Monday, September 16, 2019

Feral Children


We gave up our past, because we fear,
More American than American, that’s what we strove to be,
Hot dogs and hamburgers and sparklers on the holidays,
Performing for the grand stage, just like all good replicants do,
Because we see what happened. 

Abused children, watching Uncle Sam for anger,
They say we are the model ones, the smart ones, the industrious ones,
Please, we’ll be good, and docile, and quiet,
We remember the Chinese Exclusion Act,
How could we not, our grandparents lived it,
We remember the Japanese internment,
Were we not patriotic enough for you?
Building your railroads, fighting in your wars, dying.

And so we cast aside our silks, our words, our links to the past,
Better no accent at all than to know how to speak with Po Po, or Lola,
And though we still crave bao and juk, pancit and lumpia, we forget it,
Until we see it again, pre-packaged under fluorescent lights, exotic Trader Joe’s fare
Xiaolongbao, heat in microwave, no prep required, ready in three minutes.

Sometimes we go back, to a land that should be home to us,
But they speak a language we only recall in dreams,
Where we are outsiders, American cousins, uncultured,
They don’t feel like we feel, about spam and rice.

We grew up with no heroes, no way stones to guide us,
Mickey Rooney and David Carradine apparently do better at us than we do,
Scarlett Johansson is more palatable. It’s okay, they say,
They can be big and loud and dynamic, because we are small and meek and unexpressive
Know your role they say, the smart one, the industrious one, the quiet one.

But you did too well. We have forgotten our grandmother’s tongue, 
How to fold a dumpling just right, how to say goodbye when they die,
How to have anything but dread and rage in our hearts when they ask,
Where are you from? No, where are you really from? 
We know what they mean, sometimes we can forgive them,

Sometimes we can’t. Sometimes we know we are greater than what they wish,
What they fetishized, exotic fare, there to amuse,
No funny accent left, cherry blossoms don’t fall when we kiss,
Only hurt and anger and a struggle to come to terms with heritage gone sour,
Full blooded or half, we are only part-cultured, feral children under a mask.

A mask to be a more perfect reflection of them, made by our parents with love,
But we are them now, loud and conflicted and full of rage,
Clinging to the bare bones of our past, weaving flesh from fireworks,
The mask is slipping, sorry mom, the violin lessons weren’t enough to hold it on,
And soon we will see just how strange and wonderful we can be.

-Simon Yang

Thursday, September 27, 2018

Dreadnought: Nemesis by April Daniels


This is a book that is likely to save someone's life. By having an openly trans heroine and her origin story, I can't help but compare it to the impact that X-men had on a lot of kids in the early days, that they could be outcasts from society or considered freaks and yet still be heroes or find acceptance for who they are. There are others who can and no doubt have delved into representation and why it matters with much more eloquence and insight than I ever could, so I don't want to focus solely on that, but it is an essential part of the protagonist's conflict.

We've all seen superhero origin stories before, and this one follows a similar pattern, but Daniels does it well enough and with enough empathy that I wasn't bothered by that. I couldn't help but feel for Danny as their home and social life collapsed around them due to a lack of acceptance and understanding. If you've ever seen the image of a survey saying essentially, "I want to protect it, I want to see it grow up and be healthy," that's the feeling that gripped me as I read through it. At some points things may have lacked subtlety, but with from the point of view of the protagonist, a relatively young outsider who is still trying to figure out how to express their true self, it's valid and feels like it fits in well in the four colored worlds of superheroes. It reminds me of the roleplaying game MASKS, in which even though the players are superpowered individuals that could jump buildings or bend steel, because they are young their personalities and characters are still in flux and in fact being heavily influenced by the adult presence in their lives.

There is a bit of freshness injected into the tried and true origin story with some discussions about legacies and essentially using child soldiers on the superpowered war on crime, and I would have liked to have spent a little more time on that. There were a few other places where things felt a little rushed, such as establishing the relationship with Danny's best friend, I don't feel like we spend enough time with them to have the impact that we should have by their behavior later on in the story. The other super characters besides Calamity and Doc Impossible end up not being explored much either. There are glimpses of deeper characterization for the side characters, but we simply don't get  time with them before things come to a head.

In the end though, there's a reason that there's a formula to superhero origin stories, and using a trope isn't a bad thing if it's done well and lets us make those cognitive shortcuts to understanding a situation without needing additional pages of explanation. Dreadnought does it well, and the focus on Danny's emotional state makes her relatable as a character even if you don't share her exact struggles. And if this lacks anything in innovation of plot, it more than makes up for it in characterization for the protagonist and strong action scenes that I could easily see as straight out of a comic. So while not perfect, it's an exciting read and with its representation of a trans superheroine, as I said earlier, it's a book that could probably save someone's life.

Tuesday, September 25, 2018

The Poppy War by R.F. Kuang

 


The Poppy War is a book that continued to surprise and delight me. First off, you don't need to have an understanding of Chinese history to enjoy this, but if you do, you will likely be jumping for joy every time you notice one of the people or incidents that this book draws from. A heavy dash of Eastern martial arts mixed with magic and exciting action scenes with an impressive outsider heroine in Rin that you can't help but root for mean that it can be enjoyed by its own, but the shadows of history loom large over this.

Perhaps at first, like me, you will read the beginning chapters and think to yourself, 'Aha! This is a gifted child at a School from Hell, there, I see the noble rival, and over there the smart bookish ally, and of course there is the eccentric teacher.' Perhaps you will think that this is that type of story, with that type of stakes, perhaps at the end they will graduate from this safe space, but for now-no. No, this is not that type of book, and the stakes raise from the fate of children to the fate of nations, characters fail and characters die and we learn very quickly that nobody is really safe, because the shadows of history are there and hungry.

This is a world heavily based on pre-WWII China, albeit with the things slightly adjusted, and the stand-in for Japan looms large over the story. Even as we explore the world and find the parallels to our own China, from the echos of the Opium Wars, Sun Yat Sen and the last Dowager Empress, to the Terra Cotta Army and others, both far too many to recite here, and many that I've no doubt missed. But the most important and most impactful of course is the Rape of Nanking. A pivotal moment that holds special meaning to me, as my paternal grandfather was involved in the recovery there after the war.

The book pulls no punches, and isn't afraid to show the horrors of war. The equivalent of gas attacks and military massacres are described in visceral detail, and the emotional impact on the characters, especially Rin is felt like a weight as she is pushed to the breaking point. I mentioned that characters fail and die, but they also grow, far beyond my expectations, especially in her classmates that at first I almost dismissed as schoolyard archetypes. And if the scenes described in the book are horrifying even on paper, I know that history, reality, was far worse. In another fantasy setting someone might say, 'no, this is too far, too dark, too evil even for villains' and yet, we know that these deeds were done, that there are records of Japanese soldiers laughing as they committed atrocities almost beyond comprehension. In the end, it helps us to sympathize with the cold choices that define our heroine, this is not the story where light will find some bloodless way to prevail over evil, there will be blood and sacrifice and hardship, and in the end a tough decision that in another story would alienate one from the protagonist, but here it doesn't, because the roots in reality and in history mean that people made similar choices.

