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Battle in the Mačva

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

Last October, I finally got to try out GMT’s 1914 series. It had looked interesting from the start, with a detailed operational look at the start of WWI, where keeping armies and corps straight was important. It turned out to be a bit more than I wanted and more than I bargained for.

Mark and Jason played it some together a while ago, but for this game, Mark and I were using the version 3 rules for Serbien muẞ Sterbien‘s introductory scenario. The Vassal module is not in good shape, using custom code that no longer works with Vassal, and frankly there are many places where it seems to do something half one way and half another without either being a complete solution. But it does function, if you go back to a version of Vassal that doesn’t just refuse to load it.

The scenario covers most of August and the defense of north-west Serbia, and I had the Austro-Hungarians, moving in with two armies, one of which largely pulls out for Galicia mid-way through. The main goal for AH is Valjevo, some eight hexes away from the border. The Serbians get the initial turn, and suffered some cohesion loss in two divisions as they force-marched towards the border. My initial attack across the Drina did nothing more than wear out two divisions, but a second attempt on turn 1 (the scenario starts with turn 0) knocked out both elements of the Loznica brigade, and took Loznica itself, which is one of the Serbian victory objectives. (Both sides have objectives they are unlikely to take/hold, meaning the scenario is geared to be a draw in most cases.)

Meanwhile, I crossed the Sava in two places, and the Serbians quickly repulsed the landing near Sabac, wrecking the Dani brigade, which was forced to retreat back across the river. However, a follow up attack on a regiment two hexes back ran into the 29th division as it crossed, which easily defeated the attack, and allowed me to get a pontoon bridge established.

Having taken out the border defenses during the Serbian half of turn 1, the 13th Corps raced ahead, bouncing the Serbian Third Army supply train out of 21.14, and cutting off the Drina-I division. The 8th Corps moved to take on an element of the Drina-II covering the north at Tekeris and caused a step-loss to it, then wiped it out with a failed post-combat effetiveness roll, but the attack wore out both divisions of the 8th Corps. An attack against the Serbian forces north of Sabac didn’t do anything, but the prepared attack did tie them down from causing trouble elsewhere (before we caught that, one regiment was going to go bounce the 8th Corps supply train out of position—which of course he did on the next turn anyway). Drina-I had moved onto my south flank, but the collapse of the border ended with it trapped behind the lines where it tried to move back into supply, bleeding cohesion for the next couple turns.

The Serbians counterattacked, but my counter moves left him with a hit to cohesion and losing a small unit while forcing me back in good order. I tried clearing the Sabac regiment out of the northern flank, but only ended up sending my own division combat ineffective. The Landovsky regiment was sent to Tekeri to hold the line while the 21st division recovered, and the 9th division (which had just recovered some cohesion of its own) chased off Sabac. An attack from the bulk of 13th Corps forced Timok-II back with losses.

The way to Valjevo was momentarily open; Morava-I moved to the ridgeline outside town, while Timok-II went into the valley south of there. The rest of the line facing the A-H Fifth Army was fairly thin, but still nearly equal to what was facing them. I sent the 31st Division across the Sava to the east of the previous action, forcing the Serbians to react after the 32nd had previously crossed one of the loops that actually work for the Austrians. This didn’t work out with Mark getting a great roll to do two step losses, push the 31st back across the Sava, and nearly wreck it. However, the combat also sent the Combined Division combat ineffective.

I attempted an attack on Timok-I’s position, only to see Morava-I move to join the defense, sending it down to a 3:4, but a great roll still won the combat, sending the Serbians back to Valjevo with a step loss. Straggler recovery ended up replacing that, and Combined recovered enough to provide some protection to the flank. Importantly, this is also the point at which the final Serbian division, Dunav-I, becomes available (it’s on map the entire time, but is inactive south of Beograd until turn 4).

I contemplated an attack directly on Valjevo; one big attack to try and get in, which would invite the Serbians to concentrate there against my attack. Instead, I hit the two flanks, hoping to drive one or both off, and gain a better position for an attack next time. This did not serve its purpose. I did demoralize the Combined Division, helping secure my north flank, but it didn’t take me where I wanted to go, and a poor roll on the south flank merely hurt me instead of the Serbians. Much worse, I hadn’t anticipated how fast the Dunav-I would move, and it arrived before I could do another attack.

We went a bit further, but I didn’t have what it took to get anywhere, and remained stuck outside of Valjevo.

