Space nerds in space is an impressive piece of work most of us will never play. But we get to enjoy watching others do so. And also 28 minutes of looking at the history of the game:
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Having been a Registered Player since 2017 with Mind Sports South Africa (MSSA), Janine has many years of experience in gaming. Having started at a young age with the first Nintendo Entertainment System, progressing through console gaming and settling finally with PC gaming. A varied and wide-reaching interest in all types of games; MOBA's, MMO's, RPG's, FPS's, strategy based games and more, playing popular titles such as League of Legends, Counter-Strike: Global Offensive, Fortnite, PUBG, Rainbow 6 Siege, Tomb Raider, Borderlands and more. Janine has not limited herself to a single playstyle, and has committed herself to life long-learning. Having started outin casual gaming, Janine has since entered into the vast world of competitive esports and taken part in local, provincial, and national tournaments. Very passionate about the gender equality in the gaming industry and making more opportunities available for females, as well as promoting health, healthy living and the health benefits associated with gaming in fellow gamers. Currently focused on a competitive esports career in the popular title League of Legends. With the resignation of Blair Hamberger (due to personal reasons), MSSA's Board has co-opted Janine to oversee the role of Womens' Desk. The position itself calls for a person of strong character and resolute in purpose. The holder of the position is to evaluate all rules and processes to ensure that the right of women are enforced and that gender equality is enforced. MSSA President, Amanda Pakade, is delighted with the addition, and has stated, "That with the inclusion of Dr. Janine Brandt onto the Board, MSSA will climb to even higher heights."
Somewhere in Scandinavia, on a crisp October afternoon, Nobel Committee chair, Berit Reiss-Andersen, emerges from locked doors after hours of deliberation, to announce the laureate of the 2017 Nobel Peace Prize. Journalists with cameras and microphones ready eagerly await the results.
"I am proud to announce that this year's Nobel Peace Prize goes to Maruchan Ramen for its efforts to save millions of American college students from death by starvation. Before Maruchan came along, it was expected that college students would go on a Gandhian diet in order graduate, provided, of course, that you survived. Maruchan changed this by deciding that instead of barely subsisting on breadcrumbs and apple cores, college students should subsist on paper noodles and sodium power. Those whose rib cages were otherwise showing could now maintain a minimum ninety pound body weight. It is certainly the miracle of our times that the wealthiest country in the world depends on a Japanese ramen company to feed its citizens seeking basic education necessary to participate in the economy. If anything, Maruchan has saved as many, if not more lives, than Mother Teresa and Norman Bourlag combined."
Questions soon followed.
"Aren't you disturbed by the fact that many take starvation to be an expected condition of basic college education?"
"Starvation builds character. Just ask Gandhi."
"Doesn't it bother you that knock-off Japanese cuisine is more affordable for college students than healthier alternatives like fruits and vegetables?"
"Your Orientalism is showing. Who are we to critique the Japanese by our standards of what is healthy? Don't they live longer than most?"
"Instead of relying on cheap noodles, shouldn't we pressure our political leaders to find solutions to the problem of hunger on college?"
"If college students were well-fed, Maruchan would go out of business, and all the Japanese robots who make ramen would be unemployed. We live in a globalized economy now, and your protectionist complaints would surely lead to a trade war."
"Are the rumors true that Maruchan will have a sexy anime waifu as its new mascot?"
"Of course they're true, it's a major part of the reason why they won the prize."
"Will there be hentai?"
"There's always hentai."
Journalists had attempted to get the reactions of college students to the prize, but at the very mention of food, they proceeded to try and eat the journalists. Alumni who had survived college on a Maruchan-only diet had all died of diabetes before journalists could get to them, as they were too busy paying off student loans to afford dialysis or organ transplant. When journalists tried to get in contact with Maruchan for their reaction, they were too busy fighting over whether their mascot should be a tsundere or a loli to be bothered.
It's an old story, the MSX version of MG was fantastic but then apparently hopelessly ported to the NES in a short space of time and outside of the control and oversight of Kojima....
But you know what... I have played the MSX version, I've played through it, I've tried to complete it, but imho, for all the supposed inadequacies of the NES version, I actually prefer it.
I prefer the fact that you have to infiltrate the base at the beginning, that is fantastic! People love MGS3 for that reason and I think it is a great touch. In the MSX version.... meh.... you start out in the base already.... not very sneaky.
And as to the fact you don't fight Metal Gear? SO WHAT? Why should you? I actually thought it stupid in MGS that you actually fought Metal Gear, it is meant to be a mobile device that fires nukes.... not something designed for combat with a single man. It stands to reason that it makes more sense to destroy the computer that controls the thing and also the man who is operating it.... which is exactly what you do in MG Nes.... Imagine someone having a fight against an ICBM machine, that would be dumb, it wouldn't be an opponent... it would not be geared up to fight you, and you would be able to take it out easily.... so that's why it doesn't matter that you don't fight Metal Gear.
And above all.....
The MUSIC in the NES version is absolutely superior! The MSX music is painful, dull and something to mute as soon as you can. The NES music is fantastic! It is exciting, it is tense, it is an amazing score and whoever produced it should be proud of themselves.
I could write more on this, but I need to prepare to offer Holy Mass, which isn't in 5 mins, but in 30 mins by the way. Priests should prepare for Holy Mass properly.
The latest Battle to grace the table here at Yarkshire Gamer is a bit of a Napoleonic Peninsula classic, the Battle of Albuera. Not one of the "main" battles, more of a sideshow and one without the "main man" the future Duke of Wellington present, however it is one of the more balanced engagements of the conflict. There are only so many games the French can handle stumbling up a hill only to get blasted to pieces by a well hidden British Line !
