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

2 The Groaning Woods

by Rindis on April 23, 2021 at 12:00 pm
Posted In: Boardgaming

Mark and I returned to Operation Dauntless after our Operation Mercury scenario, with the first wholly historical scenario of the set. It’s the next day (from scenario 1), and the Germans are more than willing to contest the Parc de Boislonde, which forms the focus of the scenario. We took our usual roles with Mark taking the Germans, while I took the Brits.

The set up is complicated, with three different German forces with different setup areas, plus another two groups that inactive, and can only be activated by spending ‘reinforcement points’ on them (instead of the normal rules where they’ll go active if someone gets too close to them). Worse, one company can’t go more than a little ways west, which Mark kept tripping over (I assume they’re actually part of a battalion mostly assigned to the east of the map, but all we can see here is that they’re part of the 12th SS like everyone else).

The British have an easier time of it, and the game starts with a bombardment exactly like the previous day’s, reducing line of sight, slowing both side’s movement, and British artillery is already committed. The Germans can win by eliminating three British infantry companies; otherwise the Germans need at least 10 more VP than the Brits, with casualties counting for their normal amount, and the Germans getting 1 VP for each of three hexes (the Parc, and Point 102) each turn they hold them. Obviously the British need to take these, the earlier the better, and not take too many casualties in the process for five turns.

This called for another rush to assault and dig out the German positions before the barrage lifted, and I found myself locked out from advancing like last time. Unfortunately, I found it very difficult to get where I was going, and spent quite a bit of time rejecting all possible plans because I just couldn’t get where I needed to be (a slightly better setup would have helped; notably using the non-Firefly-enhanced Shermans in front with their slightly better speed; but…).

So I had just one assault against 1207, with AAA tactical advantage letting me take out a 251/10 platoon, and a 0/4 result at 3:1 odds forcing him to lose a MG section while the remaining platoon retreated out. I set up for an attack on 1308 by sending the carrier platoon to get a concentric attack. I think we’d temporarily thought the carriers were immune to friction fire, as there wasn’t any to stop them. My one combat focused on 1308, with some of the on-board mortars in support, and the units in 1309 providing defensive support. None of it had an effect, and the combat ended up on the 5:1 column (actually at 6:1 after all shifts) for a 0/3, with Mark losing a mortar section (too slow), and a platoon to retreating through my ZOC.


Note that British units cannot move below row xx08, and German units cannot move above row xx06.
↓ Read the rest of this entry…

└ Tags: gaming, Normandy, Operation Dauntless
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Antipater’s Dynasty

by Rindis on April 19, 2021 at 12:00 pm
Posted In: Books

Grainger finds a way to focus in on some of the details of the early Hellenistic period by concentrating on the shortest-lived dynasty of the Successors, while arguing for its pivotal position in the period. I think he stretches the point a bit at the end, but in general, it’s convincing.

The bulk of the book is about Antipater himself, and examines what can be known of him from the sources. The first part starts with his early life (which is pretty much all speculation, if reasonable), and carries through to the death of Alexander. Antipater was presumably of one of the prominent families of Macedon (a subject that the sources just don’t go into at all), and saw first-hand the chaos around civil wars and unstable dynastic struggles from before Philip II.

Grainger assumes this is behind a lot of Antipater’s later actions as he first administers Macedon for Philip while he’s on campaign, and then when Alexander is on campaign, and then acts as effective regent for Philip III and Alexander IV. He’s shown as interested in stability and continuity, and doesn’t show any real signs taking power in his own name during the early wars of the Successors. Its one of those things that’s hard to know, but it is reasonable.

There is of course, also a good history of the Lamian War in here, as the apparent maneuvers are looked at in some detail. Other conflicts (notably with Epirus and the northern frontier) are covered less well, mostly because of the lack of sources, which still leads to a fair amount of supposition with any of these. I could really have used a detail map of Macedonia and the directly adjacent regions.

The second section deals with Kassander, showing him moving into position as regent and King of Macendon after his father’s death, and his attempts at state-building. The big surprise here was his foundation (and re-foundation) of a few cities, only one of which really took off, named after his wife, Thessalonike. The last three chapters go into the remnants of the family after his death and the end of the dynasty with the Antigonids taking over Macedonia. This part really suffers from being about people not at the center of power, and therefore not mentioned as much in the sources, but Grainger pulls out a few facts, and certainly shows Antipater’s daughters as having some real influence.

