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1809: Thunder on the Danube – Part 2

by Rindis on May 29, 2023 at 12:00 pm
Posted In: Books

Book two of John Gill’s continues straight on from the first volume, with the Austrian army in strategic disarray after Eggmühl and covers up to the end of the Battle of Aspern-Essling on May 22, 1809.

Unlike the previous book, he then steps back and looks at the campaign in Italy, starting with Archduke Johann’s invasion and early victories, and ending with his retreat back out of Italy in mid-May after the Battle of the Piave.

This expanded scope is welcome, but I wish it had been inserted earlier. Even better, the maps in this volume are much improved from the ones in the first book. Those were horrible to actually use, while these are much better at depicting the geography in question.

Better yet, while these problems with the first volume are addressed, the quality of writing and descriptions are exactly at the high levels of before. This obviously one work under three covers and, with improvements, continues straight through with his description of events in the summer of 1809.

└ Tags: books, history, reading, review
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SL157 The Fog of War, the Frenzy of Space

by Rindis on May 25, 2023 at 12:00 pm
Posted In: SFB

A little bit ago, Patch and I finished our play-through of Y161 scenarios. The finale was a fleet battle of the Four Powers War. Patch initially looked at it and refused as it had far too many ships for what he wanted to handle. Then, I started reading off the terrain effects going on, and he changed to, “I gotta see this.”

Basically, the Hydrans attempted to hide a fleet concentration with the emissions of an unstable star. The Lyrans find out anyway, and send in a fleet, and just as the battle begins in earnest, the star goes supernova. This simplifies the scenario, as the blast wipes out all the fighters. On the other hand, supernovas are a combination of terrain types: nebula, radiation, heat (which we did wrong, as it only extends 20 hexes from the wave front…), pulsar, and asteroids (representing stellar debris flung out by the star). The Lyrans have the bigger force (eight ships, ranging from a pair of CAs down to three DDs and a SC—that last is nearly useless here), but the Hydrans have some hellbores and can take a hit (six ships, LM command cruiser, RN and DG, and three Lancers).

The scenario specifies that the initial pulsar burst (with an assumed base strength of 60) happens on impulse 0 (or impulse 32 of turn 0, if you prefer), so you resolve that, and then do EA for turn 1. It does not say if the nebula rules should be in force at that point, or if that’s supposed to follow right after the initial blast hits. I kind of suspect the latter, but what language there is more implies the former, so shields were at minimal levels (thanks to the nebula) when the initial blast hit, and rolling the damage on fourteen ships took the entire first session. The three Hydran cruisers came out of that in relatively good shape thanks to the unified hull and Hydran ability to take the first hit.

I still lost two out of six hellbore torpedoes on that first round, and they’re the ones with the best reach thanks to their 2d6 to hit roll, and the nine points of ECM caused by the nebula (+3 shift, easy to lower to +2, but getting down to +1 is hard). The Lyrans were hit a bit harder, and all the smaller ships had trouble, including one of my Lancers being Out of Control (all three one-box control spaces were knocked out).

Once that was resolved, this is what we were looking at over the next turn: Impulse 4: heat and radiation damage, Impulse 5: random movement from the nebula, Impulse 12: heat and radiation, Impulse 15: nebula, Impulse 16: supernova wave front advances, Impulse 20: heat, radiation, and pulsar burst, Impulse 26: nebula, Impulse 28: heat and radiation. In addition, every impulse two new seven-hex asteroid clusters are generated at the wave front (in a bit of ‘neat game physics trumps reality’, these move across the map at speed 20, warp 2.7). Patch managed from speeds 14 to 16 with his ships, while I was going speeds 11 and 12 (largely with reinforced #4 shields, planning on turning them to face the pulsar blast on impulse 20).

The fleets start about 20 hexes from each other, so terrain worries were uppermost in both our minds. The heat damage on 4 (since the first blast had helpfully knocked down a shield for everyone) largely hit weapons (or a battery on each of the three Lancers as the initial volley had taken out all hull). Then the nebula movement on impulse 5 caused havoc. This always moves a ship one hex in a random direction, and will often turn the ship 60° (leaving turn mode status where it was, so you can turn back immediately if it’s already satisfied). Most of my ships did not turn, but largely got shoved backwards, while Patch’s ships ended up pointing all over the place, including the two CAs pointed back towards the wave front, who then started turning further in that direction to keep the down shield away from me.


Turn 1, Impulse 5 after all movement.
↓ Read the rest of this entry…

└ Tags: gaming, SFB, Y161
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Bryony and Roses

by Rindis on May 21, 2023 at 12:00 pm
Posted In: Books

The first thing I found out reading this is that I should read Robin McKinley’s Rose Daughter. I think I remember a friend enthusing about it at the time, but that recommendation has been lost to mists of time.

Ursula Vernon’s retelling of Beauty and the Beast takes from a number of sources. Not least of all, her own sensibilities. We have a practical, gardening, heroine. When she come across a mansion where none should be, with no one around, and immaculately kept, she has questions. (“…it occurred to her that boxwoods needed pruning and unless the abandoned convent still kept a gardening staff, the neat cubical hedge would be a thicket in two seasons.”)

