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Settling on Root

by Rindis on April 7, 2022 at 12:00 pm
Posted In: Boardgaming

Finally had another FtF day on the 20th. Sadly, a last second cancellation left us at three people: me, Dave, and Jason.

First up was Root, which I’d gotten for Christmas. I nearly got to try it out well over a month ago, be we had to cancel for a Covid scare. (Baron didn’t have it, but got a cold or flu which took him about a week to properly recover from.)

I’d played around with the bits right after getting it, but hadn’t done more than that, other than read the rules. First off, as a package, it is really well produced. The art is well done, with a nice whimsical air when needed. Rules questions tended to be relatively minor and easily solved. That said, there’s a few things the ‘main’ rule book would benefit from having along with being in “Learning to Play” book; notably, which factions are recommended at less than four players.

Dave took the Marquise, Jason the Eyrie, and I tried the Woodland Alliance. Dave set up shop in the upper right corner of the map, putting the Eyrie in the lower left, and soon that corner of the board turned into a battleground, with the central fox clearing gathering mighty armies that couldn’t really be defeated.

I had a couple plays in the first turn or so that generated VPs, but I ended up stalling myself out for two-three turns as sympathy hit the point where I needed two cards per clearing. I then started a rabbit revolt in the lower right clearing, and then stalled out again, as I slowly recruited and worked out their action economy.

The Eyrie made steady progress up the VP track, initially a bit behind the Marquise, but then passed it in a ‘slow and steady’ race. Dave put out the rabbit Dominance card, and lunged after Jason’s initial roost, giving him control of the three rabbit clearings needed. Jason didn’t have a great way to stop it, but some thinking got us through the puzzle of at least making his Decree work for another turn. I could interfere with what Dave was doing, but still didn’t have what it took to break his hold on the nearest rabbit clearing. And if I did, then Jason would win when his roosts put his VPs to 30.

Overall reactions to the game are a bit muted, but I think the game is currently punching below its weight as it needs people who’ve seen how things work to really sing. Certainly, the Woodland Alliance needs some careful planning to get going, and I learned a lot about that.

That took us to lunch (it is a fairly quick game), and we tried out The Oregon Trail Card Game that Dave got for Christmas. Surprisingly, I was the only one of the three of us with memories of playing the original game (or, really, my grade school class playing it in unison around second grade). The rules are fairly simple, as is the overall package, and fairly clever for the simple job it’s trying to do. The game admits that its a fairly tough co-op; and the main secret is there are a number of events (excuse me, calamities) that are insta-death for whoever draws it. In fact, three of us all died to those just a bit before hitting the halfway mark.
↓ Read the rest of this entry…

└ Tags: C&C Medieval, Catan, gaming, Oregon Trail, Root
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Fallen Timbers 1794

by Rindis on April 3, 2022 at 12:00 pm
Posted In: Books

One of Osprey’s free offers as the pandemic began, this was an unexpected acquisition for me. I’m not up on the US’s Indian Wars at all, other than a few bits of brief outline.

I was certainly aware of the problems with continued British presence in the area after the end of the Revolutionary War, and that there certainly was a lot of conflict between the tide of settlement washing over the Alleghenies and the Indians, that did culminate in a short war but that’s about the limit of it. Certainly, the subtitle of ‘The US Army’s first victory’ seemed… off.

But of course, before the end of the Revolution, the military was the “Continental Army”, and the first major engagements after its disbandment, and slow replacement under the Articles of Confederation, and then the current constitution were defeats. The Legion of the United States is then formed as the start of this particular campaign. Osprey spends some good time on this, as well as a couple pages talking about the general situation in the Northwest Territory, including some estimates of the numbers of people in the region.

This gets complicated with the French Revolution spilling over into North America in person of Edmond-Charles Genêt, who was supposed to be a minister from the new French government, but wanted to be a revolutionary leader, raising armies to invade Spanish territory, and planning to overthrow the American government for one more sympathetic with spreading the Revolution far and wide.