Grainger states up front that part of the idea for the book was to be able to focus his attention down, and it works. This is a nicely detailed history from just pre-Alexander through much of the diodochoi era, and brought a lot of things into focus. It suffers a little from going into things that there’s not a lot of sources for, but that is often the curse of ancient history.

└ Tags: books, history, reading, review
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Anime Winter 2021

by Rindis on April 15, 2021 at 12:00 pm
Posted In: Anime

So another season has wrapped up, and I got to see the usual mix of old and new, good and bad.

Planetarian — We had a spare time slot on the Thursday session with everyone, and Smudge and I finally showed this short series to the guys. They definitely liked it, and as expected, not a dry eye at the end. It’s really good and deserves a watch.

Golden Kamui — This continues to be an automatic watch for everyone here. In a way, this entire season was more of a diversion, as it’s a long trek north with a turn around south at the end. But the journey is an important one, and the climax for the last couple episodes pays off very well. We’re going to need… one, maybe two more seasons to get this all finished off, and deal with all the characters largely dropped for this arc.

Re: Zero — This continues to be a strong series, even if uncomfortable to watch all to often. The wrap up of the story here finally gets to a few things have been waiting for a while, and Roswaal and a few others get a well-needed kick to stop just living in the past. It was surprising that what kicked the story off wasn’t addressed at all to speak of, but it did spin off to this, and holds together as a story quite well. Now, to do something about Rem….

Journey of Elaina — As mentioned last time, we’re re-watching this with the guys, and are just getting past what we’d seen up to last time. They’ve definitely both been enjoying it, though the unpredictable nature of its tone from one episode to another has bitten us a couple times.

RErideD — Back at Crunchroll Expo 2019, this both looked like it could be interesting, and it was being pushed a bit too forcefully. All four of us have been watching it, and finding it good, but I think we all agree it could have used a bigger budget. Personally, I think another pass through the story would have helped as parts of it don’t seem to flow right, but I’ll agree that the action is hurt by a lack of budget pretty bad too. …Inventive anime story as told on Saturday morning television.

That Time I got Reincarnated as a Slime — Smudge had held off introducing me to this one because it does have the problem that the main character is way overpowered, and pretty well undercuts any conflict he’s in. However, the comedic elements certainly work well, and actually serve to keep the series balanced. I’m just starting the second season and enjoying it. I want more of Veldora, the overpowered tsundere-dragon.

Dr. Stone — So, Smudge started me on this near the start of the season, thanks to the new series coming out. I’m still earlyish in the second season of the first series, and it has gotten fairly good. I wasn’t too happy with it at first, partially because of Senkuu’s nonsensical design. And there’s a lot of hyperbole…. But after a rough start, the writing has picked up.

Black Clover — Ugh. This latest season was really unbalanced, with lots recap for padding, and then a couple episodes at the end crammed full to make it to the dramatic break point. (The entire anime industry needs to be force-fed The Last Airbender as an example of how to do recaps.) Asta’s redesign made some sense, but came very suddenly… and yeah, the entire season’s a mess.

└ Tags: anime
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George Washington’s Great Gamble

by Rindis on April 11, 2021 at 12:00 pm
Posted In: Books

This is a good look at the Revolutionary War in 1781 in a popular history style. It is marred by a click-bait title, and a blurb that really tries to oversell the subject (not in importance, but calling Yorktown ‘overlooked’ is irresponsible at best), but the content is good. It also continues a trend of an in medias res intro presenting the most ‘exciting’ bit of the climax that I’m getting very tired of.

But the overall thrust of the book is well-handled. At the beginning of 1781, the Continental Army had been promised help from France that had yet to amount to much. Washington had come to see that control of the sea was going to be essential to any successful prosecution of the war, and the French navy had yet to manage much on that either. There’s a very good section on Arnold leading a force in ravaging much of Virginia and cutting off supplies to Continental troops in Carolina. And an attempt was made to contain him and force a battle and defeat his force.

This ends with Arnold getting away to sea, but until that point, it’s basically a dry-run for the Yorktown campaign. This is hammered home a little too often in the text, but certainly an interesting point. The idea of the ‘gamble’ of the title is that Washington is gambling that the French navy could actually hold the Virginia coast long enough to trap Cornwallis. But it doesn’t come off as that much of a gamble. Is it sure? No. Is Washington really out anything by trying? Not so much. He was working on a siege/assault of New York, that was canceled in favor of moving to Virginia, but that was unlikely to have gone far.

