

As such, it has been somewhat overcome by events, though the concept is still a sound one, and you can change some details to save the general plot. The book covers the end of the Earth-Romulan war (which looks a lot different than in the later novels). Earth remains committed to strengthening ties to its other neighbors after the war (this is consistent), and wants to found a new fleet that everyone will be part of. Naturally, lead by humans, because it’s all their idea, but they’re trying to get as many aliens into the Federation and Starfleet as possible.

The real plot begins about a third of the way through with the idea that Starfleet is beginning with six ships taken from Earth Command, and soon, the first ship of a brand-new class, USS Daedalus (that’s her on the cover), will be commissioned and given to one of those six. These six captains fall into two rough camps, with external champions of each faction wanting to decide the direction of the new organization.

On one side are people from Earth Command, who see it purely as a regular military defense fleet, dedicated to nothing more or less than the defense of the new Federation. They derisively call the other captains ‘butterfly catchers’, who are backed by people who want to take the opportunity to explore, chart dangerous anomalies, and make scientific discoveries.

The bulk of the novel deals with the internal tensions of the new Starfleet from the point of view of the captains. It’s a good enough premise, and decently done in classic Star Trek action format. There were originally plans to do seven years of the beginnings of Starfleet, and I think with Enterprise to build off of now, it could still be a good idea to return to.

└ Tags: books, reading, science fiction, Star Trek
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Two Rounds of Sucro

by Rindis on December 11, 2023 at 12:00 pm
Posted In: CC:Ancients

After my failure in Hatten, Patch and I did our standard between-big-games round of Commands & Colors: Ancients. Up this time was the Battle of Sucro from Expansion #3. Pompey gets another crack at Sertorius, with a slightly smaller army, with almost all Mediums. Sertorius has the only Heavies present, and has an extra card. Considering victory is six banners, both sides have large armies.

Patch led off the first game as the Romans with Order Three Left to get a more solid line, I moved up Two Center, and Patch did the same to get a solid line established. Order Lights got me into range, but did no damage, and Leadership any Section let Patch get his left into contact, driving my Lights into the hills with one loss each on a Light and LS. I Counter Attacked, and knocked out a Medium for no losses.

Patch Ordered Mediums, moving up his right, and doing three hits to an Aux on the left. Order Two Left closed up my other flank; Patch Ordered Three Right, and took a hit on his MC for no gain. Line Command got nearly my entire army, and started fights on both flanks, doing a block to a MC, and two to a Medium while taking one block on an Aux. Patch used his Line Command to get his right and center into contact, forcing my weak Aux to run (three banners) after taking a hit and doing another in return. He also did three hits each to two Mediums and two to a Heavy, while they did six blocks total back.

Clash of Shields let me order three units, finishing off a Medium and chasing off another with one block left. Patch Rallied… one block on a Medium, who then did a ranged hit to finish off Perpenna’s Medium (conservation of blocks). Coordinated Attack let me finish of Memmius’ MC, drive off a LS, and do three hits to a Medium while taking two on a Heavy. Order Mediums allowed some reshuffling, and put a fresh Medium into contact (they were getting rare). He finished off a Medium and Heavy with a weak leader-led Medium, did a block to an Aux. Double Time got the rest of my center into action, finishing off the weak Medium and killing Afranius, and then finished off a Medium that had just tried to fall back. 6-2

I started the second game with Order One (Heavy), while Patch Ordered Three Center. Order Lights didn’t do anything (the Romans only have three), while Patch did a hit to a LS with his. Another Order Lights from me still did no damage, but did force a Light and LS to retreat. We then each Ordered Two (respective) Right for no result, and Out Flanked did a pair of hits to my Mediums. I Rallied to get my LS loss back, and he forced a Light to retreat. I followed Patch’s Order Three Right (no effect) with Four Right to do a LS hit. Order Three Center did a Medium hit, but I couldn’t do anything with Order Two Center.

Order Mediums finally got us in contact in the center, destroying a Medium, doing two blocks to another, and killing Pompey. Counter Attack got my line into action, getting me a Medium, and five hits on two others at the cost of one of my Mediums. Patch Ordered Two Center, driving off two Mediums with two hits apiece. Leadership Any Section moved up my left, and Line Command got Patch’s left into action, finishing off a Medium and driving off another with a hit. Inspired Center Leadership finished off a Medium and did two blocks to a Heavy, but cost me a Medium.

Another Line Command kept Patch’s left moving, and did a hit to a Medium, after First Strike finished off one of his. Order Three Center… only ordered two units, but drove off his Heavy with a loss, and Momentum finished it off. Patch Out Flanked to finish off a Medium. 4-6

Afterword

Patch had a good hand in the first game, but the dice were a major disappointment. There was a couple of turns when I feared for my right flank, but then the rest of the battle heated up, and Patch’s opportunity passed.

In the second game, we both started with poor hands and had to spend time just cycling to useful cards. Losing Pompey was especially bad, as he could have made my Counter Attack much more effective. As it was, both of our centers were basically gone at the end.

Its something of a standard smash-em-up fight, but a very enjoyable one, and certainly required some thinking and maneuvering.

└ Tags: C&C Ancients, gaming
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