In addition to this, the new American army faced problems from within. Notably, two of Major General Anthony Wayne’s subordinates were working against him; Hamtramck felt unfairly passed over for promotion, leaving his reliability in doubt, and far worse, Wilkinson was being paid by the Spanish Empire to make sure the new army posed no threat to them, wanted Wayne’s job, and had been writing letters and newspaper articles undermining Wayne. So, when a major battle was finally in the offing after two years of campaigning, Maj Gen Wayne had arranged his chain of command so as to largely bypass his two primary subordinates. Not that they had nothing to do; the point was they did have things to do at Fallen Timbers, it just didn’t include command all of their sub-legions.

The bulk of the book of course is about the actual course of events, with a fair emphasis on the logistics challenges Wayne was overcoming to advance deep into Indian territory to force a confrontation. There’s the usual good maps along the way, but since I’m reading this in PDF, and maps are generally rotated 90-degrees, they weren’t as handy for me as I might have liked. There’s also a good number of color photographs of relevant places and museum exhibits. In all, a fairly typical solid Osprey Campaign presentation.

Overall, this period was very unsettled politically for the interior (Wilkinson earlier was involved with an effort to get Kentucky separated from Virginia and the US and allied to/part of Spain… with the practical goal of opening up navigation from there to the Caribbean, since Spain controlled all the downriver parts of the Mississippi), and this shows off part of the process where the region became more firmly tied to the US. However, Wayne’s methodical working through the various obstacles makes this an interesting study for a pure military viewpoint.

└ Tags: books, history, reading, review
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SH7 Rescue the Hostages

by Rindis on March 30, 2022 at 12:00 pm
Posted In: SFB

Last December, Patch and I kicked off the group’s SFB adventures for Y161 with an early historical scenario featuring USS Kongo in its five year mission under Captain Kosnett (last seen here in “Coming of the Meteor“, and is now a CAR). Patch took the Klingons, who are holding a Federation trade commission hostage at the local base station. Kongo has shown up with the commando cruiser Okinawa to rescue them by coup de main.

I made a number of errors in this scenario, and the first one was not appreciating that the base station and accompanying F5 start at weapons status I. This allows them to charge phasers on the first turn, but of course while the base’s ph-4s are really dangerous, that’s a large power drain on something that size (12 out of 22 total power in fact, and another four is needed for housekeeping). The Federation ships enter together, 20 hexes from the station, and the F5 is parked adjacent to it. I planned to force-dock the CMC Okinawa to the base and engage the base directly in a boarding action to get the hostages, and started it with a wild weasel while the CA had a suicide shuttle prepped. Both ships went speed 8, with full ECM up (again, because I didn’t appreciate how power-strapped the base was), while the F5 went speed 12, and the BS lent two ECM to the F5 (making it effectively 4ECM/2ECCM), and lent ECM to itself for 8/0 EW.

Patch launched a pair of shuttles on the first impulse; the BS’s stayed out for possible point defense, while the F5’s landed aboard the base, presumably with boarding parties; the F5 circled behind the base while I cautiously approached. Turn 2 saw a bigger mistake from me as the CMC picked up to speed 10… but was 12 hexes from the base (I honestly don’t know if I hadn’t thought far enough ahead during EA, or if I miscounted the range…). The CA stayed at 8, and F5 stayed at 12. I stayed at full ECM, while the F5 shifted to 3 ECCM and the base to 6/3 EW. During impulse 5, Patch dropped non-facing shields on the F5 and BS, moved to bring the gaps to bear on the next impulse and transported boarding parties from the F5 over to the BS.

By mid-turn the base was starting to loom larger, and the F5 turned in to come in behind my approach course. On impulse 19, the base fired into the CMC at range 7, getting bad rolls at +1 to do seven damage to the #1 shield (I had bricked that as best I could…). On 27, the F5 got to range one of the CMC and unloaded on it, hitting with one disruptor, and poor phaser rolls to knock down the #5 shield and do two points to the armor. Then it slipped into the CMC’s hex and fired a drone and the RX phasers to knock down shield #4 and do two more to the armor. I shot down the drone before it could impact, but the BS launched a second one on 31.