There’s an interesting look at what everyone’s writing when, and Rochambeau’s behind-the scenes steering of focus from New York to Virginia. There’s also a look at the breakdown of British communications, and Cornwalis’ decision to abandon the Carolinas in favor of Virginia.

In all, it’s an engaging look at the 1781 campaigns, and does a good job with sorting out all the various activities separated by long distances. It does not lose focus, and juggles multiple theaters very well.

└ Tags: books, history, reading, review
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Two Rounds of Telamon

by Rindis on April 7, 2021 at 12:00 pm
Posted In: CC:Ancients

After our little duel in the Neutral Zone, Patch and I went back to CC:A for another early barbarian battle from Expansion #2. The Romans have trapped the (Cisalpine) Gauls between two forces, and have an overall advantage, though each force isn’t a match for the Gauls alone. As an extra wrinkle, there’s a hill mass on one side, and whoever has more units there at the end of a turn is credited with two banners (out of eight) until a turn ends without that being true.

Patch started with the Romans, and lead with a Double-Time to move into the hills. He also trapped a Light against a couple heavier units and wiped it out in two attacks for no losses. I Ordered Mediums, and rushed the Roman army that had not moved, and could only do two hits each on two trapped Lights, and took a hit each on a Warrior and two MCs in return. Patch hit back with Leadership Any Section, and knocked out a Warrior, did two blocks to the weakened one, and nearly knocked out two more evading units. I used Inspired Right Leadership to engage unhurt units, and did two blocks each to a Light and Aux, but took a block and two banners on a Warrior, and then a First Strike did a block and banner to another Warrior, killing my leader in the process.

Patch Ordered Four Left (two from each force), and traded blocks between a Med and Warrior, and finished off a weak Warrior. I Ordered Mediums again, and had to take risks with weak units, finishing off a Light, doing a hit to a Medium on momentum … and then losing my Warriors when Patch rolled three banners. I then traded a hit on the Mediums for two hits on Warriors, did a hit on an Aux, and then lost the unit to a two-hit battle back. 1-8

I started with Order Lights in the second game, and got onto the hills. Patch Ordered Two Right, and did a block to an Aux for no damage. I did a Coordinated Attack, and destroyed a BCH, though a First Strike got two blocks on a MC first. I used momentum to get a block on a MC, but took two in return, while I drove off a Warrior after doing a block on the other flank. Patch Counterattacked to finish off two MCs, and do two more blocks to the hurt Aux, while taking one in return.

I reshuffled a little with Order Four Left, doing two blocks on an Aux in return for one each on a pair of Auxes. Patch Ordered Three Center, and pressed on my flank in the hills, forcing one unit off with a banner. I Ordered Mediums to start a few units forward, and bring MCs over the hills, destroying a MC, and getting his leader who was forced to evade through my line, and then did two blocks to an Aux, who did one back to a MC. Patch Ordered Four Center, splitting his attention between the two lines, knocking out a MC, doing a block to a Med, but taking two on a Warrior himself. I used Line Command to engage the area away from the hills, causing two retreats, and doing three blocks to an Aux. Patch Ordered Mediums, killing a unitless leader before he could evade off-board, getting two units into the hills, and forcing my Lights to evade off them (shifting the hill banners to him), and killed an Aux.

I used Clash of Shields (possibly a first, I usually end up holding it for a better time), finishing an Aux and getting three hits on an evading MC, but took two hits on Heavies after a failed momentum attack. An attack in the hills forced him to retreat off, and I momentum advanced to get the hill bonus back. Patch Ordered Three Left to get them all on hills, and forced my Aux back off with a banner. I Ordered Two Center to finish off an Aux, then momentum advanced onto the hills, and finished off a 1-block Warrior. Patch Ordered One (Inspired Left) to finish off a weak Aux. 7-8

Afterword

The ‘three-part battle’ is a situation I feel CC:A doesn’t handle that well, as the retreat rules don’t get modified, and (here) the second Roman force can get stuck trying to retreat through the Gauls instead of toward the rest of their own army. It seemed to work better here than in other scenarios, possibly because those were all small ambushing forces that were too easy to cut up, whereas the Romans can at least try and keep a line together for support here. I still had one evade that went the wrong way though.

The first game went very fast, thanks to me being unable to get anywhere with the dice. And that opening Double-Time from Patch really narrowed down my options. The second game was still pretty fast, but was coming down to the wire as Patch moved onto the hills just in time to keep me from winning, and I was starting to really chew through the Gaulish units.

└ Tags: C&C Ancients, gaming
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