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

14 Silence That Gun

by Rindis on March 30, 2021 at 12:00 pm
Posted In: ASL

Mark and I have dedicated Monday nights to ASL, as he tries to come to grips with the system as a whole (he’s an old SL veteran). Part of the plan is to play through some of the old Paratrooper scenarios with him, since they tend to be good for the introductory side. This time was “Silence That Gun” which is a nice small infantry scenario with a single titular ordnance piece. There were a couple of prominent errors, so this isn’t a completely ‘textbook’ playing, but it was instructive.

Mark took the Germans, who are defending part of the board 3 village with ten squads (mix of 2nd line and conscript), the usual MGs a 75mm AT, and one fortified building; and need to preserve the Gun and keep the fortified building (they have a choice of five buildings to secretly fortify), or at least maintain a CVP total equal to or better than the Americans. He didn’t set up his HIP properly, so I ended up knowing which building was fortified (3N2), which is a heck of of thing to try to mentally ignore. The Gun was next door (which makes for usefully concentrated defense), and a loose line was established across board 3, with one conscript squad all the way out on the edge of board 2. I looked at the setup, and suggested that having someone at the upper level of 3N2 would be handy, as it could do a lot to inhibit initial American moves—completely forgetting that SSR1 limits that building (alone) to just a ground level. And we’ll see just how good an idea it was….

I lined up at the limit of my setup area, with seven squads and a hero, giving the latter a DC, and deployed one squad, prepared to move into the rest of the middle loop, and use BAZ against buildings from open ground Locations such as O6, and of course start driving on the main concentration of Germans. Mostly, there wasn’t a lot he could do, but an attempt to Dash to P2 ended in tragedy as a 1KIA killed a squad and broke my 9-1. Final Fire at a HS malfunctioned a LMG.


Situation, American Turn 1, showing the full board. Yes, all hills are marsh, and north is to the left.
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└ Tags: ASL, gaming, Paratrooper, Yanks
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American Colonies

by Rindis on March 26, 2021 at 12:00 pm
Posted In: Books

Alan Taylor admits straight-up in the introduction that he took a very expansive view of the subject of the first volume of Penguin’s History of the United States series. Geographically, he looks at all of North America, rather than just the broad swath that would become part of the US. Time-wise… well, he does start with the initial migrations across the Bering Strait, but naturally doesn’t spend that much time with the spread of humanity across the continent and the changes that wrought. But he does talk about the subject before moving on to the arrival of Europeans from across the Atlantic.

In general, this is the usual ‘colonial’ focus, with the book winding down once the United States forms (though the last section covers the California coast and Hawaii up to about 1800). The main point of the increased geographical scope is to show the various European projects of conquest and/or settlement, and how they played out differently, or against each other. Regions are looked at in large blocks in the text, which partially undercuts the point, as some relationships end up scattered about, but mostly it works.

Part of why it works is that North America wasn’t any sort of unified place from native or European viewpoints in the period, so several stories play out more-or-less independently. They also provide meaningful compare and contrast examples, especially for the Eastern Seaboard colonies. Those sections are split up by the original English administering of them, and explains how the modern states were originally grouped before being split into separate colonies later (a sequence never adequately mentioned, much less explained, in other histories I’ve seen).

The general thesis through most of the book is how European powers tried to control this new continent, but the ability to have things go the way planned always fell far short of the plans. Past this, there is a good amount of explanation of how native agriculture worked in various regions, and how European settlers inevitably disrupted these patterns, starting the cycle of friction that was only downward as exposure to European diseases rapidly diminished native populations.

Taylor is also at great pains to point out that this was nearly as much a problem for early Spanish authorities, since the main plan was to make use of the huge pool of labor they had conquered… and was now dying off. This leads to needing to import labor, and Taylor goes into the economic process where slave labor crowds out indentured labor (which was more than bad enough). Much of the latter half looks at how various regions evolved slightly differently under these pressures.

There’s a fair number of conflicts during this period, and I don’t think they’re well served here. Conflicts between Europeans and natives, like Metacomet’s War, are well-enough handled, but any conflict between European powers feels more glossed over, even within the limitations of such an overview, with some exception for the British conquest of the Dutch colonies.

This is, of course, and overview, and has to be fairly succinct in any subject, but this is definitely a new standard in overviews of the period, and an excellent start to Penguin’s series.

└ Tags: books, history, reading, review
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SL327 Encounter at Taratok

by Rindis on March 22, 2021 at 12:00 pm
Posted In: SFB

Captain’s Log #48 had another interestingly inventive scenario in it, based on the main fiction piece of the issue. About a week after the episode “Trouble With Tribbles” the Klingon ship involved is still having trouble. The non-Klingon crew is all down with… probably the common cold, but they’ve never encountered it before. And there’s a fresh outbreak of tribbles for the Klingons to deal with, while the ship is ordered to a border system to ‘show the flag’ while a Federation frigate is patrolling the area.

The story is actually pretty good, and winds up with what should be the normal one-pass showdown between two ships counting coup, but by now the tribbles have been chewing on the wiring, and the D7 suffers failures in several weapons. The scenario rather unusually starts on impulse 25 of the first turn, right after this happens. Two disruptors are shorted out, along with the wing phasers, and the scenario starts with rolling damage from the remaining two disruptors and the three boom phasers.

