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Destroyer Encounters

by Rindis on July 28, 2021 at 12:00 pm
Posted In: Boardgaming

I had originally thought to do a day of smaller, shorter games for our first multiplayer day after the lockdown, but Patch had to cancel, leaving us with three people for the day, and we went for one of our better games for that player count: Space Empires 4X. I actually got Close Encounters at the end of 2019, so I punched and clipped all the counters that expand the pool of available ships from the main set, and the fleet markers.

We (Mark, Dave, and I) also tried out both the Empire Advantage cards and Alien Technology cards (with no non-player aliens, so needing to pay to keep the card) with our otherwise usual setup (merchant pipelines, heavy terrain, and carriers—though nobody bothered with the last). I drew Hive Mind, which was tempting with the slowly stacking list of combat improvements, though I find most combats don’t go much past two rounds, which made it limiting, and Merchants, which I kept for the extra pipeline income. Mark took Nano-technology, which I twigged to mid-game as I knew some of his ships hadn’t been back home, but had upgraded…. And Dave took Expert Tacticians (which would have done better if we would remember the fleet size bonuses more often, though early on it was used to deny me one).

My start was both fast and slow. I had one of the three-player ‘corner’ empires, and I sent one of the initial scouts into the deep-space corner behind me, and promptly lost it, slowing down exploration. This was also something of a recurring theme, and getting some of my home area explored took quite a while, and nothing good ever turned up there (final reveals were a doomsday machine, which we aren’t using, so it’s a null draw, and asteroids; Mark didn’t explore his corner until extremely late in the day). On the other hand, two planets were adjacent to my homeworld, which allowed quick colonization and pipeline setup.

Heavy terrain combined with the extreme amount of deep space on a three-player map leads to a lot of dead scouts, especially as we were all slow getting to cruisers, and no one ever took exploration (by that point, shooting wars had largely stopped exploration). Conflict started a bit early when Mark hit a lost in space marker, and Dave sent him deeper into the void to another lost in space marker, which sent him into my home region (this was a bit short of the third econ turn I think). Mark’s scout continued on to shoot at my colony (reducing from 3 to 1) before I showed up and got it on a lucky shot with my scout. This planet was about two hexes away from the deep space zone… which was as far out as any of my planets were in that direction.

I built a pair of DDs, sent them out there, cleared a couple unexplored hexes in the region with SCs and went into Mark’s home area, shooting up a just-colonized planet. The plan was to head along the fringe of his space and into where he was making contact with Dave. Then a pair of Warp Point 2s showed up, one near where the DDs were headed, and one near where Dave and I were coming into contact. So then the plan was to move through that. Then Dave found a space wreck out in the deep corner away from Mark on his side of the board, and the DDs headed there just in time to shoot up a miner that had claimed it (that was allowed by a muffed turn reshuffle…). Dave had also found three barren planets out there, and had just colonized them. I attempted to shoot them up, but missed every single roll, only blockading one for two econ turns until Dave’s navy finally took care of the problem.

Meanwhile, I had found the last of my regular planets on the edge of my area towards Dave, and “my” barren planet was in the hex closest to Dave. I researched terraforming and headed out there when a deep-space barren was found adjacent to it. I put a SC or two out to garrison it, and colonized it. I forget what the other card was, but I drew Efficient Factories, and paid for it on econ turn 6. That was another healthy boost to income (full colonies produce 6 instead of 5). We forgot at first, but Dave drew cards for all three barrens in the back corner he colonized, picked cards… and then refused to pay for any of them; they were all large ship bonuses, and we were a ways away from those.

So, I ended up poking both anthills, and I was kept busy trying to keep both fronts active, or really, semi-secure, which stretched my budget which was notably bigger than it looked. Dave’s navy came visiting the colony with a small force, and lucky dice rolls pushed him back. Moving to his colony (two hexes away) revealed that he had indeed built a base there, which was a lot more than I was prepared to handle. He came at me with a fairly serious force, but I had a base of my own, and had just gotten +2 attack tech, which meant it hit on 9s against his unprotected DDs (that was a shock for people). I had a decent DD force as well, but lost maybe half of it before Dave left with a much smaller fleet, but he knocked out my two shipyards there.