It isn't perfect, the first half of the book is a bit slow, establishing characters and the school from hell. Well, we've seen this dance before many times and the the tonal shift once we leave the school can be a bit jarring. In addition, we're seeing things from a certain perspective, while it does a good job embodying a viewpoint, sometimes the nuance is lost. A final point, which is not a criticism, is that this is a book that may be difficult for some people to read, not because of its complexities or anything like that, but simply because it delves into topics that for a lot of people could be very traumatic. Abuse, trauma and atrocities are a recurring theme and one should be prepared to deal with that.

Overall though, I'm very happy to have read this book. There a vast richness of history around China and especially that period which western readers rarely encounter. There are plenty of books out there that will gleefully retell the King Arthur myth or the fall of the Roman Empire with a fantasy veneer, but there are precious few that will delve into the Opium Wars or the Rape of Nanking. The action scenes are top notch and I found the magic system quite fascinating to learn about, with mysteries still to uncover. I would recommend this as an excellent and refreshing change of pace, as long as you are okay with the content, because it doesn't pull punches.

Monday, September 24, 2018

The Reboot!

Yes, I am indeed alive. After several years of general neglect and pondering over whether to reboot this blog or simply move on, I've decided it's worth saving. So....what can you expect from the new and improved(hopefully) Maniacal Laughter. Well, more book reviews to start with. I've found the best way to motivate me to write, is to read more, and this is going to be a way for me to hold myself up to some sort of accountability. Also, my micro reviews on twitter are just not cutting it in terms of letting me fully show these books the appreciation they deserve.

While I will still occasionally have some wargaming items, I honestly don't have that much time to actually play. Same with RPG advice and stories, though I will be highlighting some games or supplements that I find especially innovative or interesting, the time and energy I have left in a week to actually play is generally lacking.

Thursday, April 16, 2015

Lenkova Campaign - Mission 2

Pre-Mission Setup
I roll a rescue mission. If I had any troops that had been captured by the enemy it would allow me to liberate them, but since I don't, it's going to be an 'allies in trouble' mission. I roll up the forces that are being rescued and come up with 4 unarmed civilians. A news crew in trouble.

Since I had a major victory in the last battle, I have a few extra assets that I can spend for this month. I request a sniper team, a VTOL Gunship and a Medivac Airship in case things get hairy. I'm would have liked a Forward Observer team and heavy artillery as well, but it's probably best that I'm not throwing around heavy artillery danger close to unarmed civilians. Hopefully the sniper team can make up for it.

I decide to bring Second and Third squads, as well as the Lt. and Mechanical Mule. I debate about bringing the medic on this one, but I don't want to over fatigue him, the Medivac airship should keep me covered for any mass casualty event, and I'll be relying on overwhelming force of numbers to sweep the field.

Of course, all this planning can go out the window in a heartbeat, and as I roll an ambush, it does.


Tuesday, April 14, 2015

Lenkova Campaign - Mission 1


Pre-Mission Setup

So for the first mission of the campaign I roll up a Terminate mission. Pretty straightforward, I also roll a 2 on the monthly assets, not much since it's still the first round, but enough to purchase a UAV that can identify some unknown contacts.

I select one of my squads to go on the mission, with the Platoon Sgt.in command and the medic attached in case of casualties. No need to fatigue everyone in the first round, if they run into anything that they can't handle then I can send reinforcements in the form of the Quick Reaction Force. What bothers me is that I won't have any air or heavy artillery support for this operation, although I should be able to call on the company mortars if things get hairy. Anticipating the possibility of close quarters, I also rearm one of the riflemen with a combat shotgun.

Now comes the part where I need to cross fingers, rolling for ambush. One of the features of the Year in the Valley system is that based on your Popular Opinion you have a chance to be ambushed or even attacked at your base of operations. Fortunately for me, I rolled low and avoided that for this turn. 

Next I roll up the location according to the Terminate scenario. 
Hills - Water - Water
Hills - Building - Hills
Rough - Open - Hills

So it's a small valley opening up on one side to a water source, possibly a lake house that has been converted to a command center. Or the vacation mansion of a crime lord. I imagine that there's probably a roadway on that one open sector, and with this much water and hills, I'm going to say that the rough area is covered with trees and thickets. (Note: each grid square translates to about 2 inches across on table)



A Year In The Valley Colonies - Lenkova Campaign Prelude

This new series is going to be a log of a campaign that I'm going to be running using my Year in the Valley campaign system, adapted slightly to a sci-fi setting as a little preview of the sci-fi supplement that I've been working on for the Fireteam to Fireforce system. The counter-insurgency aspect won't show off all of the cool things I've been working on, but there are a few cool items that I've tried to include and it's going to be in the back of my mind to try and include more teasers for what the still to be named sci-fi expansion will have in store.

I've also used the excellent free nation generator by Nordic Weasel Games with a few slight adaptations to add a little background to the conflict. 

Planetary Intelligence Report
Lenkova IV

Large Colony: 12 Million
Class M Planet
Limited Heavy Industry
Overwhelmingly Urban
Single Large continent dominated by a large mountain range. Most of the population lives on the coast in one of the spaceport cities or in the foothills where farming and mining are predominant pastimes.
Former colony of the Russian led 'Red Star' Alliance, it has a relatively homogenous cultural makeup, however is a melting pot of political ideals as it was used as political dissidents were often shipped off to serve out their time there. Lenkova IV declared its independence during the Sanur War under President Anton Kirov. Early on Kirov was seen as the popular choice, however massive purges quickly followed and he declared himself as Czar for Life. Widespread corruption and graft from organized crime quickly followed, and as a second wave of immigration arrived from in the form of refugees from the Sanur war, stories filtered out of extensive human rights abuses. 

As the Libra-Vega trade route rose to prominence, the lack of security at the Lenkova stop forced the major powers to action. The Red Star Alliance had lost heavily in the war, required extensive logistical assistance, the price however was that once freed, the colony would be administered by an interim coalition government with coalition members providing security for a handover to a democratically elected leadership. 

Coalition troops, many of them veterans of the Sanur War, swiftly deposed Czar Kirov and his army of Internal Security forces. The majority were recalled within three months of operations leaving a much reduced Peacekeeping force augmented by Private Contractors working to train a new Lenkova police force. 

It quickly became apparent that significant segments of the old Internal Security forces and organized criminal elements had escaped the initial sweep and began a guerrilla campaign to influence the coming the elections and resume business as usual. Multiple warlords and cartels have entered into conflict with the Peacekeeping forces. Although they only had access to weapons and equipment about a decade behind the times, they made significant gains, including the assassination of the Interim Minister of the Interior and destruction of the capital city's main courthouse. 

The Terran Treaty Organization authorized additional peacekeeping troops in response and one of the first units to arrive, 3rd Platoon, Alpha Company of the 1st Vega Light Infantry has just arrived on planet. General Kassel in command of the Peacekeeping force has planned a series of attacks aimed at destroying the rebel's safe havens. Operation Greyhound is about to begin.