On the other side, the Federation has a FFG (yes, a frigate versus a cruiser!—also one of the first FFGs, and first refitted ship we’ve seen in action), with prox torps already loaded, and about to complete an oblique pass in front of the D7. All the FFG needs to do is knock down a shield on the D7 and get away to win. The D7 is wanting to avoid this and knock down a shield on the FFG. As extra handicaps, the D7 has minimal boarding parties, no damage control abilities, and any time a system other than power or the disruptors and boom phasers is used, it will fail on a roll of 6 (on one die).

Patch agreed that the situation looked interesting, and volunteered to take the FFG out for a spin. To generate uncertainty, there’s random draws for whether the Klingons have any transporter bombs (no), a scatterpack ready (no), or have any 2-space or moderate-speed drones (I got one of each, and took the allowed option for one type-V drone).

All my rolls for the initial volley were 3s and 4s, which let both disruptors hit, and did 2 damage with the phasers for a total of 8 points on the FFG’s #2 shield, only four of which registered. On the next (first of the game) impulse, we both went forward, putting the FFG right on the oblique, where he fired one proximity photon… which missed. Patch turned off the next impulse as the turn wound down to its end.


First pass, Turn 1, Impulses 24-32.
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└ Tags: gaming, SFB, Y160
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Defenders of the Faith

by Rindis on March 18, 2021 at 12:00 pm
Posted In: Books

This is a close look at about fifteen years that changed much of the structures of Europe in a popular history format. In a way, it is “Here I Stand the book”, though it only covers a fraction of the period that game did. But they both show just how many things that we hear about in disjointed fashion in histories were all happening at the same time.

Technically, the primary focus is meant to be the clash between Charles V and Suleiman, featuring the fall of Hungary, Rhodes, and the first siege of Vienna. However, even with the siege of Vienna near the end, this thread feels less than well-served. And of course, there’s plenty else to keep track of, and the real success of this book is that it juggles all these balls without dropping any, and presenting a clear narrative.

This includes western European power politics (the book starts with Charles V’s visits to England as part of an effort to keep Henry VIII from playing nice with France), and the start of the Reformation (with a good look at Luther’s evolving thinking, and his efforts to stay at the center of what he had started). There’s plenty of side notes as part of all these, with wars between European powers, fighting in North Africa, and in Persia. One of the threads that Reston tries to follow (fairly well, if at a thankfully very high level) are the various efforts for religious uniformity, and the compromises forced on various leaders.

Overall, the book is well-written and put together. There are complaints about a lack of footnotes, which is justified, though this is enough on the popular history side that it is not a major concern. There is a selected bibliography at the end that runs ~10 pages, but is just the normal bare bones format, when a ‘further reading’ list would have helped make up for the lack of footnoting.

└ Tags: books, history, reading, review
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20 Taking the Left Tit

by Rindis on March 14, 2021 at 12:00 pm
Posted In: ASL

After The Marketplace at Wormhoudt, Martin and I went back to checking off various early scenarios, and up this time was 20 “Taking the Left Tit” from Yanks. This is the first night scenario done for ASL, and features an American attack on a hill in Italy.

Patch commented to me that he’s never seen a German win in the scenario, but we played the updated version from 2nd Edition Yanks, which adds a 9-1, two squads and four mine factors to the German OB (this is nearly a 1/3 increase in forces). One wonders if early playtesters had trouble figuring out how to do a night attack. Or maybe the cloaking rules changed late in development…?

Martin took the German defenders, and scattered “?” across the board 2 hills, with two up front in the brush leading to the slopes (all woods are brush in this scenario). With eight 467 squads, and 5 MGs of various types, he gets to set up three squads HIP and, and eight Dummies, as well as being entrenched. The Americans get fifteen 666 squads, three leaders, a HMG, two MMGs, three BAZ (nearly worthless with only a handful of buildings and walls around), and two light MTRs. The goal is to exit four squads off the far (mid-board) edge of board 2, and have more good order squad-equivalents at level 2 than the Germans do after 7.5 turns.

Contrary to normal practice, the Americans set up on board 18, but is still considered the Scenario Attacker. This does mean they have some low hills to set up some of those support weapons on (after assembling them…), and I set up a big double line of Cloaking markers at the edge of my area. I concentrated big stacks into a couple of them so I’d have some Dummies, and had a general plan of swinging west around the hills away from the (presumably defended) road, with the big stacks and SW on that side, and Dummies and just enough force to keep his attention on the other side.

On my first move, a Dummy Cloak moved into NVR of the forward outposts, who immediately sent up a starshell, ending the entire ‘before the first starshell’ phase right there, and then put up a second that illuminated about the entire front, forcing me to slow down. Martin took one shot at a Dummy with a HS as it crested low hill, but did nothing, and then took a shot from 2CC6 during DFPh that got a PTC to eliminate Dummy Cloak C. One turn, and I was down a Dummy, and getting behind schedule, thanks to an early starshell.


Situation, American Turn 1, showing the full board. North is to the left. My units are in place to give an idea of how the Cloaking is distributed.
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└ Tags: ASL, gaming, Yanks
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