Afterword

I have a feeling this is one of the more successful A-H games. I’d think the front would stabilize much further west most of the time. I felt Mark should have given up Sabac fairly early and not had that extended line sapping his strength. It is one of the Serbian victory locations (they need the full set), and he, naturally, was wanting to hold it while looking for a way to threaten Loznica. While the 8th Corps performed poorly, he wasn’t really able to get past that to turn the 13th’s flank. My drive was dogged by average to above average rolls, with mass giving me progress, until the combat that got me next to Valjevo itself, which was a 3 (on 2d6). Getting too aggressive on a flanking maneuver also cost him a division since it was completely out of supply until it became combat ineffective.

There’s a lot of good ideas in the 1914 series to like. But I think the design would have been better served to pick one or two of things and focus on them. The regular scenarios can be a lot bigger than this one, and I found there to be too much to keep track of. I don’t really relish the idea of a bigger scenario.

One of the initial selling points I remember was the attachment of divisions to corps and those to armies. Basically, enforcing some command control into the regular mess allowed by wargames. I think that alone would be enough for a game to focus on, as there’s no real way for it not to lead to a decent amount of tracking paperwork, especially in a physical game. (One of the faults of the Vassal module is that the rules state some units aren’t allowed to trade corps attachments, but in the module it’s impossible to tell which ones, as they all have the commands to do so.)

The game also tracks unit strength (steps), cohesion (‘combat effectiveness level’), and quality (‘proficiency rating’). Step losses are quite common, and this doesn’t try to go down to individual strength points (like Der Weltkrieg), but does have up to four steps on units, which is extra markers. Cohesion is very important, and is nice to see, but tracking that takes place off-map on the corps display, so I imagine remembering who needs cycling out before becoming completely combat ineffective could be challenging (one of the real wins of the Vassal module is tracking that on the main unit counter). This feeds into a complicated CRT that takes a while to understand (and the version 3 rules streamlined it!).

One die roll gives you numbers that you then look up elsewhere to determine losses, is a modifier for cohesion checks, and determines retreats. Both sides pick if they are ‘determined’ about this combat, which can boost those results and change the retreats. Really nice idea, but it does mean that the decisions don’t end with a simple yea/nay on knowing the odds (which you generally don’t, since you aren’t supposed to peek at enemy stacks, though we did since the Vassal module doesn’t support that well, and we needed each other for staff work), and you’re looking up three things at the end of it. For each combat.

Cohesion also gets used for movement, where you can go faster than normal at the cost of perhaps losing some cohesion. The enemy gets a smaller move right after yours, and then combat happens, so the defender can pour units into an attacked area. Or pull out if they’re not nailed in place with a prepared attack. Move-countermove and attack-counterattack is another good idea, and certainly one I’d like to see elsewhere. It’s kind of the opposite of typical ‘exploitation’ phases, so it may not work well outside of WWI, but I’d like to see it tried. On the other hand, it can lead to a bit of ASL-style skulking: As long as a prepared attack is not declared, you can move out of a space during counter-move, and move back into it during your move. This prevents an attack during the enemy turn, and they can’t advance into the hex, but it was blocked by your unit during movement.

Any one of the preceding four paragraphs would likely be enough complication to deal with in a large, expansive scenario. Here you have all of them. I felt quite outmatched by the rules, and play slogged for quite a while getting used to it. I did eventually get a handle on it all, and felt much better about the system, but it is an awful lot to handle, and probably requiring more dedication than I care to give.

└ Tags: gaming, Serbien muẞ Sterbien
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The Original Elfquest

by Rindis on April 15, 2023 at 12:00 pm
Posted In: Books

It is impossible to overstate how important this series was to me during the ’80s. If you want to understand teenage me, Star Trek, Robotech, Elfquest, and role playing games are essential knowledge.

I recently picked up the Dark Horse collection of the series and read through it for the first time in entirely too long. Mostly, this is long-familiar ground. The Wolfriders are elves, persecuted by humans for generations, and then burned out of their home. After an introductory story, the titular quest begins as Cutter, youthful chief of the Wolfriders sets to to understand more of the world, and what, if any, place they may have in it. As our knowledge of this nameless world with two moons (which has since been named the World of Two Moons…) expands, so does the scope of the story, ramping up from thoughtful beginnings to an action-packed epic fantasy climax, and finally, unexpected answers.

