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RSS Inside GMT

  • Meet The Han: A Civilization of GMT’s Ancient Civilizations of East Asia  March 20, 2026

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

95 Descent Into Hell

by Rindis on February 18, 2021 at 12:00 pm
Posted In: ASL

After finishing the first two of a three-set of scenarios on Crete from For King and Country (and originally from ASL Annual ’89), Tracey and I went for the third, after swapping sides. So this time I’m the invading Germans, and I need to take the bridge from the first scenario, and take out the AA guns from the second one.

This version gives me some interesting extra decisions.  It’s a nine-turn scenario (longer than either of the originals), and the Germans arrive in two waves of gliders, on turns 1 and 4. It’s fairly obvious that the first wave came in on the guns, and the second on the bridge ‘historically’, but there is nothing that demands that here, as the gliders can come in anywhere you want in the three-board play area. The British on the other hand, are limited to setting up in accordance to their original areas in the first two scenarios.

His setup around the bridge was not dissimilar to mine (though definitely different), while the AA Guns were parked at the ends of the runways and facing outward, with everyone else in nice easy reach of them. (That kind of invites just landing on the runways as the AA has to change CA to fire on them at all, but the Germans will probably take some point-blank -1 shots as they get out, which certainly scared me off.)

After some debate, I opted for going after the guns first, and possibly bringing on the second wave to help with that, and then everyone can rush the bridge in the extended time at the end (our play of “Tavonritis Bridge” showed just how fast that defense can collapse). So I concentrated on the southmost gun, with a few landings on the long board-11 hill to keep the NW busy. The AA fire was completely ineffective (common, and helped by the same beginning-of-game dust as “Bofors Bashing”), just leaving me a couple of landing DRs for my more ‘daring’ placements. Naturally, I rolled 6-6 for the main one, causing it to go long, and land past the woods it was supposed to land in front of (and on top of a British unit!). Another one in that set landed one hex short, putting it in a sunken road, but both did well on the crash drs. In the other main group, a couple went a bit long, putting one in brush, and one on top of another glider, and one was a hex short, but all of those landed fine as well.

Tracey’s only DFPh fire was at the glider that landed on top of him, and even TPBF was unable to harm the glider. Similarly, my only fire was in the same hex, and couldn’t do anything to him. An old Gamesquad thread wonders if there’s a CC counter immediately placed from my guys emerging on top of his, but it never came to a solid conclusion. We played it as ‘no’, which allowed me to advance out of the hex (the British were still concealed from me having no units on board when they fired, and I didn’t want to accept a likely Ambush).


Situation, German Turn 1, showing the full board. North is to the left. I need to clear the British from between the blue lines on board 8, and destroy the three AA guns. There is Moderate Dust for the first two turns, and Light Dust for the third. As most of the action was on board 14, any time I don’t give a board with a hex number, that’s where it is.
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└ Tags: Annual 89, ASL, Crete, For King and Country, gaming
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Medieval Russian Armies 1250–1500

by Rindis on February 14, 2021 at 12:00 pm
Posted In: Books

As ever, Osprey has produced another good book looking outside of the usual Anglophone center of western Europe.

The general focus in this volume is the Russian response to the Mongol conquest. There’s the usual pair of decent maps showing the political evolution of the region. The campaigns and battles section is all too short, and provides a fair number things I’d like to see expanded on in Campaign books. The arms and armor section is up to the usual standards of Osprey, with plenty of photographs and illustrations. There’s also a good siege warfare section, including diagrams of typical wooden stockades, and then followed by a section on the arrival of gunpowder in the area.

The color illustrations are done by the late, great, Angus McBride, and are up to his usual standard. As ever, they provide good visual reference and inspiration, with explanatory commentary at the end of the book.

As with most Men-at-Arms books, there isn’t nearly enough room to go into the kind of detail two and a half centuries need, but it makes a good introduction to a subject that gets too little attention here.

