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Damiano

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

R.A. MacAvoy’s Damiano alternates between philosophy and travelogue.

Set in a fantasy version of the Italian Renaissance, Damiano receives the call to adventure when his city/town is taken by condottiere with ambitions. As, basically, the leading citizen, he attempts to treat with commanding General Pardo, and finds out he just wants to loot the place (preferably repeatedly) instead of welding it into a bigger state.

Damiano is enthusiastic for his city, and thinks it can be more than a sleepy little place at the foot of the Alps. It can certainly do better than to be looted semi-regularly. So he refuses to help Pardo, and goes to help the rest of the town, which has fled into the hills.

Damiano starts this journey quite naive, and without a well defined goal. He wants something more for his city, he wants peace, but he’s not sure what that would look like. And that is the philosophical side, as he struggles with what he really wants. His quest takes him all over northern Italy, and he puts himself into the path of temptation—and he turns it down, determined to find something better.

I have a couple of problems. The plot is a bit thin for my tastes, as all the energy are on character and philosophy. And after everything else, the ending both makes sense, and is out of character for the rest of the book. It’s good, and I want to read the rest of the series, but neither am I  in a big hurry for it.

└ Tags: books, historical fantasy, reading, review
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11 Desperate Measures

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

Had Jason over this last Sunday. Plans vibrated back and forth, so we ended up not quite as prepared as we could have been. At any rate, we ended up playing Last Hundred Yards. Jason had been working with a larger scenario from the initial set, using four maps, multiple complete companies, armor, and a fair amount of support. Thanks to the lack of prep, we had a slow start, and didn’t get that far into it, but it was nice to see the system handling a larger situation.

I took the Americans for “Desperate Measures”, and worked out my groupings for the various halftracks, machine guns, bazookas, and such, while Jason worked out the German defenses, which are spread out across three boards, including a hilltop fortified point, and reinforcements showing up twenty minutes into the fight.


↓ Read the rest of this entry…

└ Tags: gaming, Last Hundred Yards
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Island No. 10

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

Island No. 10 is a campaign you’ll occasionally hear about in the ACW, but not one that ever really gets to be the focus of the action. There’s a few reasons for this, I imagine. It’s in the West. The most prominent name involved is Pope. And the final act happened the same time as Shiloh. Also, it was a siege, without a lot of action, but it was well known at the time, as it attracted a large number of newspaper correspondents.

Bock and Daniel’s book is short (150 pages, discounting end-matter), but very informative.

The situation is certainly interesting enough, with the Confederates looking for ways to hold the Mississippi Valley, and the S-bend at New Madrid on the Missouri-Tennessee seems a good spot. At the apex of the first bend is the tenth island in the Mississippi past where it joins the Ohio River. A fortified battery of guns on the island will close it to (unfriendly) navigation.

Of course this means protecting said battery from being cut off, and that proves more troublesome. The Confederacy is not exactly well supplied with men or equipment. In fact, the units that are shipped for the garrison are in horrible shape, some not having nearly enough weapons, and many of the ones they do have are prone to breaking.

Outside of small arms, things are a bit better, and number of batteries are established. There’s a “floating battery”, a converted floating drydock mounted with nine fairly powerful cannon (with Wikipedia sourcing another book with a figure of 20), and with no motive power, anchored in the lee of Island 10, as well as a small squadron of gunboats. One battery is sited to fire up the length of the Mississippi as it enters the S-bend. The main positional problem is the opposite shore, where someone could potentially come up on the Missouri side, and cross below the protected point and cut off the position. So, a garrison is installed in New Madrid, to protect the apex of the second bend.

This is all a bit much to protect for an army that’s having problems putting together a decent field force. There’s a fair amount of indecision to go around, including how extensive any outer “shell” of defenses should be. Beauregard makes contradictory statements on the entire matter, saying Island No 10 must be protected, and implying that it’s just a delaying position to cover Fort Pillow (some 50 miles further downstream). He also mentions the idea of keeping these posts relatively small, with the field army being available to relieve them when threatened.

This is a good idea, but there’s a couple of problems. First, when the Union does approach, the main army is busy elsewhere dealing with Grant. Second, and something that the authors never mention, is if an army is to march to the relief of Island No. 10, how is it going to get there?

The entire siege of these defenses is something of a slow motion disaster for the Confederates. With a fair amount of trouble, and after repairing a railroad from Bird’s Point, Pope approaches New Madrid, and despite effort and time, the defenses aren’t ready to match his force, and the town is abandoned. There follows a period of ‘sitzkrieg’, largely because the naval commanders of both sides consider their commands to valuable to risk to enemy guns. Nonetheless, a steady bombardment of the defenses is kept up, largely by number of mortar boats.

Flanking the position could have used some discussion in the book, but the reality is that the New Madrid earthquakes (a series of seven quakes ranging from about 6.0 to 7.5 magnitude over the course of two months) five decades earlier had formed Reelfoot Lake, and drowned large areas into timber covered bayous. The entire area is drowned and marshy, and hard to move about in. The Confederate garrison was installed by moving up the river. When Union forces do eventually cross below the area, there’s no good way out, with troops having to swim or float through bayous behind the position.

Which shows how hard it would be to march a large army into the area, and presumably crossing the Mississippi above Island No 10, and marching down to the battery at the initial bend would be similarly impracticable. The Union success eventually rested on creating a canal of sorts between the Mississippi and Wilson’s Bayou, which lets out next to New Madrid, and lets them get a number of transports past the island

I could use a better look at some of the area around Madrid Bend, and discussions of what approaches to the area were available. But, short of that, this is a good account of a too-little studied part of the ACW.