The reason why I had +2 attack, is that there was a barren discovered between me and Mark, and while I had the initiative, I got in and colonized it. Mark promptly shot up what little force I had in there with CAs (+1/+0), and then killed the colony. But I got to draw, and kept, Interlinked Targeting Computers (DDs can take any amount of attack technology, instead of being limited by hull size 1). I had been about to make the jump to CAs myself, but instead worked on getting my attack up to +3, and was building 7-1 DDs (sadly fragile, but an insane amount of punch, especially if they got to fire first—we did have a fight in a nebula and I took Tactics right before all this; worse, everyone’s defense tech was lagging).

I got to try out the 6-1 DDs [+2/+1] against Mark first, and I lost them in two engagements, but they restabilized the border again, and then the 7-1s [+3/+1] were coming on line, followed by my first CAs.

We had a fairly quick start, but slowed down later as things got more complex. Combined with a fairly hard 5 PM stop time for Mark, we only got to econ turn 12; which is fairly typical of us, but we have done better, and it’s been well over a year since the last time. Dave had the largest obvious economy, having a number of deep space colonies, and an income of 84 for econ 12 (eleven fully-developed colonies, and eight of them on the pipeline). Mark had trouble recovering after my early shoot up of two colonies, and ended with an income of 63 (eight fully-developed colonies and three on the pipeline). Mine was a stunning 100 for ten colonies (with that last home-space world out towards Dave just having gotten to full growth) all of which were on the pipeline, which would normally be 80 CP, but the two economic advantages were boosting it by 10 each.


End of day. It is hard to take photos with the camera pointing down while at eye level. Green = me; Red = Mark; Blue = Dave.

Afterword

The empire advantages have some really neat ideas in them; leveraging some of them might take some work. I’m very happy with them, and I believe Mark is as well; Dave less so. His inclinations are a bit more ‘eurogamer’ than the rest of the group; he has no problem with chance per se, but he much prefers low-chaos effects, and the powers do potentially add a lot of chaos. I’m thinking the auction method might work better with him, though I’m not sure I care as much for it. (Certainly, I’m unlikely to be permitted to take Traders again if anyone else can help it. Though I always build out my merchant pipelines as fast as I can; I was really surprised how slowly Mark and Dave built them out this time.)

I’ve tried DD-heavy strategies before, and gave them up as a bad job, as they’re just too fragile to do much but die once CAs come along to take twice as many hits, after firing first for a modest increase in cost (and BCs are generally an even better buy, if expensive to get to). There’s a few other really nice DD bonuses in the alien powers too (like one to make them fire at rank B), but that looks to be true for almost any class (well… I don’t think SCs get any bonuses not also shared with DDs).

I also started transitioning to a military economy earlier than normal with all the DDs I built. That did slow down the final round colonies and the last couple pipelines some, but the extra income helped soften the blow. I also did relatively little exploration of deep space. Certainly a lot less than Dave managed.

We used the original costs and charts since we didn’t add anything new to build (we still need to try raiders and mines, and that’ll probably stretch the patience of the group, I’ll bet troops and boarding actions are right out). But… going to the 30CP homeworld and the revised costs would probably also jumpstart things and bring the action quicker, which we need. It’s already getting time to look into the various ‘quick start’ options.

└ Tags: gaming, Space Empires
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Squire

by Rindis on July 24, 2021 at 12:00 pm
Posted In: Books

The third book of Protector of the Small continues to be a notable improvement over Song of the Lioness. Interestingly, it begins and ends with the Chamber of the Ordeal; the Ordeal itself isn’t so much, but it’s presence is part of Kel’s character development, as she keeps returning to it, and shows her some of her deeper fears.

The book covers about four years, as Keladry’s training moves from practice to the practical. There’s not a lot of fighting in this book, but there are a couple of very important fights, including a superbly climatic one near the end. Meanwhile, there’s also a lot of jousting. Pierce does a good job bringing it to life as a sport, and one that Kel spends a fair amount of time at.

Plot-wise, the book can seem weak, but the emphasis here is on the “coming of age” aspect of the series, as Kel develops as a person, and in her relationships, and as a future knight. And, the book is actually very well paced, and keeps just the right bit of action throughout… so much so, that the climatic battle I mentioned feels a bit off simply because it is so intense compared to much of the rest (which, may well be part of the point).