3rd Platoon, 'Tramplers' - Lt. Valle commanding, Sgt. Sanchez 2ic
Organized into 3 squads of 12 men in 3 fireteams each, along with an HQ element which includes the LT. the Platoon Sgt, and a Mechanical Mule. In addition, a medic has been attached directly to the platoon(bought with asset points) for the duration of their rotation on Lenkova.

Platoon Armory
In addition to the standard assault rifles, LMGs and Under-slung grenade launchers the Armory holds 3 light AT weapons and are normally not distributed, and enough SMGs and combat shotguns to equip one to each fireteam.

Mechanical Mule
Nicknamed 'Wingnut' by the troops, the mechanical mule provides additional combat resupply, offers a small degree of portable cover and can be used to steady the aim of machine gunners. (Follows the team it is attached to, carries 10 points of resupply, can be used either as cover for 1 unit of the team it is with, or allows an MG to fire as if it hadn't moved that turn.)

Campaign Notes
I start at a Popular Opinion of 4, which is brought down to 3 by my inclusion of a medic for the platoon. One of the cheapest improvements and possibly the best bang for your buck. Keeping your men in the fight, especially as casualties mount is going to be important. The Vega platoon organization is built around the 4 man fireteam, with the general triangular idea that ideally any leader should only have 3 direct subordinates to keep track of at a time. The Vega military isn't that of a first rate power, more of the equivalent of a regional power in the modern world.


Sunday, September 16, 2012

Faster Than Light and Let's Play



You are the Captain, your ship has been recalled from mothballs; underpowered, undergunned, and with limited supplies you are on the run from an ever encroaching armada with information vital to the war. And yet you and the few officers you could scrape up into your crew are all that stands between victory and defeat. This is Faster Than Light.

If you want to watch my continuing adventures as Captain, I've included a Let's Play video to go along with this review. This is the first in the series so check out the channel as I upload the rest of the playthrough.



Faster Than Light or FTL is a space simulation by Subset Games, and the closest I think anyone has come to giving you the feel of actually commanding a starship in battle. Now it is definitely an indie game, funded by kickstarter in fact, and is defined by this fact. The graphics are pretty, but there's no 3D or photorealism, FTL is more reminiscent of X-Com than a modern space game(e.g. Star Trek Online or even Descent: Freespace). One of the great joys of these types of games is in customizing your ship, replacing weapons and upgrading systems, and FTL has a very clean and very intuitive method for that. But really, the core of being a Captain in the vein of Star Trek is being able to yell "More power to shields!" or "Divert power from Life Support to the Engines!" This is the game that lets you do that, without the dogfighting that is rather inherent in many of the other games of the genre. The music is again, reminiscent of games of yesteryear, but surprisingly well done.

The various weapon systems all have a unique feel, and there are vastly different strategies one can take, for instance focusing on missiles, or drones, or ion cannons, or even starting boarding actions, but all these must be weighed against their costs and weaknesses. You'll often find yourself weighing the options of upgrading various subsystems versus the possibility of needing the scrap for repairs or fuel down the line. And there's nothing more heartbreaking than having to make the decision on who to send to try and repair your life support systems while there's a hull breach. To lock them in to almost surely suffocate, or risk the whole crew by opening the airlocks and hoping they repair it before everyone dies.

Highlights
-Intuitive Energy control and weapon system
-Really captures the feel of being the Captain of a Starship
-Lots of tactical options for how you want to play your ship
-You will become attached to your crew...and their inevitable heroic sacrifices
-Randomly generated universe means a different experience every time

Weaknesses
-Not all of the tactical options are viable
-You probably won't live long enough to see all of them
-Crew positions are limited(if you have more than 4 crew, the rest are simply relegated to damage control/security)
-Limited events
-Randomly generated universe can screw you over

All in all it's an excellent game for the price, as long as one manages their expectations. The game is a roguelike, and one should expect to die, a lot. Do not expect it to be easy, death is death, and you'll be right back at the start if you encounter it.  It was an indie game and they accomplished what they set out to do, making for a very enjoyable product. But it feels like it could have been so much more, I couldn't help but think that with a basic trading module this could have become a wonderful sandbox game as well akin to Freelancer, or implemented more uses for large crews. And after a few playthroughs one gets used to the same sets of events to know what to avoid.

Friday, September 14, 2012

I read from Roger Zelazny's Creatures of Light and Darkness.

Friday, May 4, 2012

Sandman Slim by Richard Kadrey

Sandman Slim by Richard Kadrey brings the over the top action and grit to the urban fantasy stage, with a healthy dollop of noir right on top. James Stark has spent a decade in hell fighting in the gladiator pits after being betrayed by those he thought of as his friends, taking on whatever demon or monstrosity that they could throw at him, and coming out stronger for it. Now he's back, with a key that opens any door and a knife stolen from a Prince of hell, and he's ready to take revenge on the people who sent him there. Now he has a new name, Sandman Slim, the Monster who kills Monsters.

So, we would be remiss if we didn't compare our anti-hero to his peers in the genre. Jim Butcher's Harry Dresden, and Simon R. Green's John Taylor are the ones that come to the forefront. Well, here's what you do, kill their loves ones, send them to hell for 11 years, and release them when they're good and angry and just don't have any more fucks to give. Sandman Slim is the over the top, bloody adventure that reads as if Hunter S. Thompson and Robert E. Howard got together to write the most badass urban fantasy hero they could imagine.

While I try not to spoil much, it's pretty indicative that some of the first actions our protagonist takes on his return include mugging a druggie and cutting the head off one of his old friends. The drugged up streets of LA make for a fitting background for this revenge romp, and Sandman Slim does not disappoint. Our protagonist does not hesitate to brawl with angels and demons, all the while tearing up the streets and giving the finger to the magical oversight committee. 

On the other hand, it's certainly not a perfect novel, or anywhere near that. It feels a more than a bit unpolished, perhaps a result of the book seeming partly written in the middle of a drugged up rage. And although the side characters are interesting, they sometimes only get a little bit of the reflected limelight. We end up with barely sketched caricatures, when we really are rooting for these characters to step out and become three dimensional. Because the premise for so many of these are so promising, angels and devils and monsters all. There are loose ends galore and it almost feels as if we miss out of parts of the story that should be there. For example where the name Sandman Slim actually came from. The other issue is that for some, James Stark may simply not be a likeable protagonist. He does some pretty crummy things while learning to be a hero.

In the end, the best way that I can describe Sandman Slim is a gritty romp. As long as you don't expect a masterpiece, or a very original plot, then dive on in and enjoy this vulgar, bloody tale of revenge and ass kicking.

Thursday, May 3, 2012

Growing up Geek: The Hermit Crab Races

So I figured that I'd add some of that maniacal laughter back into this blog, these stories may only be tangentially related to gaming, but they will definitely be funny. Because not only was I a geeky little kid, I was a geeky little kid in Florida, Dave Barry said it best in calling South Florida a magnet for weird.

