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  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

Planets of Tripoli Y77 Region 5

by Rindis on July 14, 2022 at 12:00 pm
Posted In: SFB

At the start of April, Mark and I returned to our SFB campaign. This time, we went to the battle at Mark’s third base, in Region 5. This features one of my two main ‘base busting’ fleets, led by a WDN. With it, I had two heavy cruisers and a light cruiser, plus two frigates. With 25 EPV left in my command limit, I could have put in another frigate (the WNF is only 21, though everything else is too big at 31 and up), or used destroyers instead, but I was out of any of those. Mark, limited by the first turn rules, only had a WCA and and WFF with his base, making it a notably smaller force than last time.

Mark set up next to his base rolled low for weapon status 1 again, while I set up behind the ships (at range 35). I came in at speed 10, while the Carnivons went 7. At that speed the WDN and WVF were running with good EW, though the WRL had a minimal 1/0 and the WFF couldn’t manage any. Only the base put up EW for Mark (it is easy to suppose that charging phasers was more than enough power drain as it was).

On turn 2, the Carnivons picked up to speed 11, while I split between 11 and 12. The Carnivon WCA Wolfbite (201) put up a point of ECM, while I generally reduced mine. On impulse 9 the base launched a pair of death bolts at the oncoming fleet. The Carnivon ships slowly turned clockwise, and on impulse 24 I turned towards their new course at range 17 from the base. The Carnivons immediately turned off, presenting a stern chase. On turn 3, he slowed down to 9 and 10, and then continued counter-clockwise, putting the base between the fleets.  I had increased everyone’s speed to 12, and on impulse 11 broke off to turn for a run at the base, which fired its disruptor cannon at WVF USS Intrepid (SF-68) on impulse 17, but missed, thanks to ECM it was running.

On impulse 32 the lead two ships reached range 8 and unloaded. WCA USS Mare Serenitatis (SF-25) and WRL USS Gatherer (SF-70) each hit with one out of two photons (fairly good with a +1 shift, and it would have been all four without it), while the seven phasers from the two ships rolled horribly to do 3 damage. This left the base’s #6 at one box (I regretted that one box, as knocking it down would have forced him to use general reinforcement only on that shield).


Initial maneuvers, turns 1-3.
↓ Read the rest of this entry…

└ Tags: gaming, Planets of Tripoli, SFB, Y77
1 Comment

Settlers of Versailles

by Rindis on July 10, 2022 at 12:00 pm
Posted In: Boardgaming

Back on the 3rd, Mark and Jason came over to join me and Dave for a four-player FtF game day. The primary activity for the day was the group’s second game of Versailles, 1919 (Jason’s third, and Mark and I’s fourth). Random draws of cubes gave Mark Britain, me France, Dave the US, and Jason Italy.

Dave struggled with converting influence into settled issues all game, and ended the game with only three. They were all high-value, which helped, but his score was certainly limping along. Mark and Jason did fairly well at first before bogging down a bit, and was starting to get somewhere with getting more issues settled to me as the first uprising happened. By the end of the game, I had actually accumulated the biggest collection of issues, though I was aware that my strategy wasn’t going anywhere. Mark also did well on issues, and dumped a lot of influence on Game End, and rushed it through, with the 7 VPs there beating out my card total.

Dave had the first pick of strategies, taking 14 Points, which got him 13 VPs combined with 18 in issues (mostly self-determination and Japan and Italy signing the treaty), and second-place happiness (22), Jason had the second pick for Global Trade for 14 VPs (including 6 for doubled top happiness, and 10 for industrial expansion, but lost three for reparations), I picked third for Contain Communism for 10 VPs (mostly from Japan and Italy again, hardly any opportunities for communist containment came up), and Mark picked Reparations for 9 VPs (even 2s across the board, except 3 for reparations), and got 2 for third-place happiness. Isolationism was left unpicked.

There was a rush to demobilize early on, and the US had completely demobilized by the end of the game. I only demobilized once, as part of an event, so my happiness was well below the others. We also fairly flew through the deck, with only a few pulls from the discards, so even for the ‘short’ game, this was fairly short, and we finished before lunch. The spread was a little closer this time, with Mark getting 47 VPs, Jason 42, me 40, and Dave 35. Last time I noted that generally, who got Game End would determine the winner (Dave was out of reach of it) and this time… this was true again. If Dave had taken Game End, he’d tie with Jason in first at 42… and still come in second, since Italy’s happiness was higher.

After lunch, we spent some time figuring out “what next”, and ended up going to Settlers of Catan. Random tiles and numbers put an 8 and 6 next to each other, and since I got first pick put a settlement there. Even better, it was near the 2:1 wheat port (and the 8 was wheat), which I built to as soon as I could. Dave locked up the other 6 on the other side of the island, while Mark and Jason were a little more central, though Jason settled next to the other 8, which produced bricks.

