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Two Rounds of Pydna

by Rindis on April 26, 2022 at 12:00 pm
Posted In: CC:Ancients

After failing to rescue some hostages, Patch and I went to our between-games round of Commands & Colors: Ancients, with the Battle of Pydna from Expansion #1. Unfortunately, I forgot to record a log of the bulk of the second game, so I won’t have as detailed writeup for that one. The Macedonians have a fairly Heavy army, with Lights and Aux out front, while the Romans are centered on Medium infantry with a pair of Elephants on one flank. Stretching across the middle of the map is a bunch of rough terrain, which makes this a very different battle.

For the first game I had the Macedonians, and I started by Ordering Four Left, and Patch countered with Four Right, with his Elephants doing one block to me. I Counter Attacked, driving off one Elephant, and doing a block to the other, in return for a Light and HC loss to rampage. Order Two Right destroyed the HC, even while evading, and his Mediums moved up to drive off my Lights. Three Left lost me a block on a LC to another rampage, but that unit also finished off the weakened Elephants, and then drove back his Lights on momentum. Out Flanked let the remaining Elephants to two hits to a medium, take a hit, and do a third to the Medium with rampage, and do an archery hit on the other flank. Leadership Any Section let my left keep moving, and finally pick off the remaining Elephant, and force back his Medium and Light.

Patch got his middle-right going with his own Leadership Any Section, doing three hits to a Heavy, but taking seven blocks across three units in the process. With both of our flanks exhausted, I Ordered Three Center to move up, with the depleted Heavy finishing off a Medium. Patch Ordered Lights to do another hit to a LB, and finished off a weak Medium. I used Line Command to move up, did a hit to a weak Medium, and finished off his LC. Patch Ordered Lights again to drive off my LB, do a block each to two other units, and finally finish off my Heavy.

Order Two Left drove off his LC with a loss, and he came back with Move-Fire-Move to do a block to a Light and drive it off, and then get much of his line up to the rough terrain. I used Order Two Right to kill an Aux, but it got two banners on an MC which drove it back to the baseline and reduced it to one block, and the other MC followed it to the baseline after a momentum attack. Patch used Inspired Left Leadership to get into the rough and do two blocks to an Aux in return for one block. I used Order Four Center to mostly pick on scattered units, but got nowhere. Coordinated Attack got him a couple hits, and Darken the Sky did no more than a single hit for me.

Patch announced that He Was Spartacus, but did no more than order a Medium and an Aux (the last on a wildcard), and finished off a Light and reduced an Aux to one block. I Ordered Three Right to drive back an Aux and reduce a Light to one block, and Patch used Mounted Charge to finish of a MC and kill Perseus. Line Command let me press forward, and I eliminated a blocked Light with two banners, reduced his HC to one block, and traded blocks between a Medium and my Heavy. Clash of Shields let patch activate three units, and nearly wiped out a Heavy while finishing off another, and I did one block in return. Order Three Right forced the HC to evade, but didn’t finish it off, and ranged fire got a block on his Aux. Double Time let him shift to his left and finished off my Heavy. 6-8

As mentioned, I don’t have a detailed writeup for most of the second game, but we kept a fairly even score (5-5 at the point my log picks up), with Perseus dying early in the action. Both sides lost a lot on the Roman left flank (the opposite side as all the early action last time), and the fight in the center rough got fairly fierce while the right did not really engage.

Patch then Out Flanked to reduce one of the Elephants a block, and I Ordered Heavies to pick off a Medium at the cost of the weakened Elephant, and then got a weakened Heavy, but failed to finish off a one-block HC on momentum, and took two hits instead. Another Heavy also missed in rough terrain, and lost a block in return. Patch Ordered Two Center and wiped out my weak Heavy and killed Paulus. 7-8

Afterword

Both games were pretty close and tense battles, the second one especially, since I’d had a very good chance of winning it on the previous turn. The rough terrain did a really good job of making it a very different battle as we struggled to maneuver and deal with the dice restrictions.

