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The Anglo-Saxons

by Rindis on June 22, 2023 at 12:00 pm
Posted In: Books

Marc Morris returns to Dark Ages England with a ‘prequel’ of sorts to The Norman Conquest. This time, he tackles the entire period from Saxons and others legendarily being invited to help defend Britain to the end of Anglo-Saxon rule in 1066.

Everything that you may well expect to be here is here, with a lot more to provide context and framework. Overall, Morris does an excellent job of summarizing about six hundred years, and helping make sense of what can be a very confusing subject. He starts with some of late Roman coin hordes that have been found, and points out the kind of instability those represent, and proceeds from there.

We get the emergence of petty kingdoms, the church, arguments about the church, fluctuations in power, and of course, Vikings. No part of this period was peaceful. Independent rulers a fairly quick jaunt from each other is no way to run a country even without anyone coming over the sea to visit. Information can be a bit sparse in this period, which makes his knowledge of archaeological findings help; he also tends to focus on figures that we know more about (some of which are not well-known) to show the concerns of the day in better light.

One place I’ll disagree is that he dismisses much of Bede’s story of the coming of the Saxons as being unreliable and cliche. He’s generally right, but he points out, “…brothers with alliterative names are another frequent feature of European foundations myths. Hengist and Horsa are no more likely to have existed than Romulus and Remus.” The thing is, Frankish custom of the day was definitely for close relatives to have close variations on the same name, and as another Germanic people, the Saxons could have easily had some form of alliterative naming tradition. Not that that really argues against his point… but then he does pass over a fair number of alliterative names later in the book without comment. I think we should condemn Bede’s history a bit less than Morris does.

Other than that nitpick, it’s a fine book, a very good read, and well worth picking up. And read The Norman Conquest afterwards too, he has a lot more to say about the final century of Anglo-Saxon rule in that book, and has room for details lost here.

└ Tags: books, history, reading, review
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The Planets of Tripoli Y78

by Rindis on June 18, 2023 at 12:00 pm
Posted In: SFB

With six victories, and two defeats, I had no trouble passing to the second defense line in Mark and I’s modified Admiral’s Game campaign.

No ships were destroyed, but three bases were. Five of my ships were damaged (including two out of eight armor on USS Mare Serenitatis), and five of Mark’s were. Most of these just lost their armor, but WND USS Battler, and WOD USS Dunelle don’t have armor, and “merely” took enough damage to not be fully repairable. One base was left behind as the fighting shifted up a defense line, and Mark left WCA Wolfclaw and WDD Vainglory there, forcing me to screen it with at least five ships (three plus two to match his two).

That passes the action to Y78, and new ships are built, including an obligation for two destroyers and two frigates. Carnivon construction had no extra ships this year:

Federation construction:

With a Year In Service of Y79, I get to build the YCA as a prototype this year, and just have the budget for it (my calculations say I should be able to build a second one in Y80, but other concerns may put it off). It is the earliest available ‘early’ (Yxx) ship, so it will be noticeably faster than everything else… which means it will need to hold itself back in a fleet. Also, our command system works off of EPV, so it will be ‘expensive’ to include in a fleet other than as a command ship.

Y3 introduced leader variants for the Terran frigate and destroyer, and after noting them, I decided to switch out my Terran destroyer for the leader version, which gains a transporter, two cargo and a point of armor for one BPV/EPV. (My next Terran frigate, in about two years, will be the WFL, which gains three armor, and was the primary motivation for trying them after USS Marengo got smacked last year.)

And now we have the full line up of ship assignments ready (names in brown text have previous damage that can only be eliminated by going into Reserve):

The new Battle Stars column is pure fluff to show which ships are the veterans of the campaign. A ship gets a battle star each time it’s in a region where we put counters on the table, even if very little action results like in a couple of our fights last year. (Conversely, the ships in region 3 last year were assumed to have fought it out, but we didn’t actually play it, so no battle stars were awarded, including for two ships that got damaged.)