└ Tags: books, fantasy, reading, review
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AP146 Absolut Markajarvi

by Rindis on July 20, 2021 at 12:00 pm
Posted In: ASL

After finishing “Taking the Left Tit“, Martin proposed trying a scenario from the recent Swedish Volunteers pack. I had kind of planned to delay until the MMP-style counters got into VASL, but agreed, and went with one of Martin’s proposals: Absolut Markajarvi.

The Swedes are holding part of the line late in the Winter War (about three days before it ended), and are attacked while some engineers are busy laying wire in front of the line. The Swedes get five squads, a HMG, and an 81mm MTR to defend the board 52 woods, with another two (green) squads, 6+1, and two hexes of wire out in front. On turn two, two squads and a 9-2 enter by the road on either end of board 52. The Russians have twelve squads, HMG, and OBA on board 50. Another squad and a half is out front on board 44 (with three overlays that open things up a bit more by replacing one farm with brush, another with orchards and woods, and the third is out of play), having just run into the engineers. The Russians have five and a half turns to get 10 VP worth of units into the board 52 woods (note, it doesn’t matter what shape they’re in… they just have to be in the woods…).

I took the Swedes, and had the challenge of setting up across most of a board to prevent the Russians from just running in. I put the MTR towards one edge, and the HMG towards the other, and the wire went near some of the only cover on board 44. The forward Russians set up on either side of the engineers, and encircled them first thing (though without result). Then, Martin went for a human wave.

A logical enough move, but I hadn’t really thought of it, so it rattled me a bit. It also took a bit of re-reading, and checking of the basic concepts. Thankfully, deep snow helped slow them down, and I had little I could fire. The engineers actually got a 1MC as the HW ended, but the squad passed. I revealed my MTR, but missed a second stand of trees for the shot to be blocked. His advancing fire broke the 6+1 and one squad of the engineers, and pinned the other, wasting some later rolls that generated PTCs.


Situation, Russian Turn 1, not showing the full board (but showing the full width), nor the mass of human wave movement. North is to the left, deep snow and extreme winter are in effect.
↓ Read the rest of this entry…

└ Tags: AP15, ASL, gaming
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Anime Spring 2021

by Rindis on July 16, 2021 at 12:00 pm
Posted In: Anime

The one new series I was watching this time finished up a few weeks ago, so that means it’s past time to sum up what I watched over the last three months.

Megalobox — Smudge really enjoyed this when it came out; I resisted because it seemed a bit too intense. But it’s now come up in the Thursday night rotation for the four of us, and is being very good. It’s odd to celebrate the 50th anniversary of a straight boxing story with a SF (boxing) story, but it’s very well written and produced. They’re going down the ‘retro’ route with making it look more like an ’80s anime, and doing very well there as well.

My Hero Academia — Funimation was having some sort of error in their system, at least they were on our Roku, so we didn’t start watching this until fairly recently, and are just finishing up the ‘tournament arc’ of the season. It’s well handled, and feels just a bit padded, but the series continues to deliver.

Astra: Lost in Space — After seeing the first episode, I nominated this for watching with the guys, and we’re now most of the way through, and everyone’s been enjoying it. We’re still at the ending couple of episodes, and answers to a lot of questions have been coming thick and fast.

World Trigger — Smudge started me on this a bit ago, and I’m now a ways in. At first, I wasn’t really impressed by the ‘magical boy show’, but as it’s gone on, it’s shown, and concentrated on, the internal politics of Border, a group is basically holding shut the door from extradimensional invasion. That has made it unique and more and more worth watching.

That Time I Got Reincarnated as a Slime — I think we’re a little behind on this still, but I’m still in catchup mode after just starting earlier this year. The OAVs between series were good (though… the sumo one was… yeah), and we’re now fairly early in the current series. The series is always solidly in E. Doc Smith-land with power levels ratcheting way up, and of course the time-honored way to deal with that is to de-power everyone… which it looks like we’re going to be dealing with.

Demon Slayers: Mugen Train — I just saw the movie recently, and overall, it’s extremely good. Highest points for introducing everything a new watcher is going to need to know, and not recapping the series in the process. On the other hand, it’s basically two nearly full-length plots joined together. I think making the movie as a whole more about Rengoku would have helped, when as it is you start wondering ‘wait, it’s still going?’, and the characters are also asking (without any answer) why the second villain is there.

Infini-T Force — We recently started showing this to the guys on Thursdays, and they seem to be liking it well enough. They’re not really familiar with the properties crossed over except Gatchaman, but that puts them ahead of me. It does have its limitations, mostly in animation, but at the same time, the writing is good enough.