There’s also a Roman camp along their edge, but none of the action even got close to it, and in fact, most of the action stayed very close to the middle of the board. It’s a good fight, but a long one; we went two sessions both times, and even on the bigger scenarios, we usually have one of them only go one session in our limited time.

└ Tags: C&C Ancients, gaming
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Endurance Fight

by Rindis on April 22, 2022 at 12:00 pm
Posted In: Boardgaming

After my second game of Space Empires 4X with Demon over Discord, I got involved in a four-player game, which stalled out for a while (it’s still unfinished), and I got talked into a second four-player game as a replacement for someone who decided he couldn’t swing the time. As such, it went for more of the Replicators rules than I was comfortable with, since I’m still trying to grasp the implications of most of Close Encounters. It got going early in November, and wrapped up towards the end of January (which is actually pretty speedy for this).

But the main set up was the ‘blood brothers’ option for a 2 vs 2 game, and to combat worries over weaker cards, each side drew four Empire Advantage cards and picked two. Random pairing gave me BravoCo as my ally in the upper right, with me in the lower left, PLM directly opposite me, and Demon in the far corner. We drew Gifted Scientists, Powerful Psychics, Warrior Race, and Celestial Knights, and I took the first one, while Bravo took the second option. I was hoping to use the discount in tech to get into a few different specialized branches, and force our opponents to spend CPs reacting to them while Bravo concentrated on the main line and exploring for the both of us.

The first three econ turns or so went as usual, with everyone exploring their home space and preparing for a wider-ranging future. The zone between Demon and Bravo was the first to get truly explored, turning up a pair of adjacent black holes. Bravo manged to get a pipeline into one of them, and set up a force on top of it next to two of Demon’s colonies. My attempt to shortcut the black hole in my space with a pipeline did not end well, and set me back a bit for setting up on the frontier.

The first fight was on my frontier with PLM in the lead up to econ 7. He revealed a Fold in Space chit that he’d explored earlier, and hit two colonies at the edge of the board, getting a hit on each of them. The really bad news for me is that he revealed three CAs (of varying tech, the best being +0/+1 with move 3) doing this, and I was still on DDs, though I had built two raiders (both +1/+0).


Battle at Antaries (bottom middle). I’m red, Bravo is blue, Demon and PLM are green and yellow respectively.

I moved against the bigger fleet with everything available, and knocked out a CA with a R and Victory, and he knocked out one of four DDs. I was only able to get a single hit against his remaining CA before it retreated out.

Econ turn 7 followed immediately after that, and I spent 3 CP on the turn order bid while setting up a forward base, a new R, and two decoys (while getting Def +1, Move 4, and Military Academies). Sadly, Bravo could only manage 1 CP, and bids were tied, 4 CP to 4 CP for each side, letting PLM and Demon continue to go first, when I could have really used a second turn. PLM moved Argo onto the rest of his fleet, and took out my colony at Cerberus. That gave him 3xCA and Argo, while I could hit him with Victory, 3xCA, 2xR, and 1xSC. I very nearly went in after him (and would have if I’d gone first), but eventually decided I didn’t like the odds.

And the odds on my front permanently tilted in PLM’s favor. Partially because he was always a step or so ahead of me, and partially because I painted myself into a corner. The plan was to fortify and then build a navy, but it just left me without a navy. I took mine technology in hopes of mass-producing them, but the extra CP cost on everything for my advantage meant that was probably a bad decision. They certainly slowed him down, but also contributed to me not being able to stand up in a fight.

Demon revealed a fold in A6, and used it to get at a second fleet of Bravo’s, bringing 6xBC against 4xCA (Demon’s BCs were move 2 with no other upgrades while bulk of the CAs were move 4 +1/+0). Demon killed 2xCA for no return damage, and Bravo retreated to his forward colony. Demon then pulled back to protect his space, leaving behind a one-group blocking force… which turned out to be a transport with no troops….