This was the kick-start of the independent comics boom of the ’80s (along with Cerebus), and parts of it are rooted in its time. Narration text boxes are heavy and sometimes weigh down the storytelling (though on occasion they do heavy lifting to keep the page and art from getting tied up in talking heads). And parts are ahead of their time, with Wendy Pini’s art being an early source of Japanese manga influence in the US. On top of that, there is a great story, with great art that also shows her animation training, as characters have life on every page.

Reading it was also new to me as the Dark Horse version is in the original black-and-white. Wendy Pini’s inks are gorgeous, and it’s great to see them here. But the World of Two Moons is a colorful place, and one where color can be very important. The original series has been colorized three or four times, and the best of those colors is how I first discovered the series, and the version that is both the hardest to find now, and what I would have hoped for others to see in the Dark Horse version.

The worst color version is the 1985 Epic Comics reprint. This was produced in the usual (for the time) comics standards which means it would have suffered from lackluster registration and a very coarse color screen no mater what, but it also suffered from a non-technical problem. Glynis Oliver did the colors for the series, and while she is generally good and celebrated colorist, for some reason the trolls, who should have a kind of an olive drab skin tone kept coming out with regular human(/elf) pink skin tones. And it was a recurrent problem that would go away and come back. I don’t know what happened there, but it’s solidly the worst.

Next up is the Father Tree Press graphic novels from 1988. The printing job is fine, and the colors are actually very good, but a bit flat. I think this was produced by the traditional color-guide and separation method of comics. For that, it’s very good. At least in the original series. The graphic novels after that, where there were no previous color jobs to act as a guide, get worse with some odd color/highlighting choices, and some garish results. I know very little of the 2003 DC release, but it has computer color obviously based on the Father Tree Press versions. What little I’ve seen does have some very nice effects.

The first, best, now lost, colors were in the 1981-84 Donning/Starblaze graphic novels. These were hand-painted over prints of the original pages and then photographed. Wendy Pini did a very good job with the first volume and 2-4 were even better with Jane Fancher doing the colors (the first Dark Horse volume is all four of the Donning books together). Given that the relationship between the Pinis (and many other creators) and Donning ended in court, I have to assume that Donning owned the rights to the color work, which is why it’s never been re-used.

And it is a shame. Compare the B&W, Father Tree, and Donning versions here:

Or just the two color versions:

And a glimpse of Fancher’s colors:

Dark Horse’s collection seems to be meant to preserve the original. It sticks with the original black-and-white, and foregoes the extra pages from the Epic series that were inserted into the Father Tree Press version. It’s still missing a bit, as originally there were twenty color front and back covers to give a much better guide to how everyone looked, but preserving the original presentation is worthwhile in its own right.

And color or not. Or any of the various color jobs, it is still a very good story well worth a read or a dozen.

└ Tags: books, comics, Elfquest, fantasy, reading, review
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Anime Winter 2023

by Rindis on April 11, 2023 at 12:00 pm
Posted In: Anime

Smudge and I just finished up a couple series, right as the new set is starting for a change! The new season’s looking promising, and the old one wasn’t bad either.

Yamato 2202 — We’re currently about two episodes from the end, and everything has ramped up to appropriately space opera high stakes. I’d say overall the first series is better, but this still an excellent production and a must-see.

Trigun Stampede — Excellent remakes strike again! All four of us are watching this and are very impressed. We started watching it a bit late, so we’re still somewhat early in. The main thing is the real story and the conflict with Knives gets started immediately. The background and characters are much better set, and it’d be interesting to really know just when all of this emerged in the original manga, because the guess is that the main parts only emerged as the original series was in production.

My Hero Academia — Okay, at long last, we’ve had the big turning point of the series. BBEG is loose! There was a big season-long battle! (More like three of them.) And, basically, everyone fought to a draw. We’re still in the aftermath, and presumably the story will be diverting to a slightly different trajectory now that Deku has a clear antithesis villain, and the thrust of the story will need to start centering on how to defeat him instead of Deku’s first steps towards being a superhero.

Kaina of the Great Snow Sea — Polygon Pictures does all computer-animated series, and has gotten good at the style. This happens to be a good planetary romance story (a little more modern in values—the princess is a co-equal star), and gets a little predictable if you know what the general story beats that genre has. But it’s well done, and I hope we get another season.

Knights of Sidonia — And just finished watching the second season of Polygon Pictures’ first production. I saw a couple pieces of it when Smudge watched it when it came out, and I’m happy to finally see it. The beginning of season two had a bit of a tonal shift, but the plot worked out well. There is a movie as well, which we will need to see.