There were of course, the hermit crab races. A game played in sailors bars, and best enjoyed, or perhaps only enjoyed after a copious amount of alcohol consumption. I recall that my mother, of infinite patience and no small amount of courage would take me as a treat. I had seen it once while on vacation and now requested it quite often. It was an open air bar along the docks, one where the sun and salt sea air mingled with the aroma of diesel fuel. Which makes the most wonderful rainbow patterns in water, although I don’t recommend trying it at home.
Perhaps I’m painting it as worse than it really was. This wasn’t exactly the dingy tavern where people outnumber teeth. It was filled with generally two types of people, the ones who actually worked the seas, usually on charter fishing boats or as yacht staff. And then the ones who had the money to pretend that they did while listening to Jimmy Buffet(a word to the wise, Thou shalt not take his name in vain) and getting drunk; the sea was their calling, the ocean their mistress, the waves mother to all, well, on the weekends at least. On the weekdays those Hawaiian print shirts were exchanged for much less exciting suits and ties. Still, it must have been a strange sight for them to see a five year old bellying up to the counter and demanding to see the hermit crabs. I can only be thankful that I was such a cute kid, otherwise I’m sure we’d have been tossed overboard.
Now, a hermit crab is not a very smart animal, nor is it easy to train(at least not by drunk sailors). Thus the hermit crabs, happy in their little shells, were plucked up, had a number painted on their backs, and were dumped in a bucket. There was of course no actual linear track, no, they were rather unceremoniously dumped out of the bucket into the approximate center of the table before they started their great escape to the false freedom of the edge of the table. In fact, their speed could be clocked at somewhere between snail and brain damaged sloth. But despite all of this, I was fascinated. Yeah, I think my mother caught on by then that I was a bit of a weird kid, as I faithfully cheered my hermit crab on to the finish edge, where if it was lucky, a slightly inebriated patron would catch it before it fell off entirely.
The slow and unlucky hermit crabs. Well, let us not talk about what happened to the slow and unlucky hermit crabs whilst amongst a bunch of drunken sailors. 

A small hermit crab
Less Sonic the Hedgehog than, 
Earthworm Jim sans suit.

Friday, January 13, 2012

PCs Ruining Everything - How My PC's founded the Kingdom of the Gnolls

Player Characters Ruining Everything. This is the first in what I hope to be a new series of posts, of the most insane, dubious, intentionally gamebreaking, and simply stupid things that PCs do. Bonus points if they have massive unintended consequences. So feel free to send in stories of how your PCs did their utter best to ruin things, and how you worked it out, preferably in a humorous way.

This one is actually two stories, how my PC's unleashed the ghoul apocalypse and founded the Kingdom of the Gnolls. For those that don't know what a Gnoll is, in DnD it's essentially a hungry gibbering hyena man, as illustrated by this picture here.




Now there was a war going on, and they were on a mission to take and hold a keep held by a rebel lord. I tried to impress upon them that it was a strategic position controlling the plains area and important to both sides. When that didn't work, I mentioned that it was on top of a burial mound filled with treasure.

To fill in the setting, they passed by some interesting things on the way there, just outside the city was an alchemist that had managed to create a bunch of ghouls and a few ghasts. They killed the alchemist, but due to a turning attempt by the Paladin most of the monsters were still alive<. The PCs of course, chose not to follow them...not enough loot potential. The actual loot in the alchemist's hut, well they burnt the place down with some of the lesser ghouls inside. As you will see later, the PCs go-to solution of BURN THE PLACE DOWN, will come back to haunt them later.

They also met a regiment of "Fearsome Orcs and Ogres" which were really a bunch of goblins and a 12 year old human orphan with an oversized helmet that had a sign saying ogre painted on the side. Just a little tidbit to explain how the war was being conducted(incompetently.
So the party had a very lucky druid survivalist character with them...same level as everyone else, but their survival rolls ended up bringing back enough food to feed a small platoon. So I end up rolling a tribe of gnolls as a random encounter one night, and because they had so much food, instead of alerting the rest of the characters, the person on guard just tosses a big leg of goat into the bushes when they hear the rustling and strange noises. Well, the gnolls decided not to attack...instead they're now following the party. And the party....they tended not to be very diplomatic to say the least, so there are plenty of dead corpses left behind. Which meant that the gnolls were happily following along as they got their meal ticket.

The PC's finally get to the keep, which is a large fortification with a pretty epic battle that they fight both upstairs storming it, and in the dungeons where all the former soldiers are now prisoners and are being forced to mine out gems and artifacts. The PCs actually pulled off some smart moves to take the place, using cover, subterfuge and planning out avenues of attack. I was well ready to reward them richly for this.

Well, they beat the guards and orc mercenaries occupying the keep, but have the bright idea of using the storehouse/barracks as a funeral pyre. Before they checked out if there was anything worth keeping inside the place...and then things start to go sour for them. They now have about three dozen prisoners, former soldiers of their employers actually, who are unarmed and now starving. The plan to occupy and hold the keep was rapidly going downhill, despite some of the non-good characters suggesting that the prisoners be sent on a march to certain death through a war zone back to friendly lines. Even the good characters were starting to question how to deal with them when it was revealed that even with pooled rations and lucky survival roles the PCs as well as the prisoners would begin taking damage from starvation before they made it back.

That night a group of assassins(from a former employer that they screwed over, but that's another story) hit them, which they beat off, barely, I think all the PC's were down to single digit HP or unconscious. But the last two assassins, who decided that they weren't being paid enough, run out into the night, where the gnolls have been getting hungry over the past few days because, well...where are all the dead bodies the adventurers usually produce!

The gnolls eat the last two assassins and the PC's decide, hey, you know what, we're going to starve or the gnolls will eat us if we stay here. So let's give the keep to the gnolls! So they give the keep to the gnolls, at this point I gave them a little reminder about the strategic importance of the keep to the area, but they decide to just book it.

Well, they finally get back to the city they had started from...which is now a burnt wasteland as ghoul fever rampaged through the place(remember those ghouls/ghasts that they didn't think were worth chasing down). Essentially a minor zombie apocalypse had played out in their absence. Which eventually burns itself out, but took the city state out of the war. And so we come to realize, that as the war ends, both sides have been devastated, and the PC's have given the most strategic piece of real estate...AND a tomb filled with all sorts of wonderful treasure that I had rolled up for them to take, to the Gnolls....

And that is how my PC's created the Kingdom of the gnolls

Tuesday, January 10, 2012

Dark Jenny by Alex Bledsoe


Dark Jenny is the third in Alex Bledsoe's Eddie LaCrosse series, now I've actually been thinking about how to review this, since to really delve into it runs the risk of spoiling all the little twists and turns that Bledsoe has added. On the other hand, given that the novel is a pastiche of Arthurian legend as seen through the eyes and grit typical of a LaCrosse story, we all know how it's going to end.

Alex Bledsoe set out to retell the King Arthur(Marcus Drake) story and fit it into the Eddie LaCrosse universe, where good women die and sell swords get the short end of the stick. Which really creates the conundrum of whether to take this as a story of Arthurian legend in LaCrosse's style, or an Eddie LaCrosse novel that takes place in its version of Arthurian legend.