Dr. Stone — And I am now caught up on this. On the one hand, it keeps breezing over engineering challenges that should stop Senku in his tracks. On the the other, the character side has been good and largely getting better, and the obvious answers are often not where the plot goes. There’s a too-sudden flip with Tsukasa, that needed more build up/better foreshadowing, but was otherwise well handled.

Dragon Goes House Hunting — This is the only new series I ended up watching this season, and I had to wrestle Smudge into trying it. On one hand, it isn’t all that great, with so-so animation, the thickest neck ever seen on a dragon, and writing that feels very random. On the other hand, it kept doing better than my modest expectations for it, and kept managing to be laugh-out-loud funny.

Pokemon Journeys — This has finally started showing up on the Pokemon Network app, so me and Smudge are watching it. After the 6th and 7th gen series, this is a let down. I’m kind of guessing that Netflix (which helped fund it) wanted a bit of a cleaner start under the assumption they’d get more first-time viewers than normal. But the writing and animation seem to have taken a step down, and there’s not much in a noticeable overarching plot. Worse, I’ve stated before that the series is at it’s best when there’s a good number of continuing characters to work with, and here we’re down to Ash and Goh with some very secondary characters. Worst, Ash is feeling like a non-entity. His personality has shifted from series to series, but he’s always had a noticeable personality, but here he just feels flat.

└ Tags: anime
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Sun of Undaunted

by Rindis on July 12, 2021 at 12:00 pm
Posted In: Boardgaming

To round out the face-to-face set, Mark came over on the third for a day of gaming. The first thing up on the docket was trying Sun of York; Mark had tried it solo, and liked it enough that he got me a copy when he saw it going for cheap.

So, we went for the first battle of St. Albans, with me as the Lancastrians. This gives me the Henry VI card (and a small question, at what point does the three card hand limit set in? Since the scenario gives it to you at the start, that should interfere with the draw 16 and place 12 for a 4-card hand…), and a town in the center. I had three veteran units, which all went in the center,  a hill on the left with the moderate units, and a stream (which did more than I thought, as I figured on a stream through the right flank, not behind my entire position) with men-at-arms, levies, and longbowmen cover on the right.

Three veteran units (including the veteran knights) certainly allowed me to dominate in the center, though it took a bit to be felt, especially as Mark used Rally shortly after I got some damage on his units. I kept cautious, generally trying to soften up Mark’s advancing troops with archery, and then went into the center. (I also illegally shifted some handgunners to the right as we didn’t really figure out that you can’t shift troops out of a contested ‘battle’ until reviewing things mid-way through.)

Neither of us had any luck bringing in reinforcements. Mark could get units, or orders, but had a rough time on both. I just didn’t see any new units until late in the game. I also continuously lost initiative until late in the game, where I used it to get a double turn as I advanced into Mark’s rear battle and won by breaking the center.


After that, I gave the explanation on Undaunted: North Africa, and went through the first scenario with him (the only one without vehicles). I had the Italians this time, and basically went after the main structure area, like last time, but this time trying to hustle and get a win before the British could start blowing things up.

This partially worked, with me managing to eliminate all the Engineer cards, rendering him unable to do anything (I didn’t get to the fifth wound to properly eliminate him by forcing removal of a card he didn’t have). But Mark ended up doing much the same, and rendered my Rifleman (the only one with a Control action) hors de combat with wounds. At that point the game ends as neither of us could do more towards our goals, and I won by virtue of having secured one VP to 0.

This second outing was more successful, and I feel a lot better about Undaunted as a game, enough so to enjoy it as such. But I’m still disturbed by not having a good feel for the scale of action. I mean, is it really just supposed to be five men on each side raiding this air base? On the game side, I do have concerns that it came down so much on eliminating the one key person on the other side, and less on actually completing the mission. Hopefully, further scenarios are better about that.

Sun of York on the other hand is a little more involved, and longer playing. But it’s a nice system, and I certainly want to try it out again. Between the two, I have much better idea of what SoY is doing, though just what I should be doing is a little more in the air. Both of them will probably live and die on the strength of their scenarios, and have the distinct disadvantage of not have Vassal modules.

└ Tags: gaming, Sun of York, Undaunted: North Africa
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