└ Tags: books, history, MAA, Men-at-Arms, Osprey, reading, review
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Two Rounds of Clusium

by Rindis on February 10, 2021 at 12:00 pm
Posted In: CC:Ancients

Patch and I’s between-big-things Commands & Colors: Ancients games have now gotten two where we started with the First Punic War (featured in the original set), and we’re up to the earliest scenario from Expansion #2: Battle of Clusium. The Romans have a fairly typical line, with Mediums in the middle, lighter troops on the flank, and a single Heavy in the rear. The Gauls are a bit scattered about, with three Medium Cavalry in the front center in camps. The Romans get a banner if they can occupy all three.

I had the Gauls the first time, and started with Order Four Right, and started deploying that wing, then Patch used Double Time to smash his Mediums into the camps. I evaded out (to keep him from being able to advance as much as anything), and lost three blocks across the three units. I Ordered Three Center to re-occupy the camps and counterattack, which failed, with me losing a MC outright, and two blocks from a Warrior, in return for doing a block each to two units. Patch Counter Attacked to finish off the Warrior, do a block to an evading MC, and occupy two of the camps.

I used Move-Fire-Move to start reorganizing, and did a block to a Light. Patch tightened up his line and occupied the last camp with Order Two Center. Line Command got my center into play, and I did three hits to a Medium on a hill, while only taking a block to a Warrior in return. Patch Ordered Mediums to pull back the weak Medium, and shuffled the rest towards the hills, and finished off the Warriors and did two blocks to an Aux before forcing it to retreat. Another Move-Fire-Move let me finish off the weak Medium while the BCH moved up a little.

Patch Ordered Lights, and re-concentrated on his main line, and did a block to an Aux. I Out Flanked, and forced a Light and MC back, the latter losing two blocks at his baseline, before being knocked out by the BCH on Momentum. Patch Darkened the Sky, but didn’t do more than force the BCH and a Light to retreat. I Ordered Two Right and knocked out an Aux for no losses. Patch Ordered Three Center to tighten up again, and I Ordered Two Left to move up my second leader.

Patch used Inspired Center Leadership, and re-engaged with the Heavy and a Medium, and did three banners to a Warrior, so he lost a block at the baseline, and did two hits to a Aux in return for one on a Medium, and then finished the Aux off with ranged fire. I Ordered Three Center, and finished off a Medium, did a block to a Light, and lost three blocks on a Aux. Patch Out Flanked, and did a hit on a Warrior, but took two on a MC in return, and then knocked out a different Warrior. 4-6

Sadly, I couldn’t repeat Patch’s opening for the second game. My opening hand was almost all left flank cards. Patch moved a little with Order Two Right, and I Ordered Four Left and did two blocks to a MC, and a block and a banner to another, in return for taking a block each on an Aux and MC. Patch Ordered Mediums and knocked out my lead MC with a banner. I Ordered Three Left and forced back a MC while reoccupying a camp.

Patch used Line Command and did a block to the Aux, who did two blocks to a Warrior back (thanks to a double-banner roll). I used Line Command to move up nearly everything and force his MC to evade. Patch used Double Time on his left flank, and made a Light evade. I Ordered Lights and did a block to a Warrior and two to a MC, and took two on a Aux. Patch had Inspired Center Leadership, and got two weak MC out of the way and formed a new line and knocked out my Aux at a cost of a block on a Warrior, and then did a block to a Medium on momentum before retreating back to his line.

I Ordered Two Left, knocking a Warrior back, and killing another. Patch Darkened the Sky, doing one block each to two Lights. I engaged his center with Order Three Center, did two blocks to a Warrior while taking one each on two Mediums, and finished off a MC. Patch Ordered Three Center and finished off two Mediums, and lost a Warrior. I Ordered Mediums to bring up what was left of the line and a MC on the right, forcing a Aux and Light back with a loss each, and eliminating a Warrior while occupying a camp.

Patch ordered two Auxes with I Am Spartacus, and concentrated on a Medium in the hills, destroying it after losing two blocks. I used Move-Fire-Move, forcing a weak Aux to retreat after taking a block, and using the double-move to get a Light into the last camp. Patch Ordered Four Left, and did a hit to an Aux, and then attacked a MC… that I decided to have stand. He did two hits, and I did one back… which killed his leader. At the start of my turn, I got the banner for the third camp. 6-5

Afterword

This was certainly an interesting changeup from all the other scenarios we’ve seen in a while. Four units of Warriors on one side is probably more than we’ve seen before, and their abilities were certainly felt. I got good use out of the the one BCH in the first round; sadly we won’t see too many of those.