Disney’s version shows a bit here. Bryony and her horse are lost in a severe snowstorm when she stumbles across an impossible road to a mansion that shouldn’t be there with self-pruning topiary. The Beast’s description is a bit vague, but would fit Disney’s version just fine. And Vernon answers the common complaint of that movie (spoiler!) by not having the Beast turn back to human.

There are no enchanted servants. The mansion itself takes care of everything. Somehow. Working into that, and the fact that the Beast is obviously constrained from talking about certain things provides the bulk of the tension of the novel. The main outlines are familiar, but just what has the Beast trapped as much as Bryony is the question.

The main new element is the fact that Bryony (which, by the way is not only a type of climbing, flowering, plant, but as a name comes from Latin “to sprout”), is a gardener, who like Vernon, has little patience for roses. And of course, there is a rose motif all over in this book (starting with the first view of the mansion, “a high stone wall, inset with a pair iron gates with twining wrought-iron roses.”).

Past that, do remember this is a fairly short novel. It’s a very good one, but don’t expect too many surprises of a well-known tale, though, being a T. Kingfisher novel, a bit of turn towards horror shouldn’t be a big surprise either (thankfully, the main horrific elements are quite limited).

└ Tags: books, fantasy, reading, review
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Two Rounds of Colline Gate

by Rindis on May 17, 2023 at 12:00 pm
Posted In: CC:Ancients

After finishing First Timers, Patch and I went to our usual round of Commands & Colors: Ancients. Up this time was Colline Gate from Expansion #3. This is basically the end of the fight between Sulla and Marius (who is already dead), and both sides are close in numbers, though Sulla has Mediums instead of Auxiliaries. Its a smaller battle, and only goes to five banners.

I had the Samnites first, and started with Move-Fire-Move, doing two blocks to a Medium and one to a LS (it had to retreat into the wall behind the Romans). Patch Ordered Three Center to get his line together, and I Move-Fire-Moved again, but didn’t do any damage this time. We both Ordered Center to get a solid line, and Patch Ordered Mediums to get us into contact on his left, doing to blocks to an Aux in return for one on his Medium.

I did a Coordinated Attack (all ranged fire) with no effect, and Patch engaged the flank more heavily with Leadership any Section, knocking out the weak Aux, and traded blocks with another and his weak Medium. I Ordered Mediums to strike back and move my MC on the other flank. The MC drove off a Medium and LS, but in the main area I lost two blocks for no gain. Patch Ordered Two Center to trade blocks (including making Pontius’ MC lose a block by retreating to the base line on two banners). Ordered Mounted got my MC in motion again, and I finished off an Aux and forced Sulla back with a loss on momentum, while doing a block to his LS.

Patch engaged his left flank again with Leadership any Section, knocking out two Aux and a MC. With my right gone, I Ordered Three Left, routing a LS, forcing his MC to evade with losses, but took four blocks myself. Patch Ordered Three Center to finish off a weak Aux. 2-5

For the second round we both started with a few turns of ranged fire which didn’t do more than force an Aux to retreat and take a single block. Patch moved forward with Order Three Center, and I countered with Order Four Left to come into contact with his LS, who evaded after taking a block, and his Aux took another block from further ranged fire. Patch Ordered Three Right, driving off a Medium with two losses. I Ordered Two Center to do two blocks to a Medium, retreating with one loss afterward.

Mounted Charge got his two MC in contact with my main line, and Patch took out both of my MC and Crassus and damaged two Mediums at a cost of one of his blocks. Order Three Left forced Patch back, but did no damage. Out Flanked let him finish off two Mediums. 0-5

Afterword

It’s a short, quick battle, and I can recommend it on that basis. Also, both sides are fairly similar, though Sulla’s Mediums give the red Romans a lot more punch, especially with the Marius’ Legions rule giving them missile capability.

Like anything short and quick, the dice will tend to dominate how things go. Patch had some brutal rolling in the second game, and once again Mounted Charge largely decided the battle. Losing Crassus just made sure that I was dangerously close to a loss, and I had to spend time getting Sulla back into action (both leaders start with the MC).

└ Tags: C&C Ancients, gaming
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The Merlin Conspiracy

by Rindis on May 13, 2023 at 12:00 pm
Posted In: Books

I know what you’re thinking. And no, the book isn’t about that. This isn’t a conspiracy of Arthurian legend.

In this case, “Merlin” is an office title in an alternate-universe Britain (The Isles of Blest), and the conspiracy centers around that.

This is technically a sequel to Deep Secret, and picks up with one of the secondary characters from there as well as introducing a new character from Blest. However, there’s no real need to read Deep Secret before this one, though I’d say it was a bit more fun as a novel. Like the other, this book features an alternating pair of point of views, and I kind of think that stylistic choice was what made this a “series” for DWJ. This time however, it takes a while for the two separate stories to converge, but they do, and do so very well.

As is typical for a young-adult novel, we have a few teens who have stumbled into something big that the adults around don’t believe or worry about, and thereby hangs adventure. However, we do have a fairly good secondary cast of adults who are not helpless, as well as ones enmeshed in the conspiracy’s machinations.

The main trouble is that the plot does take a bit to get going properly. Thankfully, we have some good characters, and there is action right up front. It just doesn’t cohere into a single plot for a while. Once going, the book picks up pace nicely, and comes to a typical climatic ending with a lot going on all at once. Certainly not her best book, but if you enjoy her books, do read it.

└ Tags: books, contemporary fantasy, fantasy, reading, review
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