The Fire Hunter — A very interesting world and some good writing. The animation, not so much. The production house seems well aware of this, and does some interesting stylistic choices try and make up for it. But, it still needs a better budget. However, I do recommend it, and don’t let the animation quality put you off.

NieR Automata Ver 1.1a — Smudge and I started watching this, Baron came to say good night as he went to bed and then sat down to watch the second episode. So, this is now part of what we watch with the guys. It’s… about as unusual as the game in storytelling. There’s some odd choices, but the series works well. I’m a little concerned about how much sense it’d make without Smudge offering commentary (she’s played the game), but I’m certainly enjoying it.

Komi Can’t Communicate — It is a testament to the quality of what we’ve been watching lately that this is nearly the last thing on a list ordered by quality. Komi is still being very good and very funny, but everything above this is still better.

Kingdom —Still going through this very long anime. We’ve just finished with the siege of Sai, which was generally well done, but it still suffers from being a shonen fastball.

└ Tags: anime
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28 Ambush!

by Rindis on April 7, 2023 at 12:00 pm
Posted In: ASL

After finishing up in Piepsk, Mark and I went back to the Partisan scenarios for one set in Greece. Bulgaria claimed a part of it after the Axis victory there in ’41, and by that winter had thoroughly pissed off most of the locals, leading to the beginnings of a few partisan movements. In March ’42 a group raided a Bulgarian camp and made off with whatever weapons they could carry. The Bulgarians gave chase, and the Greeks split up in disagreement, with some staying to face down the Bulgarians.

The scenario starts right after a captured MG opens up and breaks the head of the Bulgarian column. The Greeks are defending board 4 with thirteen partisan squads (and sixteen “?”), three LMGs and two MMGs (all captured Axis Minor SW). The Bulgarians have nineteen squads lined up on the road, stretching back to board 10, five of which are broken and DM at scenario start (must have been in column). Mark took the Greeks, and mis-read the victory conditions, thinking he needed to stay at the victory line, instead of keeping me from crossing it. A clever twist is that while the Bulgarians need to have 7 squad-equivalents east of/on hexrow I, that number goes up for any MGs the Greeks have operating, potentially including any more they grab from the Bulgarians during the scenario.

My first action was to assemble one of the 50mm MTRs, which was right at the board 10 tree line. After that was a scramble for cover, and hurrying the rear of the column to the front. Mark didn’t have any fire during movement, in fact, we found a fair number of just-barely blocked LOS as he checked for concealment loss. The 4G3 MMG then broke my MTR squad, reduced two of the broken squads, and eliminated a HS.


Situation, Bulgarian Turn 1, showing the full board. The blue dashed line is the goal for the Bulgarians.
↓ Read the rest of this entry…

└ Tags: Armies of Oblivion, ASL, gaming
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The Last Best Hope

by Rindis on April 3, 2023 at 12:00 pm
Posted In: Books

Star Trek: Picard picked up later Star Trek continuity with a fairly tough job. It had been nearly twenty years since the last TNG-era movie came out. Since then we did find out that the Romulan star had gone nova (as the backstory to the reboot movie). So, if you want Patrick Stewart back in his iconic role, anything you do will have to happen later to account for his ageing, and you’re going to have to account for this bit of backstory.

The first season of Picard did well with this, and gave us sometimes confusing tidbits of those missing two decades. New characters that he had gotten to know, Picard in a quiet semi-disgraced retirement. And much more.

This prequel novel fleshes out much, but not all of that background. (There are two other prequels….) The Federation becomes aware that the star for Romulus and Remus is on a path to a supernova detonation, and that is going to require evacuating far more people than anyone is equipped for. The novel then follows, in a very summary fashion, the years of Picard’s efforts at the head of the Federation’s effort to help relocate people out of the way of the blast.

The good news is that this is well-written with a good feel of the characters. You can often hear Patrick Stewart saying Jean-Luc Picard’s lines, because the characterization is spot on. I’m sure that McCormack had access to the writer’s bible for the series, and this looks to mesh perfectly with what has been said on-screen.

Of course, that tells us that this is not going to come to a happy conclusion for much of anyone, and the novel more ends than concludes. As a pure prequel, that’s not bad, but it is the weakest point. The journey is the main thing, and it is well told, and this makes a good guide to some of the confusing backstory of ST:Picard.

└ Tags: books, reading, review, science fiction, Star Trek
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