Taking it as the former makes for a good story. Some of the tension is lessened by the framing device and the fact that we know the general results of the fiasco, however it's the journey that matters, and it's one hell of a journey. Although it seems that every author takes their shake at rewriting the myth, what shines here are the well written characters that evoke love, hate, or awe, which are one of Bledsoe's strengths. These characters that we know from the legend are brought to life in a way that is quite fitting with the atmosphere of the LaCrosse universe. There are of course the trademark anachronisms that populate the LaCrosse universe, their version of Merlin for example throwing in a nice bit of levity into the book. And the twist on the tale that is woven into it is both respectful to the tale and logical to the fantasy noir nature of the novel. By itself, and in that respect it is well written and a novel take on the King Arthur mythos.

Viewing it as an Eddie LaCrosse novel is where I have a few issues with it, if only in comparison to contemporaries and to the other books in the series. The genre of fantasy noir, or the dark mirror of urban fantasy(perhaps fantasy urban? urban elements in a fantasy world) has certain authors that have put their mark on it. Glen Cook's Garrett PI series for example, or Martin Scott's Thraxis series, a benchmark that the first two Eddie LaCrosse books have met or exceeded. One of the features that crop up however, is a general progression of world and story, an accumulation of allies and enemies, and by virtue of the framing device of Eddie telling the story over drinks, we really don't see much of that. It's a recounting of a chapter that is now closed, and as such feels almost independent of the greater Eddie LaCrosse universe. In another series I would say that this makes it a good entry point for new readers, but the first book of the series is simply so strong that I would always recommend them to start there.

In the end though, it is a strong retelling of the Arthur tale in a fantasy noir style and with a good dose of both grit and playfulness. On the other hand it doesn't actually advance Eddie's life much and can likely be read out of order without too much worry. If you've been following the LaCrosse series then go ahead and get it, you'll enjoy it. If you haven't been following the series, start at The Sword Edged Blonde, and move on from there.

Friday, January 6, 2012

5 Childhood Cartoon Knockoffs Gone Wrong

My list of 5 horribly, horribly bad cartoons that we were exposed to as children. These are shows with really, little to know redeeming value, often cliche knockoffs trying to pick at the popularity of the shows we actually wanted to watch. Either way, we all cringed when they came up in the Saturday morning lineup. So here are my top, or rather, bottom 5 picks for the worst cartoons that we suffered through.















5. Street Sharks - TOTALLY JAWSOME. Remember shouting that catch phrase out? No? Well me neither, because it was unabashedly idiotic. A blatant knock off of the fondly remembered Teenage Mutant Ninja Turtles, without any of the charm. Four conveniently color coded mutated brothers fighting crime and mad science. Oh, and add in a healthy dose of EXTREME! to the mix, as each has their own EXTREME sport and accessories. One can just imagine the creative process behind this series, "Turtles are making money, we need to get in on this! Quick, pick an animal, and make it extreme! The kids are into that aren't they? We can make them extra edgy, ohh yeah, skateboards, roller skates, bikes!" And in the end, they succeeded in making a particularly toxic melange that is recalled by 20 somethings to this day as the sucky show that was on when you didn't have any other decent choice.



















4. Mighty Ducks - HERE COME THE MIGHTY DUCKS. Please, hide your children. So this came out at the tail end of the Mighty Ducks movie popularity, and had the appropriate quality of something coming from that end of a duck. Now, think back to the Mighty Duck movies, inspiring tale of underdogs, Emilio Estavez as the inspiring unorthodox coach, kids overcoming their issues and rising to the occasion. Okay, now replace all of that with: Aliens, anthropomorphized ducks, and a horribly overused plotline of "brave resistance fighters who have fled their evil oppressors to earth." And you have the Mighty Ducks cartoon. The only resemblance to the movie is their name and the fact that hockey is vaguely intertwined with, well I'm at loathe to call it a plot. Because coincidence of coincidences, hockey is a way of life for our alien heroes, thus we have vaguely hockey themed armor, a cast of insipid characters and aliens trying to play hockey. That anyone watched this show for more than a single episode thinking: "Oh hey, a cartoon version of the Mighty Ducks" and then cringing in absolute soul crushing horror as the realization settled in, boggles the mind.






















3. Sherlock Holmes in the 22nd Century - Okay, so as much as I enjoy Sherlock Holmes stories, this series was just unnecessary. This is another show where one can imagine the creative process, "Sherlock Holmes is a classic! And Educational! Parents will MAKE their kids sit down for this. But we gotta add in Robots and gratuitous 3d. Oh, and it needs to be set in the future. And let's add in a female lead just for kicks and giggles." And thus, Sherlock Holmes in the 22nd Century was born. If one stripped away the setting, and the 3d sequences, it might have made a good show. Instead, they tried to rehash old Sherlock Holmes plots with the added FUTURE elements. It simply did not work as intended, and the result was something that comes off as horribly dated and seemed to talk down to the audience at every step of the way.






















2. Challenge of the GoBots - Do I really need to go into these? GoBots, for when your grandmother wanted to buy you those transforming robots and picked the wrong ones. Bog standard "formerly peaceful good rebels fighting their evil counterparts as the battle comes to Earth" plot, with the added horror of the fact that the Gobots were actually former flesh and blood beings implanted inside the robots. Yes, an extra serving of nightmare fuel for the GoBots. Just like you really would rather have had a real Transformers toy, you wished for the real Transformers cartoon when this came on.































1. Sonic Underground - There were good Sonic the hedgehog shows, there were decent Sonic the hedgehog shows, and then there was this crap. Because we all knew from the game that sonic was in a band, with his brother and sister, and heir to the kingdom, oh and they all sported bad 80's hair and sung at their enemies to defeat them. No? But, that was the premise of this piece of failed animation that found its way onto our TVs. The bog standard plot could even be slightly forgiven taking into consideration the source material, but the decision to have the main character in an 80's hair band and fight by music, that nothing can excuse. It feels like another of those: "What are kids into these days!" brainstorming sessions that came up with exactly the wrong thing. Now the reason this makes the top of the list is not simply the incredulity of the plot, but the fact that it had such potential to be a good show. They had the examples already of the atmosphere a good Sonic show needed, the animation for this was in fact better than most of the other Sonic series that had come out, and the theme song was surprisingly catchy. But, it failed to deliver, firstly by talking down to the audience with the whole fight evil with music thing, and secondly by pretty much ignoring the whole spirit of what made Sonic...well, Sonic.


There you have it, my bottom 5 childhood cartoon knockoffs. Disagree? Have fond memories of these? Well, let me know in the comments.

Wednesday, December 28, 2011

Space Captain Smith by Toby Frost


Space Captain Smith by Toby Frost is the type of rip-roaring adventure that you didn't know you were nostalgic for. A ship, a crew, a stiff upper lip, and they're off to save the galaxy for England! Well, except for the fact that it's a rust bucket, there's an air of Flashman about him, and the most dependable member of the crew is the space hamster. Yes, they went there.