└ Tags: ACW, books, history, reading, review
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UR1 Y162 Federation vs Empire Region 4

by Rindis on August 11, 2026 at 12:00 pm
Posted In: SFB

Facing 2:1 odds, but only about 4:3 by BPV, Star Fleet decides to try to put at least one Klingon ship out of action (possibly an E4, with proxes), and then leave, hopefully without taking more damage than can be easily repaired. The Klingons of course would love to get rid of a cruiser this early in the war.

Random terrain comes up sparse asteroid field. Which implies much shorter ranges, because while ‘sparse’ means less damage going through them (use the ring damage chart instead of asteroid), it’s still +1 ECM per hex. The Klingons had bad news when they started at WS-I, and the Feds at WS-II.

Getting into the scenario reminded me why I tend to shy away from soloing SFB shortly after starting. I get mentally busy with both sides, I start seeing opportunities after the fact, realize I didn’t do something I intended…. But I managed to ‘let go’ during turn 3 and just enjoy the ride. There was one error that I generally corrected later.

The big error I didn’t correct was messing up the E4s allocation. I knew it looked wrong, very wrong. But I also knew the power was correct, so I shrugged and went with it, until I finally realized that’d I’d gotten their move cost wrong when setting up the spreadsheet during turn 3. (What I get for reusing an old sheet partially done for a different project.) The immediate consequence of this was they allocated speed 14 while on low power draw. With the E4s unable to keep up with the speed 17 cruisers (I knew that couldn’t be right, but couldn’t figure out the trouble), the Klingons split into two groups.

IKV Devastator and Desecration headed for the center of the map, while Obdurate and Insolent turned to parallel them on the other side of an initial asteroid group. USS Kongo and Defiance had phasers charged already and went 19, as well as starting closer to the middle of the map, and were nearly to the center by the end of turn 1. On Impulse 32, there were only a couple of asteroid hexes in the way, and the Klingon cruisers fired a volley of disruptors at Kongo, hitting with two through a +2 shift at range 22, which bounced off batteries.

For turn 2, the Federation ships sped up to 21 while holding photons, and switching their fuses from proximity to standard. The Klingon cruisers sped up to 21 as well, with the E4s still lagging at 14. The E4s were off to the side, but closer to the mid-line, and the Federation ships turned to chase after them. With that much firepower headed their way, they turned off, skimming through a hex of asteroids to make their escape. The Federation moved through a small gap, and knowing that a closer-range confrontation was coming up, each launched a pair of shuttles, a regular one, followed by a suicide shuttle targeted on the D6. The hope was they were protected by asteroid ECM, but might emerge on the other side in time to take a pot-shot as the Klingons got close. The E4s moved around another asteroid group, and headed back in to contribute their two cents (disruptors).

The end of the turn was approaching fast, so the Klingons did a range 9 disruptor volley on Impulse 25 which did 16 damage to Kongo’s #6. They then slipped out and turned to face the oncoming cruisers for a turn 3 showdown.

Solo campaign - Y162, Region 4, end of turn 3.
End of turn 2.
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└ Tags: Federation vs Empire, gaming, SFB, Star Trek, Y162
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Crusader Castles of the Teutonic Knights (2)

by Rindis on August 7, 2026 at 12:00 pm
Posted In: Books

The second volume of Osprey’s look at castles of the Teutonic Knights deals with Livonia, and actually covers activities before the Knights got involved.

Namely the stone castle of Uexkull is built around 1185 to support the first bishop of the area. The Livionian Brothers of the Sword are founded in 1204, and eventually dismantled and absorbed into the Teutonic Order in 1237, shortly after they got involved in Prussia.

The general history is fairly detailed for the small space available, and runs most of the book. As can be expected from Osprey, there is a good color map showing the competing political claims over the region of Livonia, and the locations of all the castles (generally a belt from Semgallia to the river Aa).

We get a color plate of Uexkull, and one of Fellin while still a timber construction. Ronneburg gets a two-page spread, with some cut away views, and showing an underground main entrance that I wish they’d talked about. One of existing restored places is a later artillery tower addition to Treiden that has a good color photograph and a cutaway illustration plate. Riga castle gets a decent color plate (used for the cover) that nicely shows the typical exterior features of a well-developed castle, but doesn’t give as much room to some of the landscape around a port fortification as I’d strictly like. And finally, there’s a color plate of Arensburg in a winter siege, and a plate of Wenden being bombarded by the Russians in 1577.

This volume has a larger number of plans for the various castles. Presumably, this was of necessity as fewer of them still exist to be photographed, but I really want both, so I fault the first book for too few plans, while I can’t really fault them for a lack of pictures of things that don’t exist. Once again, the photographs are in good shape, and both the color and black and white ones are clear and easy to read. The one partial exception is of the ruins of Ascheraden, of which an older photograph is used, as the shown ruins are now under the Daugava (part also still survives.

On the other hand, one reconstruction is Araisu, which is a wooden fort in the middle of a lake, which is used to provide just a bit more information on wooden fortresses of the area, along with a photograph of a model wooden wall from a museum. So that end gets a bit more attention.

There’s also three models of castles photographed, one of which is particularly nice. (Wenden castle; there’s also two photographs of parts of the actual castle ruins.)

For a companion book to the first volume, it does feel a little off, simply because the emphasis has changed a little with more plans given, but I think that’s an overall plus. Finally, there’s a catalog of twenty-one sites, giving their current (2004) status should you get a chance to visit them.

└ Tags: books, fortress, history, Osprey, reading, review
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