I had tried to slip my new R through the lines, but PLM leapt on it with everything he had, and had scanners available to engage and kill it (one bad bit with the timing of the first combat is he got to see an R right before production…). After that, he went back to my fleet sitting over Antares (Athos in J9 could have crippled me, with only a base, the forward 2xSY and 1xSC, but the two decoys I sent in did their work). This time, he had a BC, 3xCA, 1xDD, 1xSC versus the same fleet I’d had before, and lost everything but my flagship, only taking out his DD (and scanner…) in return. Amazingly, bombardment did nothing to my colony, with the 1 defense from having infantry stationed there blocking everything.

Things were a little quiet after that other than the slow bombardment of my colony. After the 8th econ turn, he pressed on into my space, leaving a small force above Antares to continue the bombardment and blockade. Two new groups moved up adjacent, and I worried they might be ground troops, so I came out to check, finding a BC and DDX(!) with Victory and a SC. I got lucky, killing the DDX while taking no hits, and the BC retreated out on the second round. While some ships pressed on to my inner colony Fionn, others turned back to join newer ships at taking the battle to Victory, losing my SC, but costing him another DDX before Victory retreated.

Bravo moved in to pick off the transport, showing 11xCA in three groups to do it. Demon moved in Thunderchild (improved to move 2…) 5xBC, a BV with three fighters and a SC. All of Demon’s ships (other than the SC, which he screened) fired first, and killed three CAs on the first round with good rolls. Return fire killed the fighters, and damaged one BC, while the second round took out another two CAs, and Bravo’s fire merely did two hits to the BV. The fight went another round with a wounded BC picked off, and another CA lost before Bravo retreated. (It should be noted that Demon’s ships were generally no better than move 2, while the CAs were largely +1/+1, and so had better stats than the BCs, but the dice were against Bravo.)

However, after that Bravo put his “black hole squadron” (now consisting of Enterprise, 1xCA, 2xSC, and my first R, which I’d sent over before my first encounter with PLM) into one of Demon’s colonies, which merely had a base, 2xSY and a DD (with scanning, sadly). He had to retreat out, but took no losses, and killed the DD and shipyards. Demon managed to get a SC into the black hole to kill the pipeline there, and of course pulled ships back to cover that area. Bravo moved in on the remains of Demon’s fleet on his border (1xBV, 1xBC, and Thunderchild) with 5xCA and 3xBC. Both sides lost a BC, and then Demon retreated (with two hits on his BV). The group from the black hole could retreat sideways (towards my colonies), and then pressed further into Demon’s space, where he caught up to it with a BV (w/2 fighters) and DDX. This time the dice were kind to Bravo, and the BV retreated after the first round, everything else having been killed for no more than a single hit on my R.

Meanwhile, PLM finished off the colony at Fionn, and moved to Essen, wiping it out in bombardment. Much worse, he got a colony ship to Cerberus, and a transport to Antares with 6xmarines to capture it. I’m not sure what techs he took from me, but I would guess attack-1 would be one of them. He also had the opportunity to move two groups into Demon’s area, one of which accompanied the next combat with Bravo’s fleet in Demon’s space. There were 3xBC (one of which was PLM’s) and another DDX, and they took out the deep-raiding force for no losses (couldn’t get a hit on that DDX).

Bravo forked Demon’s defenses, and picked the one he didn’t expect, and sent 6xBC and 3xCA to Eccles, which had a base, Thunderchild, 3xBC, 1xBV (w/1xfighter), and 3xSY. Demon still didn’t have any combat techs, while Bravo was at +1/+1 and tactics 1 for most of the fleet. He retreated out after a round, having lost 2xBC, but having killed the shipyards and fighter. After the next econ phase, he came back and hit Sirius, which Demon had thought was Bravo’s initial target, and now had no defenders, and wiped it out.

With Antares out of the way, PLM went after Athos, while his fleet deep in my space was slowly pushed towards the center of the board by mines and Bravo showing up with 4xCA.