Four of my ships were forced into reserve because they retreated out of battles last time. This means I only have one more ship to work with than last year, but USS Battler and Dunelle are too damaged to put into battle this time so they also are in Reserve for repairs. Ferocity and Marengo are less valuable, and so I put them in to fill out minimal groups, and are effectively sitting out this year and next when they will be in Reserve.

Meanwhile, the defending Carnivons only need to put ships in Reserve for repairs. Mark has gone ahead and put them on the line anyway to fill out his forces, with the exception of the dreadnought I damaged in region 1 last year.

Not wanting to leave any more bases behind if I didn’t have to, my first plan was for two high-power fleets to go after the docks in regions 2 and 5. As we resolved more Y77 fights, I had to trim that back, and went to plan 2—take out the left behind base and go for one of the docks. That would have worked better if there weren’t any ships left behind at it, or at least none as big as a cruiser.

Region 6 got a slightly large pair in case I caught Mark also putting out a minimal force to concentrate elsewhere, but he has good density everywhere, so that and region 2 have been declared as losses with my forces retreating into Reserve. I will have to win all four remaining battles on this defense line to advance to line 3. Even if I do it, I might be too beat up to continue.

Region 5 promises to be an epic base battle with our biggest forces (by BPV). The WVC has special sensors, which should help a bunch. The other three battles are all about 40 BPV off of each other (with me disadvantaged in two of them), or around  15% tilt, and should get exciting, and probably bloodier than anything last year. We are starting in Region 3, where my YCA is leading a fleet against his undamaged command cruiser. Hopefully, the extra power on it will help make up my technical 35-point deficit.

└ Tags: gaming, Planets of Tripoli, SFB, Y78
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Serbia The Defiant

by Rindis on June 14, 2023 at 12:00 pm
Posted In: Boardgaming

After trying out Serbien muẞ Sterbien, I introduced Mark to the Der Weltkrieg series, with the equivalent opening of the war in Serbia scenario from the Eastern Front set. We reprized our earlier roles, so I had the attacking Austro-Hungarians again. The scenario rules force an A-H attack at the start, and naturally, the withdrawal of the 2nd Army after the first couple of turns. The main A-H goal is to take Belgrade, while the Serbians want to maintain a front from the Montenegrin border to the Romanian border, or better yet, take one of the A-H cities on the map (Novi Sad, Pecs, and Sarajevo). Overall, the scenario is 29 turns (from mid-August to mid-December, seven turns per month), though the action will naturally concentrate in the first month or two.

In the north, the terrain is clear, and is the same area as depicted in “Battle in the Mačva”, to the south the terrain rapidly gets very rough, and there’s a horde of A-H mountain brigades facing off against Serbian regiments and the Montenegrin army. An interesting twist is that there’s three A-H river flotillas with a fourth due in mid-September, but they’re confined to the Danube, while in Serbien muẞ Sterbien they could operate on the Sava. Since they’re designated as “flotillas”, it’s possible they’re centered around bigger ships, and just the smaller ones were capable of going on the Sava, but I don’t know enough to say.


August 3 turn, first of the scenario, which goes to mid-December.

The scenario all the units who can to move into Serbian ZOCs, and then everyone who can in the 5th Army, attack on the first turn. This turned into three attacks, one of which would generally be ill-advised (and cost me a strength point for no gain). Overall I traded two strength points, losing one each from the 29th and 42nd divisions, but reducing Sabac and knocking out the Ljesnica regiment and advancing over the Drina.
↓ Read the rest of this entry…

└ Tags: Der Weltkrieg, gaming, WWI
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God of Clay

by Rindis on June 10, 2023 at 12:00 pm
Posted In: Books

I suppose a handy useful fact to get out of the way is that “Clay” is the name of the main character. So, this isn’t a god made of clay, but rather Clay’s god.

Past that, this is the first part of what’s turned into a fairly epic trilogy (each book has gotten noticeably longer). As with many such, it starts simply enough. Clay is the sober and responsible one of his three brothers, and this leads to trouble as he tries to reign in his brother Laughing Dog. And this sends them both on separate journeys that define the plot.