Turn 2, Impulse 27, showing movement throughout the turn.

At this point, I should have been at range 1 to start the docking procedure (which would have forced a range-2 shot at the new drone on 31…), but I was still two hexes out, and the BS fired again with more poor dice to take out shield #6, the last two armor, and do eleven internals, knocking out two warp and a phaser. The CA fired on the F5’s #4 shield with good rolls to do 18 damage, half of which went in to take out two power and a phaser.

For turn 3, the F5 dropped to speed 8, while the CA dropped to 5, and the CMC went 1 as it started it’s extended docking procedure. I kept to full ECM, the F5 went for a 1/3 split, and the base continued loaning to itself for 4/3 EW. The CMC turned off fire control in EA and launched its wild weasel first thing (giving the CMC 12 ECM for as long as it would last…). Patch fired a ph-3 to cripple the shuttle, but kept missing with shots from the BS’s ADD. On two he launched his own shuttle, and then hit with the ADD on 3 to do one damage to the shuttle before his original base shuttle finally killed it with it’s shot.

The F5 missed its overloaded disruptor shot vs the CMC, sideslipped past it, and fired the remaining FX phasers into the CMC for seven damage on a down shield. Only one got in after general reinforcement, and then the explosion period ended and the base fired two ph-4s to do 29 internals (after spending the batteries to stop one damage…). This gutted the CMC (no surprise…), knocking out the barracks and the bulk of the boarding parties, and almost all the shuttles (with more boarding parties on board; another mistake: I should have been launching them, where they’d be separate targets that needed more damage to kill), with the HTS surviving crippled in the bay.

The next impulse, the next pair of ph-4s fired for 30 damage, which nearly did for the CMC (I estimated 9 damage to kill it; more if there were sensor/scanner hits in there). A ph-3 took it down to two excess damage boxes remaining. Meanwhile, the CA had launched all its’ shuttles and the ADD and fire from the Klingon shuttles soon cleared most of them out, and they merely crippled a single Klingon shuttle. On impulse 28, the CA burned batteries to go to 2/4 EW, and fired on the BS at range 2 to do 16 damage with an overloaded photon to shield #5. The next impulse was another photon shot for 16 more damage and 11 internals, which killed one of the hostages. I tried a pair of hit and run raids to rescue a couple of hostages, but got ‘boarding party returns’ results against the guards.

Patch managed a phaser-1 shot against the CA (lack of power) to do 3 damage through the lowered shield for one warp hit. The CA headed back out, trying to de-fang the BS  on the way (it did get the disruptor mount) and firing on the F5 at range 1 on 32 to do 14 internals after crashing the #6 shield.

Afterword

We called it there, with the CA too close to the base, but headed off the fixed map. At its max acceleration, it could go 15, which would bring it to about four hexes from disengaging. If the BS is smart enough to counter any ECM the CA puts out, four ph-4s at the top of the turn will do 40-80 damage at range 4, with a 20-point shield and about five power available to boost it. Fifteen internals isn’t too bad, and the CA would certainly get off without too much more trouble. Sixty-five internals on the other hand…. The F5 would be a serious complication at that point, though it would hopefully still manage to crawl off on the next turn.

Among the other mistakes I’ve mentioned, a big one was letting the CA fall too far behind the CMC. When the F5 did its turn two pass, the CA wasn’t close enough to make it pay, or to distract it. The CA should have been what the F5 encountered first, to act as proper cover for the troops. The general plan for getting the CMC up close and docking looks workable, but you have to do the homework first, and both ships need to be there, and make the Klingon worry that if he fires too much into one ship, he’ll dock the other one, and perhaps transport BPs from one to the other. Still, this a tall order at best. Ph-4s are things I really don’t like messing with at close range.