Sadly, I only had one mine there, and PLM showed up with a minesweeper, so that did nothing. He had two DDXs, and I got both on the first round before they could fire, but he got my three shipyards. I also managed to kill one of three BCs, and kept getting single hits against the others, so PLM retreated rather than accept the loss of any of them. However, he landed six marines from a transport before retreating out, taking the planet and killing my base, leaving me blockading it with Victory and a surviving CA. After the ensuing 12th econ turn, PLM came back to force my ships off the planet, killing my CA for no losses. Worse, he finally revealed his empire advantage at this point: Cloaking Geniuses, which promptly overturned most of my defensive plans (with cloaking 2, everything up to a CA can be cloaked, so the bulk of his navy could just ignore the mines I was trying to use to control his movement).

I struck back at Antares with 5xCA, one of which was killed by PLM‘s mine. Past that, he had 2xCA, 1xSC, and a shipyard, and I took out the latter two, leaving him to retreat from a 2:1 fight. He came back on his turn, adding Argo and 2xBC to the previous fleet. What I hadn’t anticipated was that he would move into the hex I came from, leaving me with only a black hole as the path out. I lost three CA, and then the fourth did not survive the retreat. In the meantime, I killed 2xCA.

Bravo returned to Eccles with a large fleet (12xBC, 2xCA, and two transports with 6xinfantry and 6xmarines). All the defenders were at Pollux next door, so he knocked out the base, bombarded the planet to a “1”, and then took it with ground troops, losing three infantry. Demon, as it turned out, had Traders which had given him a strong economy, though Bravo’s actions had largely disrupted the pipeline network. PLM’s old forward fleet tried to take on a fleet of Bravo’s but found 4xCA, and eventually retreated back out, with no one losing any ships.

PLM had moved a couple of cloaked groups deeper into my area, and on top of one of my blocking forces. However, he left a gap between them and the rest of his navy, so a slipped a single R into there to force the heavier units to stop. He obligingly sent in 2xBC, 2xCA, and a SW, which I revealed, and then retreated the R out before combat. The forward force turned out to be 2xSC, which probed further in, found mines, and retreated out. I repeated the trick on the next turn, with everything else huddled on various valuable hard-points.

We finally won a turn order bid on econ 14 to get a double turn, and Bravo sent the main fleet to Castor (two hexes from Demon’s homeworld… on the other side of asteroids), and wiped it out. He advanced to adjacent, and Demon and PLM went into Bravo’s space and hit Orion, destroying the colony. And on move 3 before the 14th econ turn, Bravo’s fleet got to Demon’s homeworld with 12xBC and 3xCA. Demon’s defenses were a base, 6xfighters, and 8xship yards. All of those went down in three rounds of combat for the cost of one BC (Demon’s shipyards got lucky with two 1s  in the first round to kill a BC by themselves). Then the bombardment knocked out the homeworld to give our team the win.

Afterword

I spend a lot of time regretting the initial encounter with PLM. I figured if I’d killed one more CA I could have contained the situation long enough to get a proper navy built, and then narrowly missing the turn bid ruined the next chance, but I got caught on the wrong side of the DD/CA divide. Which isn’t entirely true, as the raiders are really a specialty cruiser, though I kept wanting to think of them a one-hull ships instead of two-hull. On the other hand, in a full fleet battle the Rs aren’t as good as the CAs because they lack the native defense, and after the first round have a worse firing rank. But in a smaller battle, they’re good since that first round is more important, and either way, the +1 attack is handy…. once there’s no scanners.

Overall, I’m not sure just how PLM managed all he did. On the other hand, thinking it over, I wasted my main chances with my empire advantage. Going for mass-produced mines as a hold-over defense is a poor play when everything costs one more than normal. In fact, I’m thinking going straight for big expensive hulls might be a good idea for them, since the per-unit penalty goes down the more expensive the ship is.

On the other hand, BravoCo did an excellent job mass-producing CAs and BCs. Things were a little touch-and-go on his front for a while, but he picked on Demon’s infrastructure, taking out forward shipyards, and then disrupting the pipelines to leverage a better position on the front over time.

The end of the game was a bit of a race, as I still didn’t have much of a navy (every time I started getting one put together, I’d lose most of it in the next battle), and PLM was three hexes away from my homeworld with a force I couldn’t really stop, though it’d quickly exhaust itself against the more defended locations. The real problem was that I’d never get a chance to recover economically with that running around.