Clay’s tribe has been through much recently, but that is slow to be revealed in the novel, this helps helps you realize that changes have been coming in this world for a while and it’s just now that the role of the gods are becoming much more direct in these people’s lives again. So, not stating that earlier is a small flaw, though it’s more because it is so focused on the personal side.

Also, it’s obvious that a lot of background has grown organically as the story has expanded. A lot is fairly indeterminate here. The People live on the savanna, next to a large forest. They’re a fairly simple tribe, without a lot of outside contact. We do find out that there are people living well outside of this context, but we’ve only gotten a glimpse or two, and don’t know what the world at large is like. Is this Earth plus gods, or something different? It’s hard to say, though as the books go on, it’s easier to say that this isn’t any version of Earth, though it is certainly taking from sub-Saharan traditions (from what I can tell with my minuscule knowledge of such). The characters on the other hand are all well-realized, and bring this half-unseen world to life around them.

In all, this is a very good, unusual, fantasy. And while it is ‘part one’, it also comes to a very good stopping point. Do note that there is a gay relationship here, which starts getting closer to ‘explicit’ as the books goes on. This isn’t ‘erotica’, but gets pretty close in the next two books, while it’s much tamer here.

└ Tags: books, fantasy, furry, reading, review
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SL255 Dragons at Large

by Rindis on June 6, 2023 at 12:00 pm
Posted In: SFB

Mark and I spent a little time with a “modern” SFB scenario away from our Early Years campaign, with a Y162 scenario. This one features an early ISC force trying to rescue a colony (troop) transport from a pair of curious space dragons from Captain’s Log #34. Both elements lent interest, though this doesn’t really give you feel for what the ISC is typically like.

They get a police flagship cruiser (CPF), a CL with the major weapons removed (in favor of more utility facilities like cargo, barracks, a special sensor, etc.), and two local defense frigates (LFF). These last are early frigates (YFF) converted up to modern technology, but are still lacking in power and other systems. They are coming to the aid of the remnant of a colony convoy (one LTF) that fell afoul of an ion storm, and is now considered the “toy” of a pair of adult space dragons that have never seen a constructed object before. As the ship is failing anyway, the goal is to rescue the 78 crew units of passengers.

I had the ISC for this, and the first thing was discovering a few oddities in the space dragons rules. Notably, they can cancel their own movement, so you just really declare the fastest possible speed, and move when you feel like it. (They are tied to their toy, which is locked to speed 4 and no maneuvering, so this is a big help.) Being human-controlled monsters, they don’t use MCIDS, but their tail can destroy up to three shuttles or seeking weapons per impulse. By verbiage, that includes plasma torpedoes, which seems a little surprising (especially as it is similar to MCIDS, which only works on shuttles and drones), and ended with me having to rely on phasers, since there’s only two plasma launchers to begin with (on the LFFs).

The ISC ships start 20 hexes behind the main action, and the CPF came in at 27, while the two LFFs followed at 21 (near their maximum speed). On Impulse 14, I was eight hexes away, and the dragons launched plasma torpedoes (their ‘breath weapon’; for this size, a plasma-G each), and fired ‘phasers’ (eye beams) at the CPF, denting its front shield.

This left me with a rapidly escalating dilemma. The plasmas were coming on fast, and they quickly turned away from LFF-1. My guess was that they were targeted on the CPF, since chasing it off was the obvious goal, and he’d fired at it with the eye beams. LFF-2’s speed meant it would not be able to outrun a speed-32 plasma torpedo anyway, so it went in to knock a few points off the torpedoes.


Turn 1, Impulse 20, showing movement from Impulse 14.

And both impacted on it’s #2 shield on impulse 20. This resulted in 28 internals, knocking out nearly everything on the ship, including all power. (Ironically, the one transporter did survive, not that it would ever be able to get to the LTF to transport anyone off it.) This disrupted a lot of plans, since that showed that the remaining LFF was at best a distraction, and all the real work had to devolve on to the CPF.