At the start, a number of 6s were rolled, but no 8s, so my scheme of producing lots of wheat to turn into whatever I needed didn’t work out. Dave managed to build out a third settlement, taking the third slot around the lumber-producing 6. This turned into a mistake, as that was obviously too dangerous and the robber was magnetically attracted to that tile and choked off Dave’s economy. The rest of us got going and left Dave behind, and the robber just didn’t move at all for a long time during that critical phase of the game. I think I produced my third settlement a little after everyone else, and then the luck turned around and my economy exploded. I produced a couple of cities (I just couldn’t get the resources for towns), and I sprinted to a victory. At the end I built a bunch of road sections to take Longest Road from Dave, and then revealed a Chapel for a 10th VP.


Red = me, 10VP; Orange = Mark, 6 VP; White = Jason, 4 VP; Dave = Blue, 3VP.

After that, we tried one of the various small games Dave has and hadn’t tried yet. Samurai Jack is a semi-cooperative game based on the Cartoon Network series. Like a lot of games of its ilk, the rules are both well-written, and a mess. Reading through the rules, they kept answering questions just as we were asking them, but finding things later was nearly impossible.

The biggest trouble was that Jack’s sanity meter stayed stubbornly at the bottom the entire time. This is good, but it was obvious that a big tension in the game should be fighting its rise towards insanity. After the game, Dave finally found that it should rise by one whenever he is in a location without any of the players (okay, this we knew), but that this is judged when Jack moves, instead of during the main character resolution phase when everything else is judged. So we were aiming for where he was, instead of trying to be ahead and have him join us.

The rest of it operated fairly well. The building and tearing down of the journey path for each round makes things a lot more fiddly than they should be, while the mechanical reasons are sound, it needs work. Building up resources to fight a couple of enemies and then Aku is the primary scoring mechanism, with everyone trying to get the most honor with limited choices to get the high score. I managed the top score in the second round, and nothing in the other two, though I had a bunch of spare resources for 21 honor. I think Mark was the only one to score for fighting the first enemy, and won at 28, while Jason was at 27. Dave only had 18, but I don’t remember if he scored in the first two rounds (I know he did in the last), and didn’t have much in leftover resources like me and Jason did.

Like other cooperative games, I find it good (especially with at least some problems figured out), but not great. I think there’s too little going on for the amount of fiddliness that it has, though it is nicely quick. I also note that Jack is too much of a non-entity in the game (actually having to fight the sanity meter back down would help). The concept of playing as his friends and allies is good, but he doesn’t do anything other than randomly move down the track. There’s some language around him helping in the fight against the bad guy at the end of each round, but I’m not aware of anything actually happening.

└ Tags: gaming, Samurai Jack, Settlers, Versailles 1919
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1 Fighting Withdrawal

by Rindis on July 6, 2022 at 12:00 pm
Posted In: ASL

After finishing “Lost Opportunities” with Mark, I took him back to the beginning. The first scenario for ASL, 1 “Fighting Withdrawal”, is a very strong one that really does show off maneuver and firepower. Set in the initial Finnish thrust towards Leningrad at the start of the Continuation War, both sides are trying to exit off the far edge of board 21, while fires rage behind the Russian lines.

I played it with my then-current roommate when I first got the game around ’96. As I recall, I came up just shy as the Finns as I could match, but not beat, the Russian exit points, and the Finns need to exit more off the far edge of board 21 than the Russians. I can still remember one squad generating heroes on back-to-back morale checks, and Colin was asking, “Why am I even shooting at these guys?”

I had the defending Russians this time, who have a six column setup area (V–AA), with 14 squads, three leaders and MGs, and 8 OB-given “?”. They also get two HIP squads, but I forgot about that during setup. They suffer from ammo shortage, but also have a SAN of 7 versus 2 for the Finns. The MMG went in the back behind a wall, concealed squads went in the rear of each flank, and a mostly concealed line went up front, with leaders on each flank, and the 7-0 in the rear to help catch anyone routing back. The dense buildings make for easy initial routing, though it can become a problem later.

The Finns have 16 of the ‘super’ squads (648, spraying fire, assault fire, self-rally, and they’re not even elite!), with three leaders, and one more MG than the Russians. Across a ten hex frontage, that’s about where you want to double up and put the MGs. Mark avoided stacking, and had a fair amount slightly in the rear.

Mark opened by firing everything with an LOS, and broke and ELRed one of the visible squads, while pinning the other, and revealing and pinning the 8-0 and the LMG squad with him. Movement was minimal, other than one squad shifting flanks.


Situation, Finnish Turn 1. North is to the left, and the goal is to get off the south side.
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└ Tags: ASL, Beyond Valor, gaming
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Anime Spring 2022

by Rindis on July 2, 2022 at 12:00 pm
Posted In: Anime

Okay, the ‘wait for me to finish a season’ delay got so bad that I missed an entire summary post. So, we should be about at the start of a new anime season, and here’s what I’ve watched semi-recently. …Not all anime, but in rough order of recommendation.