└ Tags: gaming, Space Empires
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The Runestone of Eresu

by Rindis on April 19, 2022 at 12:00 pm
Posted In: Books

So, decades upon decades later, I have finally read all of this series. Of course, I just read the first half three years ago, but I also read the books largely as they came out originally, but never got to see the fifth book.

The Castle of Hape picks up with Ramad a few years after the end of the second book. In many ways, its a more typical sword-and-sorcery action plot, with the seers facing tough times as something boosting the power of the dark seers enough to shut down all their powers. Along the way we get a new major character, which is where a lot focus goes that isn’t about battling a creature known as the Hape.

Caves of Fire and Ice is probably the strangest, or most unique, part of the series. When the runestone shattered, it scattered across time, or, you can say various people arrived out of time to receive parts of the stone. With time-wedgies part of the overarching plot, this is where it suddenly comes to the fore, with Ramad slipping through time, and showing up again to help fight off the dark seers at various times when they grow powerful again. Centuries pass, and major battles happen, and disaster strikes (of course) the unresolved romantic thread of the previous novel, before coming around to a downer ending.

The Joining of the Stone unexpectedly switches main characters. Ramad has died in the nearly two decades from the end of the previous book, and what happens is important, but only filled in later in somewhat disjointed segments. (I note that reviewers of this book say that much is missing between the two—not so! It just isn’t gone into until deep in the book.) So we start with Logon, Ramad’s son, who is still in the largely unknown north that the previous book ended in. And we start getting segments centering on Meatha, a secondary character from the first book. We’ve finally caught up to the time of that one and the characters from there are now living in Carioll. Meatha and Lobon’s stories are tied together by a common villain and the fact that both are obviously walking into a trap. That propels the plot of the first part of the book, and allows everything else time to get momentum for the final climax of the series.

Overall, the series structure is odd, and I wonder how much of this was intended when Murphy wrote the first volume with characters that would not be seen again until the end. (And to the series’ detriment, while I liked Ramad, Zephy was my favorite character and she doesn’t get enough time even in the last book.) Having the beginning join the end after a lengthy detour certainly works, and should tie in well with the side-theme of time travel, but it’s not directly connected enough to make a great thematic fit.

Ramad is certainly the central character, which makes the center three books being about him work well, but I think books 3 and 4 suffer a bit from not having as much character growth because he already had that in book 2. Which is to say, shifting time, place, and main character each time might have been better.

Overall, it’s a good YA epic fantasy, although a bit disjointed to be great. However, it has some really great moments, most of which are in the first two books. The next two feel a bit more like Andre Norton, and I would not be at all surprised if the Witch World books had been an influence on Murphy. All throughout, some of the subject matter is fairly heavy, and it doesn’t shy away from problems arising from pregnancy and the like. One final problem is the original books had a map of the land of Ere, which was helpful, and that is missing in these Kindle editions.

└ Tags: books, fantasy, reading, review
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Vassal Versailles

by Rindis on April 15, 2022 at 12:00 pm
Posted In: Boardgaming

Last December, Mark and I started a game of Versailles, 1919 on Vassal as part of the preparations for trying it out in a FtF multiplayer day. We got about halfway through before that, and then finished up the second half afterwards.

The oddest thing about the two-player version is the use of simple ‘bot’ rules for a third American player, which goes after every player turn. It actually the player who just went playing them, with some moderate restrictions, but takes some getting used to.

At any rate, I had Britain and Mark France, and a die roll gave Mark the first turn. After we’d both settled an issue, everyone’s influence drained away, and military commitments started, with Mark putting an army on the 5 column for the Middle East (the lowest military space), and took an early happiness hit for it. I had the Americans settle Prussia, making France unhappier in the process, and then the Crisis caused further unhappiness (Rights March: 1 unhappiness per deployed military). Mark then had the Americans settle High Seas Fleet, which only has options to make Britain unhappy (since the others make the Americans unhappy, and you can’t settle an issue with the Americans so as to make them unhappy).