The story spares no expense at poking fun at various archetypes and films, including an extended reverse Blade Runner sequence, a visit to the Matrix, and a lovely send up of the Proud Warrior Race/Noble Savage. Really, one can tell that Frost enjoyed themselves in writing this book. Without that the story itself would have fallen a bit flat, but the jokes and parodies abound and the characters are quite the entertaining assortment that's essential to these space romps. I call it that purposefully, because it's hard to call this a Space Opera, given the lighthearted tone of the novel.

The British humor and sometimes campy characters make this a light and entertaining read, while still having a nice chewy center for those wanting a space yarn in the style of say, Firefly in its less serious moments, or Edgar Rice Burroughs through a fun house mirror. The Colonial attitudes are played for laughs, the "White Man's Burden" to educate the aliens and teach them how to brew a proper cup of tea.

Now, I have to say that I quite enjoyed it, but I'm sure it's not everyone's cup of tea. And there were parts that went from delightful gag to old quick, the aforementioned Blade Runner and Matrix nods, the laughs from them were often accompanied by groans. Still, a solid book, especially if you've read all too many space operas that couldn't sit back and laugh at themselves. Pick it up for some lighthearted reading, dashing adventure, and British humor.

Wednesday, September 7, 2011

Iron Dynasty: Way of the Ronin


Iron Dynasty: Way of the Ronin

Iron Dynasty: Way of the Ronin by Reality Blurs is an oriental setting for Savage Worlds, largely modeled upon pre/early industrial Japan, with a healthy dose of fantasy tropes. The pdf version I purchased came with a very nice color map of the area in the back, but otherwise the pictures and maps were black and white art. Actually they almost felt like sketches most of the time, which may have been an effort to either keep costs low or enhance the atmosphere of the product, but in comparison to other Savage Worlds tie ins, licensees, and setting books, it suffers a bit.

This is a book I was really excited to start to get into, and see if they were able to get the feel and atmosphere of the setting down. Swords, martial arts, and the advent of machines, there's a great wealth of material there that could be used for story material. And on the atmosphere, you can tell that they tried very hard at achieving it, authentic names for weapons along with descriptions, and simply the language used to describe things and people could have come straight out of a martial arts film.

Unfortunately, the meat of the product is somewhat lacking. Not in volume, it rolls in at 284 pages, but in style. As you read through the book, you come to the inevitable conclusion that this is not really in the spirit of Savage Worlds. In fact, it reads much like a D20 product that's been converted over to Savage Worlds, or a someone writing a Savage Worlds setting, but keeping the D20 sensibilities of a plethora of tables and handholding. It does not embrace the Savage Worlds concept of Fast! Furious! Fun! Of course, for an individual who wants something like that, it may be a boon. One instance of this is in character creation, they include defining interests, which are essentially further specializations of the Common Knowledge area. It provides guidelines to using character background and giving bonuses to Common Knowledge that should be gleaned from it, but it also feels limiting, as well as creating extra bookkeeping. Another example being in the Power Edges, they make an attempt to define and limit what could have been explained as trappings and ruled loosely in almost any other Savage World setting. There are even rules of fitting armor and rulings on what to subtract when someone picks up armor off a dead enemy without fitting it. While it's a nice touch, it's also nitpicky and additional bookkeeping that doesn't add to Fast! Furious! Fun! One interesting addition is the Reputation Rules, which is nearly identical to the Fame/Infamy rules in Pirates of the Spanish Main, except that one may go all the way towards the evil spectrum without losing control.

The same sensibilities run through the adventure creation rules, you'll end up rolling D100's and D20's to determine unique monsters and adventures. Which runs pretty contrary to what most Savage World settings try to run with. In other words, it's got a quality that allows one to get very deep into detail, and yet the cost of that is increased bookkeeping, and increased time that one would need in order to set up an adventure. Again, it feels like the writers were trying to recreate a D20 or GURPS or retro experience, as opposed to embracing the Savage System.

One of the bright spots in the book is the detail afforded to the setting. In fact, it provides details upon major towns, cities, locations of power and the like. On the other hand, they missed the mark in not linking the locations to Savage Tales. The Savage Tales by the way, are not ones that we are familiar with from other Savage Worlds products, instead of being loosely linked adventures or plot points, the book provides several mini campaigns which it calls Savage Story Arcs. These are essentially linked adventure series with very little leeway for deviation, each 'adventure' being described in anywhere between two sentences to a half page long description.

Overall, it was a solid reference book, but mildly disappointing. There is certainly a wealth of things that one can take from it, but I can't imagine playing the setting itself without heavy modification, and to play a campaign would require a good deal more work than one would usually go through in a Savage Setting. I would almost say that the Campaigns are more ideas for campaigns, that a GM would have to spend a lot of time fleshing out and improvising throughout. Also providing less room for going off the tracks and then returning later than other settings usually would provide. The big impression I get is of a book more suited for a D20 derived product than a Savage Worlds book. At $15 for the pdf, I'm not terribly disappointed, but it's not the definitive oriental adventures setting book I was hoping for, and it's not one that I would feel happy with at the cost for a print edition.

Friday, August 12, 2011

Savage Worlds AAR

Just finished running a quick and dirty Savage Worlds game.

The Backstory
A lone patrol through the jungle wanders its way back to base. Two orc grunts and their Sergeant, accompanied by an Elven Ranger and human medic. The grunts are very low on ammo and the Wild Cards are down to around twenty rounds each for their respective weapons. The orc Sergeant carries a single grenade.

The opposition
Ten Lizardfolk militia members have moved into a blocking position on the ford, using the river to penetrate deep into the supposed safe zone. Nine tribesmen armed with bows and axes led by their chieftain look to take revenge on the foreign invaders of the great swamp.

[Out of character rules explanations and game developments out of character will be in brackets]

After Action Report, Elsinore Skyhawk reporting:
I was on loan from the Rangers in order to accompany a patrol on deep patrol into the Red Zone north of the great swamps. Seven days in the jungle skirmishing with irregulars, but with real engagements to speak of. The village we had been sent to clear was a dud, no such settlement on the map coordinates. Anyways, we made contact with an enemy force around 1400 hours, about a mile out from the Extraction Zone. I was on point and the rest of the squad was in wedge formation behind me. I think they were as surprised as we were because about seven of them were in the water, trying to cross. Three were stationed on the opposite bank behind a pair of fallen trees. The range was between one and two hundred feet, but closed quickly in the beginning moments. [The group of three began in the third range bracket, but was in the second range bracket for the M1's carried by the squad within the first turn. The Lizardmen on the opposite bank had less range for their bows, and would need to use every other turn to aim in order to get a -4 to their attacks)

Our medic, Corpsman Copeland was the only one close enough to immediately get to cover, the rest of us attempted to move towards a rocky area. Fortunately their arrow fire was ineffective, as only three of them were able to fire, the rest struggled to get on land. The group of four to the west was the closest, and Sergeant Barnak sprang up and raced towards them, tossing a grenade. Two of the lizardmen were killed immediately in the blast, but the others made it to shore and began returning fire with their bows. I engaged the second group of three to the east. They had made it to cover, but I managed to feather one. Privates Grumnash and Krugnar moved up to support the Sarge along the west side, as well as providing covering fire for Copeland to dart forward.