Picard — I picked up the first season Blue-ray a bit ago, and we all just finished watching it last week. Any raves you’ve heard about it are correct; they did a really good job, and I’m eager to see the next two seasons. It goes a little more shaky-cam than I’d like on occasion, but other than that, the production is really well done, and the writing is great all through the show.

Violet Evergarden: The Movie — The biggest problem was figuring out when we were going to schedule a 2 1/2 hour movie for everyone. The series was very good, and this movie lived up to it very well. The usual conundrum of how to explain things for people who haven’t seen the series was handled very gracefully, and makes this the best series-to-movie move I’ve seen. Highly, highly recommended whether you’ve seen the series or not. (Though, go back and watch that too, it’s worth it.)

World Trigger — My biggest disappointment earlier this year was actually getting through the (current) end of this, after a very long time of getting through it all. After a sub-par start, the series got very good, and kept it up in the more recent seasons. So, I’m sad not to have solid show anchoring my watch schedule.

Ascendance of a Bookworm — We’ve been showing this to the guys, who certainly started liking it once past the first episode. We’re just no hitting the second season, so we’re still a ways out from the most recent season that started about the time we introduced them to the show.

Wakfu — I was unsure of the start of the third series, but it rapidly got better, and the ending sequence of episodes definitely wasn’t what I’d expected from the early parts of the series. All of the Wakfu and Dofus series need more attention as they’ve been very good.

Orbital Children — Smudge and I saw the first episode, and put it on the ‘to watch with the guys’ list. We’re now about halfway through, and it is continuing to be impressive. The budget’s pretty good, the world building is very good. The plot is trying to juggle about three major ideas at the same time, and succeeding. More good SF is always needed, and this is delivering.

Hisuian Snow — This is a short Pokemon OAV series that’s started coming out, and like all the specials they’ve done lately, it’s really well done. They spend a lot on the art budget on these, and stories are good too.

Girls Last Tour — This is a quiet post-apocalyptic tale. Two girls tour through the wreckage of a giant wrecked city on a kettenkrad. Most everyone else is dead, so there’s only occasional extra characters, leaving most of the time to Chito and Yuuri talking, questioning, and philosophizing on various subjects. Think… philosophical travelogue.

A Lull by the Sea — Smudge showed me the first episode of this a while back, but I didn’t bite (I barely remember the fact of that). Currently, pickings are a bit thinner on the ground, and I’ve just started this (three episodes so far), and it’s being good. We have a world that looks a lot like ours (above the surface), but some people can natively live under the water. It’s really something of a metaphor for the emptying rural life in Japan, and the drama’s being fairly good.

Forest of Piano — Okay, I have problems. A piano sits abandoned in the woods for years, and is still playable. Past that bit of fantasy, it’s a good drama with the usual decent-sized cast of characters, and the world of classical music.

Kingdom — This continues to be a potentially good series wrecked by its own production values. The dub is very sub-par (not too bad for, say, an early ’90s dub, but we’ve moved past that now), and it’s hard to say just how many problems are the writing and how many are the translation, but I have feeling they’re not doing each other any favors.

Pokemon Journeys — I’m surprised. Smudge and I have caught up with this. Well, what’s been released on the Pokemon Network so far; it’s likely it’s being delayed from Netflix. At any rate, it continues to be okay, and generally not much more than that. They recently did the sequence where they go through the main 8th Gen games’ plot, which is often weak when it hits the show, and continued to be so here.

└ Tags: anime
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Nelson and the Nile

by Rindis on June 28, 2022 at 12:00 pm
Posted In: Books

I picked up this book for cheap some time ago, and I’m quite happy to have finally gotten to it. This is definitely on the “layman’s” side of military history, but he does a very good job with it.

The background and aftermath make up fairly significant portions of the book, and serve the purpose well. Especially nice is the chapter where he goes into the construction and outfitting of HMS Vanguard (Nelson’s flagship at the Nile). This lets him talk about ship designs of the period, the “74”s (which the Vanguard was), and what went into outfitting a complete ship at the time. Its mostly things I’ve seen elsewhere, but it’s well-presented here, and a worthy diversion.

The central part of the book of course is about Nelson’s chase back-and-forth across the Mediterranean, reconstructing not only the lines across the map that the French and British fleets took, but the missed opportunities, the gaps in information that crippled Nelson’s initial attempts to find the French fleet before it got to Egypt.

One of Lavery’s main ideas is that the Battle of the Nile was the central hinge of the the wars of the period, and was more important than Trafalgar, which does have better heroic trappings. He makes a good case for this, but not an especially great case, and much of the extended aftermath portion where he tries to drive this idea home drags a bit. The immediate aftermath, with the victorious British fleet still greatly damaged and working its way back to friendly bases to spread the news is however, still very interesting, and a part you don’t get to see as often.

└ Tags: books, history, reading, review
1 Comment
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