The Romans did well both times, with their solid core of Mediums really cutting through the Gaulish troops. The camps and hill group were focal points for us in both plays, and added a lot to the battle.

└ Tags: C&C Ancients, gaming
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Lord Cochrane: Seaman, Radical, Liberator

by Rindis on February 6, 2021 at 12:00 pm
Posted In: Books

Lord Cochrane is one of the primary inspirations for the various literary Age-of-Sail sea captains, that have been a tradition since the early Nineteenth Century. As such, you’d expect that he’d be well known. But at the same time he was getting a good reputation amongst authors, he was getting a bad reputation amongst historians.

There’s good reasons why this should be so. While a capable and daring captain, he was also prickly, opinionated, and often quarreled with his superiors. He was also a reformer politician in a conservative era. So, early biographies of him were negative, and he has been slowly reappraised over time.

This book is actually from 1947, but I have a nicely produced 1998 reprint that I picked up a bit ago. And it holds up well as a fairly balanced short biography. Anyone interested in the Age of Sail should give it a read, as there are some very interesting actions described. At the same time, it lightly goes into Napoleonic-era politics, and sets the scene well for Cochrane’s efforts in the South American revolutions, and the Greek Revolution.

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AP19 Winter of Their Discontent

by Rindis on February 2, 2021 at 12:00 pm
Posted In: ASL

After our last adventure in Korea, Patch and I decided to return to Action Pack 3 for our next ASL game. It’s a couple of weeks after the previous scenarios in that package, and the main part of Gruppo Nord is still encircled, and holding out for rescue as the Soviets launch an attack to wipe them out.

The scenario uses half of boards 22 and 49, and as ever with this set, has some interestingly different bits. There’s a base Italian line up for defense, and then an number of Italian and German reinforcements that can be bought with VPs, and the the Axis player must spend at least 15 VPs (decided before setup). The Russians have a fairly nice force that sets up on board, and can spend VPs to enter some of them from the flank. In addition, both sides track CVP, and get one VP per building hex they control at the end of turn 7. Oh yes, there’s ground snow, and everyone other than non-elite Italians have winter camouflage.

Patch took the Axis defenders, and spent the minimum 15 VP, giving him twelve Italian squads (ranging from elite to conscript), an Italian 75mm AA, and two German 50mm AT (all standard setup), plus a pair of Pz IVF2s on turn 2 (spending another VP to get them a turn early), and a platoon of 467s with MMG & 8-1 entering on turn 3. His initial ‘anchor’ turned out to be the 49W9 (partially rubbled) stone building, with more on both flanks, and a second line on board 22.

The Russians get fifteen squads (mostly 447s, with some 458s), a few SW (including a DC, and 2xATR—oh, and the Italians have two Russian ATRs), two T-70s, and three T-34s. I set up 3×447, 9-2 (best leader), and an ATR to enter from the north (4 VPs for four units). They were to head into his flank forces, with a tank heading over to provide cover, and everything else lined up at the limit of my area, with a south group somewhat detached from the rest (largely thanks to terrain). The initial goal was to seize some forward locations, and then have a few spare squads sweep through taking building hexes; something that caused more trouble than I had hoped.

Patch didn’t interfere at all with my movement (“Just going to it out there: My setup needs work.”), but Patch had noted all the long LOS alleys in the map, and had set up guns for them. A 50mm AT was in 22F6, and immediately hit and killed a T-70 during DFPh. Z9 turned out to be the Italian HMG nest (as I had figured), which failed to do anything with its shot. AFPh teased me with a ‘2’ for an Unlikely Hit on the HMG… which turned out to be no hit at all (subsequent 6).


Situation, Russian Turn 1 showing the full board. North is to the left; note two buildings are factories, and a few hexes start rubbled.
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└ Tags: Action Pack 3, ASL, gaming
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