LFF-2 launched both the real and pseudo plasma torpedoes before it ran out of steam at the end of the turn, which is where we discovered that the tail can just kill those on a 5/6ths chance at range 1. While that was running out, LFF-1 and the CPF got to range 5 and transported crew units across from the LPT at the end of the turn.

I had a scheme to get the CPF’s heavy transport shuttle onto the LTF, but that ran into trouble too. Notably, the eight-impulse delay between launching and any possible voluntary landing of a shuttle. Even starting a few hexes away, the dragons got back to the LTF and destroyed the shuttle before it could land. That ended my last attempt by that method, since the round trip was going to be nearly impossible to arrange.

I realized what really needed doing was shooting up the dragons. Hurting them too badly is a problem, as if either take 50% damage to any location, they’ll both be free to attack anything, including the freighter. At 75%, they run off. So, carefully managing damage between those thresholds is a possibility, but would probably end with a wrecked FTL and a lot of dead people. But, I could make sure to stop before the 50% mark and let damage to the wings slow them down and limit maneuver. So LFF-1 hit range 0, taking seven internals from claw and bite damage… which knocked out the transporter, while the LFF’s phasers did 23 damage in return to dragon #2.

The dragons chased the LFF, and the CPF circled around for a range 2 shot at dragon #2 for 22 more damage on impulse 25. The dragons mostly need to stay close to their “toy”, and the LFF used that to start opening the range, while the dragons shadowed the CPF’s movements around the freighter.

This reduced #2’s speed to 18 for turn 3, and the CPF pushed up to 31 to get away from likely breath weapons, transporting more passengers over on impulse 1. One plasma was launched at the LFF, which thankfully already had a good lead. The CPF turned to parallel the freighter at range 15, and the other plasma launched on a leading track to keep me away, and it soon impacted for four damage after I phasered it down.

This time, my two ships approached on opposite sides of the LTF, and dragon #2 kept the LFF from getting too close, while the CPF did 13 damage to #1 at range 1, while taking five damage to the #4 shield. This drew #2 back to it, and hit transported another four crew units over on impulse 25 of turn 4, taking three internals through the down shield from dragon #2, who was off beyond the LTF (thankfully just hull and cargo).

Conclusion

We actually went through nine turns before quitting the scenario. Mark was getting better at parrying my attempts to get at the LTF and transport people off of it (keeping me off completely on the last attempt), but it was taking a lot of very dry maneuvering to do, and it all gets less exciting as it goes. By that point, I had rescued 22 crew units, and I needed to get over 40 just for a marginal victory. It looked possible, given enough time. It was also possible to potentially do it a lot faster by charging the CPF straight through the dragons, but with smart play, that also meant eating a pair of close range plasma-Gs and gambling on getting through without taking too much damage to be able to do it again.

The scenario didn’t really live up to its promise, as the smart money really is on doing a bunch of high speed passes to dodge plasma torpedoes. Other possibilities include trying lots of shuttles, but I think that’s probably a fool’s errand with the tail able to instant kill them, and the eye phasers likely to destroy them at a slightly longer range. The last option is docking to the LTF, but such a process is slow, and while wild weasels could help with negating plasma torpedoes, the explosion period isn’t long enough to get through the entire sequence (though the CPF does carry a bunch of shuttles…).

While it was technically good to see the ISC and dragons in action, this is a very atypical ISC force. They are of course known for their echelon tactics centered around the PPD, but that’s fleet tactics, and just doesn’t apply here. Outside of that, the CPF still isn’t anything like the ships you would normally see alone (they are more in line with traditional ‘big plasma’ outside of fleets), and the lack of plasma torpedoes on the major ship gives the CPF a different feel than what you’d see in a duel. On the other hand, it was good to see how the space dragons operate. They’re very flexible in movement, and otherwise quite capable (especially with their breath weapon being every two turns), and very simple to run.

└ Tags: gaming, SFB, Y162
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