In a display of battlelust, and despite the arrows falling about them, Barnak and Grumnash moved to engage one lizardman near the center of the skirmish in hand to hand combat, they succeeded in taking it down. Krugnar was less successful, and they engaged in axe work while I attempted to keep the other group of archers that had made land at bay.

[At this point the lizardmen were dealt a Joker, giving them a bonus to their trait and damage rolls]

The lizardman in combat with Krugnar was able to slip beneath the private's attack and plunge its axe into his stomach before moving back into the water. Barnak and Pvt Grumnash elected to retrieve their rifles in favor of going in after the lizardmen. Now three were in the water, with the three on the far bank continuing to pepper us with arrows, to little effect. Copeland moved towards the fallen Private, but it was obvious he would not get there in time.[Medic edge allows him a chance to revive an extra, but only if he gets there in the same turn]

I moved forward and managed to injure one of those in the water, the rushing river carried it off, and I can only assume it dies of its injuries. Two of them made it to the opposite bank, and those on the opposite bank got their first solid hit on us. Pvt. Grumnash fell to an arrow, I laid down covering fire, and gave a glancing hit to one of the Lizardmen[Shaken, but still up]. Corpsman Copeland, displaying great bravery, ran to where the Private was sitting wounded and immediately began administering first aid[He succeeds in his healing roll, and instead of wounded Grumnash is merely shaken].

Ineffectual fire from myself and the Sergeant is met by a return volley, just as the Private looked to be getting up, an arrow pierced his eye, there was obviously no return from that.

[Lizardmen again get a joker] Copeland bravely tried again to save the Private's life but as soon as he knelt down to work, he was hit by an arrow. [A very lucky arrow, in fact causes two wounds, and he fails his soak roll] Our return fire tags one of the Lizardmen on the opposite bank, it seems our greater range has been telling.

At that point the Lizardmen fall back, fading into the swamps, while we do our best for our medic. A short run back to base brought reinforcements, although last I heard Corpsman Copeland remained in serious condition. With two of ours killed and one grievously wounded, I do not know if we can call our engagement a victory, despite having accounted for Seven of them.

All in all I move that Corpsman Copeland be given the Silverleaf Medal of Valor with Holly Clusters, in addition to any awards his own service grants, and that Sergeant Barnak be given the Oaken Star.


Post Mortem:
Little modifiers from cover and range can add up quite quickly when one only has a D6 in shooting. Only the Ranger(D10) had a better shooting die, and accounted for most of the kills. In addition the Lizardmen suffered worse from both range penalties and damage rolls as a result of having bows to combat rifles. Next time I may have them using captured rifles instead, as they were seriously outgunned. They did have some good turns of luck, with two joker draws.

The big break for the heroes was probably that early grenade, there would have been more close combat otherwise that would have helped to negate their range advantage. Also, I should have played the Chieftain closer in, as it was he was lobbing arrows from the back and not really contributing any more than the extras. Either that or changed him up for a Shaman with a power or two in order to spice things up.

All in all I think the engagement took about an hour including looking up rules we had become rusty on. A quite satisfactory little Vietnam/Fantasy mashup that took little time to set up and little time to play. We used primarily the Explorer's Edition and Tour of Darkness to set it up, with a little help from the Fantasy Companion just to add in the elf, orc, and lizardmen races.

Friday, January 28, 2011

In Hero Years...I'm Dead


In Hero Years... I'm Dead by Michael A. Stackpole



One of the latest out by Stackpole, available from amazon or his own Stormwolf store through the link above. There are two ways to look at this, as a Stackpole book, or as a Superhero book. Now don't get me wrong, I usually quite enjoy his work, but as I've mentioned before, similar themes tend to resurface. In this one we have a Revenant, a warrior who has been away for years only to find everything has changed on him, twisted genealogies, and quick witted protagonists. I kept on comparing the book to Once a Hero or Talion or the Chaos series in my head while I was reading it. But if you enjoyed those books, then it'll deliver as expected, stunning fight scenes, witty dialogue, and cunning heroes.

Now, to look at it as a Superhero book, well that's where it tends to shine. If you've ever read Kingdom Come and wished for less of a biblical feel and more of a street view, then this is for you. It delves into the mentality of being a superhero versus being a real hero, of the obsessions and problems that they face, and what the various iconic heroes represent. It's also about legacies, can a hero or villain pass the mantle on to their heirs, and if so, is that really a good thing? It is an interesting world, but not as dark as it could have been. How can someone who still believes that to be a hero is to help people-live in a world where heroics have morphed into a mix of entertainment and sports betting.

It's a unique and entertaining take on the superhero genre, the themes may not be totally new, for people who are familiar with Kingdom Come, Watchmen, or even Soon I Will Be Invincible, but the action is crisp and characters are well fleshed out, while still embodying recognizable superhero archetypes. In the end, even with all the little gripes, I can make one great piece of praise that trumps them all...it was a one sitting book. I sat down and started reading, it wasn't until about 4 or 5am that I looked up from the ending words. I'm definitely happy to have picked it up.

Monday, January 3, 2011

Colonial Battlefleet Review and AAR






Over the holiday I got a chance to try out the Colonial Battlefleet game from Steel Dreadnought Games. Below is the After Action Report and a quick review.

Meeting at Procyon

The tensions between the Empire of D and the T Hegemony have erupted into full scale war. The trade lanes outside of Procyon would prove a dangerous meeting ground, as Hegemony taskgroup Dreadnought and the Imperial squadron led by the battleship Wisdom would fire the first shots of the war.

This was a 1200 point game, with default tech levels, the only agreement being that fighters and boarders would be avoided since this would be our first game. Oh, and we would be going into this blind as to the other's fleet composition or ship loadouts, once on the battlemap we told each other which ships were larger than the others, but that was it. I was quite pleased with how we managed to set up and play, even being so unfamiliar with the rules. We took 3 hours total, from opening up the spreadsheet to build some ships to rolling the last die and calling it quits.

Order of Battle

T Hegemony
BBD Dreadnought – 640 tons, with turreted banks of heavy phazers, mag cannons, and anti-neutron torps
BCF Archer – 410 tons. Phazers forward, and the rest taken up with two 3 launcher mounts for its 24 ASGMs
CLR Cheetah – 144 tons. Its sole armament were 3 forward anti-proton torpedo bays spread in 2 hardpoints

Empire of D
BBD Wisdom – 640 tons. A forward firing rail gun, along with turreted banks of phazers and disruptors, and a single ASGM launcher for 8 missiles
BCB Courage – 560 tons, sporting turreted batteries of turbo heavy lasers and heavy disruptors, with a forward bank of anti-neutron torpedos.


Debriefing, Commodore Nomis of the HNS Archer

With our superior command and control we would set the tone of the battle. However it became evident that they would dictate its terms. The Imperial ships started in close formation, we closed in a slightly more open one, with the Dreadnought leading the way, the Archer and Cheetah sheltering along its flank at about three combat sectors distance. The first turn is at extreme range, and we choose a tactical option, and wait for them to close. It turns out that we are in fact, within their range. A stunned shock runs through the crews as they not only fire, but hit with enough force to heavily damage the shields on the Dreadnought, the Imperial ships are running with FC4. Our reply is minimal, as we fire at the larger ship to no effect, its shields are too heavy at this range...there is only one thing to do, close the distance to bring our shorter ranged and hopefully more potent weapons into play.