One question that came up is how the hostages are counted for H&R purposes. By the scenario you can rescue them that way, and they can be guarded, like various non-system boxes. But is each hostage it’s own “box”, being it’s on legal target needing guarding? Or are they all one target, and you can only rescue one a turn (as you can only target an individual SSD box for an H&R mission once per turn)? We considered them two groups of five for these purposes, which seems reasonable.

└ Tags: gaming, SFB, Y161
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The Flowers of Vashnoi

by Rindis on March 26, 2022 at 12:00 pm
Posted In: Books

I’m not quite sure what I was expecting when I found out about this Vorkosigan novella, but it wouldn’t have been this. And I mean that in the best possible way.

This is, if anything, a sequel to A Civil Campaign, though as ever this is independent enough to not need to have read anything else. That said, it deals most directly with an outgrowth of the ‘butter bug’ project from there. It also stars and is from Ekaterin’s point of view, which we’ve seen a couple of other times (Komar and Diplomatic Immunity), but is nice to see again. It is also the first good look at the backcountry of Vorkosigan lands since “The Mountains of Mourning”, and the first real look at the irradiated wilderness that was once the city of Vorkosigan Vashnoi (mentioned several times, most notably when Miles pawned off a good chunk to raise cash from someone who didn’t think to check the radiation graphs first in The Warrior’s Apprentice).

Past the tie-ins, this is a usual compact, dense novella from Bujold. Also, the mood is fairly somber, as many of the latest Vorkosigan stories have been. This is not the high-energy adventure of younger Miles, but the quiet reflective pieces that have generally gone with Ekaterin. Things begin fairly simply with a visit to a field test of a way to decontaminate the area. This naturally is the opening thread of the main plot, when scientific mystery starts turning into a more regular mystery, and then leads into a knot of unexpected problems.

A pretty healthy chunk of this novella is the climatic scene, which keeps climbing to new heights of drama before starting towards a resolution. As usual where Vorkosigans are involved, solutions are a mix of the conventional and unconventional, and a bit of emotional catharsis and philosophizing.

└ Tags: books, reading, review, science fiction
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DA1 L’Ecole Normale

by Rindis on March 22, 2022 at 12:00 pm
Posted In: ASL

The aftermath for “The Liberation of Tulle” mentions there were a few major buildings the Germans still held at the end of the day; among them was L’Ecole Normale, which made me say, ‘I know that name…’. And indeed, scenario DA1 from ASL Annual ’89 is about the Maquisards assaulting that building the next day in Tulle. So this sequel became the next stop in Mark and I’s play of ASL scenarios.

This time, I had the defending Germans, who have five squads, three machine guns, ten “?” and set up on deluxe board c. The partisans get ten squads (two of which are 527s) and a pair of LMGs, and have seven turns in which to render building cK4 aflame (in this case, having two blaze counters in the building—and they do have MOL capability), or for there to be no unbroken German MMC in the building.

Setup is simultaneous, and I deployed two squads (the Germans can deploy everything by SSR), one of which was my allowed HIP squad-equivalent, which went in cI3 with a LMG to halt any advances towards the east side of the building, and the other was buried in cK3h1 to force a search/mop-up once the obvious defenders were taken care of. The west side had a dummy and the other LMG+HS with the 7-0 leader. Sadly, there’s almost nowhere to set up north of the building so that relied on a squad and a half, and more dummies, with the MMG centrally located in L3.

Mark mostly set up in a rough line to the north on board b, with three squads and his 7-0 to the west largely on the board e hill. Prep did nothing, and Mark did a limited advance under cover of smoke (by SSR, partisans have a Smoke exponent of 2, and he rolled well), with my only fire being to break a 527 after the smoke went away.


Situation, Partisan turn 1, showing my HIP. This is not the full board, but is all the important parts, and stone building cI3 is actually woods. Only buildings with printed stairwells have a level 1 (and there’s no level 2 Locations).
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└ Tags: Annual 89, ASL, DASL, gaming
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