Mark used the conference event to force him to demobilize, getting him five happiness, and getting him back above me on that track (and away from a possible mutiny). We each took another issue, took another small happiness hit from Speech, and Mark demobilized a second army for another four happiness, and then got another two from John Maynard Keynes (I recovered influence instead). The Americans picked up the next few issues during this, and Disarmament sent me into mutiny territory.

After that, I finally started getting to resolve issues for myself, while Mark stalled out for a bit, and then, after sixteen issues had been settled (four for each of us, and eight for America), the first uprising happened, unsettling Disarmament (America was holding five Europe issues…), which I ended up with. Mark took Isolationism as his goal, and I took Outlawing War, leaving Reparations as the odd kid out. Then Constantinople became unsettled (American again, though it was only two to one for each of us) and went to Mark.

We each got another issue, and the Americans another two before another uprising unsettled Dalmatian Islands (thanks to the army I’d had in the Balkans since the beginning, which let me swing a tie to unsettling an American issue), which went to me. I then also grabbed Rheinland and Prussia when further European uprisings pried them away from the Americans, and I lost Korea to Mark in a Pacific uprising. My happiness eventually got down to 7, and Mark’s was getting low, so he demobilized his last army to get three happiness.

Game End finally showed up, and was fairly quickly settled on my American turn. I had gotten a fairly decent lead in number of issues, and had some high-scoring ones, so it looked pretty good for me. I had 48 in controlled issues, 5 in tokens, 20 for my strategy… and nothing for happiness, for a total of 73. Mark had 34+1+22 (including a doubled 6 VPs for happiness) for 57. (And the Americans were sitting on 27 VPs of settled issues.)

Afterword

I’d felt like was sinking in the early part of the game, and unable to get anything to go my way, but between the sessions for this, and the FtF game, I got a fairly good handle on how to cycle the influence markers how I wanted. Combined with being able to take advantage of some high-VP issues coming back out of the American pile, I got into a very good position around the middle of the game.

In fact, it’s well worth noting that the dual American turns add a different dynamic to the two-player game, as they’re likely to get a large pile of settled issues, which means that a lot of unsettled issues are going to come out of their pile, and they don’t get to bid to retain them.

└ Tags: gaming, Versailles 1919
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The First Total War

by Rindis on April 11, 2022 at 12:00 pm
Posted In: Books

David A. Bell tackles a fairly big concept in a merely moderate-sized book. The main thesis is that warfare underwent a profound change at the end of the Eighteenth Century that still drives how we think of it today.

Now, this has nothing to do with technical details, such as how deadly particular weapons are, or how fast an army can sweep across the landscape, or how more bigger and more complicated governments can finance bigger and more complicated armed forces. No, this is about how society as a whole views the concepts of “war”, “peace”, and the military itself.

Bell posits that warfare in Europe at this time was a relatively ordered and limited affair. Aristocratic gentlemen were expected to be well-rounded individuals, and part of that was knowledge and training in the arts of war. Men could be generals and courtiers and literati all at the same time, and this was expected of them. Contrast that to current norms where the military is almost a world apart, its own splinter society, with its own ethos and social circles. At the same time warfare has become less of a contest between limited elements of society, to being struggles between those societies themselves, with mass conscription, and the targeting of civilian populations.

Bell does well presenting the social shifts of this period, and has some very interesting things to say about the Enlightenment as something of a ‘peace movement’ that also came to embrace (in some threads at least) the idea of a final apocalyptic war to sweep aside the old order and bring about a more peaceful world (that is, a “war to end all wars”). He then traces these thoughts through Revolutionary and Napoleonic France, with the Vendee and the Spanish Ulcer coming in for especial attention.

However, I think Bell has mistaken an especially large tree for the forest. Human history is full of a tension between “total” and “limited” warfare, and what is acceptable varies over time and culture. He is so busy looking at this, fairly dramatic, shift, that he completely fails to acknowledge that this has ever been different. This weakens the overall argument and keeps it from being as informative as it might be. That said, the lens he his looking through is a worthwhile one, and this is a book to provoke thought, but it’s not as complete a package as he would like to believe.

└ Tags: books, history, reading, review
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