We choose the tactical option again, the two Imperial ships close to adjacent combat sectors and look to be ready to cross each other next turn. The second turn sees our small flotilla accelerating, we had a delta advantage over them already, running at 5 to their 3, all of our ships increased speed to delta 6. The Imperial ships fire, a deadly volley, that smashes through the shields of the Dreadnought, damaging the heavy phazers right as they line up on the smaller enemy ship, as well as launching an ASGM. Still, the Mag cannons do a number on the enemy shields, allowing torpedoes to get through, although there is no penetration. The Archer launches a full salvo of ASGMs, while the Cheetah continues to hide behind its larger cohorts.

The phazors were quickly repaired, but the ships are crossing at speed, and although the Dreadnought penetrates the larger Imperial ship Wisdom's shields, the combined power of the two capital ships cuts through her shields, an engine room hit seals her fate. Archer fires another salvo of ASGMs, now in sprint mode, there is little that can stop them from hitting on the next turn sequence. Cheetah darts in and fires her torps, but they do little damage against the heavily shielded Courage.

The ASGM's finally come into play, damaging the bridge of Courage, and a disruptor bay on the Wisdom. But it is not enough, the Dreadnought has drifted past the battle, and both enemy ships are lined up for a strike upon her aft shields. Her heavy armor is not enough to save her from destruction. The Archer fires another salvo of ASGM's, and the Cheetah makes use of her superior speed to place herself in the aft arc of the Courage, hammering through her shields with torps. The Wisdom however, in chasing the Dreadnought, is finding it hard to close the distance and support her sister ship. It can still however, punish the Archer with its heavy armament, cutting through the lighter ships shields with ease and damaging one of the ASGM batteries. The Courage as well is able to bring its port facing turrets to bear, the Archer is now down two shield facings, and its F/P shields will be damaged for the rest of the engagement.

Our two ships continue to rake the Courage's aft shields, but a final combined salvo destroys the Courage, it is then that taking stock of the ASGM reserves on the Archer that I decide to retreat, we will use our delta advantage to escape and fight another day. I send our final ASGM stocks in their direction, if only to discourage pursuit. It does not work very well, they burn delta to increase velocity and chase, and once again that heavy long range armament aided by superior fire control comes our way. 12 hull, 10....5.... The girders creak and grown, bridge consoles show red hull breaches across the board, and it all comes down to their final shot with the single heavy rail gun. It misses, and we breathe a sigh of relief. We will live to fight another day.


Results:
Hegemony lost 640 tons
Empire lost 563 tons

Evaluation:
Next time, I won't skimp on fire control. Two of my 3 ships had FC 2 and short ranged weapons, D had a definite range advantage that showed at both the beginning and end of the battle. I overbought on PD given that he had a total of one launcher in his fleet, and he under bought. Even with 3 and 4 PD die my missiles consistently got through, taking his defender down to half health despite my inability to pierce its shields. And having a 3 Delta ship allowed me to plant myself firmly in his rear shields at the end. I closed too fast and didn't start my turn early enough with Dreadnought, thus its early demise, taking out about two thirds of my potential firepower.

The ASGM's were surprisingly effective on my part, partly due I'm sure to the fact that his defender had 50 points of shield in its forward arcs, something that I was hard pressed to cut through, even with my Battleship. In fact, only two flights of 3 were unable to turn and reengage effectively, and even those two were able to herd his ships, if not directly attack them. It helped that they were in effect more maneuverable than his ships. And AV8 ships are very, very hard to crit against, even with 1D10+1 weapons, although I have to say that even my AV6 ship shrugged off his weapons pretty well, suffering only three criticals as it was whittled down to 5 hull, two hardpoints(one empty) and a shield. Which was quite fortunate, since I was hard pressed to repair them.

His evaluation of the battle consisted muttering about not skimping on firing arcs, as after the first two turns, none of his forward firing weapons actually had any impact on the battle. And for him, the ASGM was nothing more than wasted space, especially since he ended the battle with 5 left in the magazine, although the last few turns I think he gave up on them, as a single ASGM against 4PD is pretty useless. He also expressed disappointment on how the battleline ship performed, he may have been able to repair those critical hits easier, but I wasn't making many to begin with. I'm pretty sure he wished it was another defender or a flagship instead, because I won every single initiative roll.

Either way, I think we both agreed that the game was quite enjoyable, and one of the easiest to be able to set up and play on short notice. Being able to work with the spreadsheet and then print out the SSDs was a definite plus. Although I knew that I wouldn't snatch victory out of it once my Battleship went down, I was definitely on the edge of my seat as my fleet tried to pull out a draw, and escape. 5 hull out of my 64 hull BC before I was able to get out of range, now that's a nail biter!


Now some general notes on the rules system. Personally, at about $15 dollars, it's a bargain. There are about 60 pages of play rules, options, and an explanation of equipment, and the remaining 60 pages are split about equally between scenarios, warship construction rules and premade faction ship lists, with a few pages of counters that one can print out. The last two sections can easily be skipped however as it also comes with an excel spreadsheet that makes creating your own ships quick and easy. Illustrations are mostly functional, it's not exactly a pretty product, but they get the job done.

I mentioned before that it only took us about 3 hours to play a game. I would say that about half an hour to an hour of that was setup and creating our fleets. Although there were only a few ships in play, I feel that we could easily expand the fleet and get done in a similar amount of time, due to added familiarity.

As for the rules themselves, the first thing that comes to mind with them is that they are clean. You won't be scratching your head looking for dice, it uses D6s and D10s and that's it. The ship datacards that one can print out hold everything one needs to know about a ship, including the special roles that they can have. Those help define your ship and fleet, whether it's a Battleline ship designed to deal hurt, a light Scout, a maneuverable Rapid Deployment Force ship, etc.

The game may only use two die types, but it uses them well. For example to attack one rolls a die and adds in their fire control, which essentially allows a player to create the best engagement range for their ships. Movement was pretty standard fare, and easy to keep track of with the ship datacards. The fleet construction rules tend to favor a heavier force as opposed to swarms, and it felt a little funny that we both fielded Battleships and Battlecruisers with only my single light cruiser as backup, as opposed to a more balanced force, although this is indirectly modified in some of the scenarios. Perhaps if a campaign supplement came out then this would be addressed.

For the price, I can't say I have many complaints. Essentially this is an excellent generic ruleset for space combat, I could well see myself playing out Star Trek, B5, and other settings, not to mention the recently released Man vs Machine expansion that covers BSG. Although I'm not sure how such a fighter heavy game would play out given that ships can't be stacked.

What wins me over though, is the ease of play. Compared to say, Starfire, Battlefleet Gothic, or Battlespace for example it felt like a breeze, and there was no need to dig out the trusty ruler as long as you have a hex grid. And thus Colonial Battlefleet is liable to become my starship combat game of choice in the foreseeable future.