British Line behind Albuera
It's also the first outing for what I hope will become our new staple Napoleonic rules, I have been searching for years for a set I am happy with, in fact ever since the mid 90s when my Atari ST gave up the ghost halfway through a game of the computer moderated "Hard Pounding" rules. Tried loads and everything failed.
Having played other rules in the General de Brigade series (British Grenadier and Die Kriegskunst) I have gave them a go and to be fair I quite enjoyed them, they just missed that something. Thankfully I knew that, that something was National Characteristics.
Godinots Brigade advance on Albuera
Now I know they are old skool etc etc but they are what I like in a game, so effectively I have chucked GdB up in the air and mixed in some Bruce Quarrie style National Stats as the pages came down. This is the first playtest of that Masala ! They seem to be working so a blog post in the very near future will supply the recipe. Any way I seem to have been side tracked, back to the game.
Albuera
Historical Background The battle occurred on the 16th May 1811 and is often quoted as being one of the bloodiest battles of the Peninsula War. The Action included troops from the French, British, Portuguese and Spanish Armies and although heavily outnumbered the French made up for the lack of men in quality.
Marshal Soult had left a strong Garrison at Badajoz however with Massena withdrawing from Portugal, Wellington sent a strong force to recapture the fort. They drove the French from the area and began the siege of that town.
Portuguese Line Infantry
Soult rapidly put together a new French force and marched towards Badajoz to relieve the siege, however his Intel was poor as he was met en route by the Spanish Army of Blake and the Anglo Portuguese Corps of Beresford near to the village of Albuera.
Set Up We are gaming on our usual 12 x 6 table with 15mm figures from a number of makers using my GdeB / Quarrie mash up rules. Orders of Battle are based around 20 men to 1 figure, some units have been amalgamated. For those looking closely at the Photos some units are substitutes for example I have used some Italian Infantry to represent French.
Above is a video of our table set up showing terrain layout etc. We have set up with the French just about to start their attack.
French Orbat - C in C Soult I have included basic start points, watch the video if you are unsure.
Godinots Brigade (in column approaching Albuera bridge) 3 x French Light Battalions 28 figures each 3 x French Line Battalions 36 figures each 1 x French Combined Grenadier Battalion 48 figures 1 x Foot Artillery
Briche Cavalry (on picket duty to the right of Godinot) 1 x Hussar Regt 20 figures 1 x Chasseur à Cheval Regt 20 figures
Brons Cavalry (enter move 1 far French left) 2 x Dragoon Regts 20 figures each 1 x Dragoon Regt 14 figures
Bouvier des Èclaits Cavalry (as Bron) 2 x Dragoon Regts 16 figures each 1 x Dragoon Regt 12 figures
Unattached Cavalry (enter turn 1 far left of French flanking attack) Vistula Legion Lancers 28 figures 1 x Chass à Cheval 22 figures Spanish Chasseurs 10 figures 1 x Horse Artillery
Girards Division (flanking force enter turn 1 far left of table from French lines) 2 x French Line Battalions 24 figures each 2 x French Line Battalions 20 figures each 3 x French Line Battalions 42 figures each 2 x French Line Battalions 23 figures each 1 x Foot Artillery
Gazans Division (enter behind Girard when space allows) 2 x French Light Battalions 20 figures each 3 x French Light Battalions 23 figures each 5 x French Line Battalions 20 figures each 1 x Foot Artillery
Werles Brigade (enter turn one far left of French baseline) 3 x French Light Battalions 36 figures each 3 x French Line Battalions 30 figures each 3 x French Line Battalions 27 figures each
Allied Orbat C in C Beresford Stewart's Division (In column on hills behind Albuera) Colevilles Brigade 1 x British Line Battalion 36 figures 3 x British Line Battalions 22 figures each
Houghton Brigade 1 x British Line Battalion 32 figures 2 x British Line Battalions 25 figures each
Abercrombie Brigade 1 x British Line Battalion 26 figures 1 x British Line Battalion 30 figures 1 x British Line Battalion 21 figures 1 detachment of Rifles 6 figures
1 x Royal Foot Artillery 1 x KGL Foot Artillery
Coles Division (marching on table behind Albuera in road column, 1 unit frontage)
Myers Brigade 2 x British Fusilier Battalions 36 figures each 1 x British Fusilier Battalion 28 figures 1 x Lt Detachment 6 figures
Harvey's Portuguese Brigade 4 x Portuguese Line Battalions 28 figures each 1 x Portuguese Light Battalion 28 figures
1 x Royal Foot Artillery 1 x KGL Foot Artillery
Altens Brigade (in Albuera) 2 x KGL Light Battalions 28 figures each
Lumleys Cavalry Brigade (in column behind Albuera) 1 x British Dragoon 20 figures 1 x British Dragoon Guards 20 figures 1 x British Light Dragoons 20 figures
Hamilton's Portuguese Brigade (in column behind Albuera to the left as viewed) 8 x Portuguese Line Battalions 30 figures each 1 x Portuguese Foot Artillery
Collins Portuguese Brigade (holding the hill to the left of Albuera) 2 x Portuguese Line Battalions 24 figures each 1 x Portuguese Light Battalion 20 figures 1 x Portuguese Foot Artillery
Otways Portuguese Cavalry Brigade (picket duty in front of Collins) 2 x Portuguese Line Cavalry 16 figures each 1 x Portuguese Line Cavalry 10 figures
Blakes Spanish Army
Lardizabal Brigade (on ridge to right of Albuera) 5 x Spanish Line Battalions 24 figures each
Ballasteros Brigade (to right of Lardizabal) 7 x Spanish Line Battalions 20 figures each 1 x Spanish Foot Artillery (4pdr)
Zayas Brigade (in reserve behind Lardizabal and Ballasteros) 1 x Spanish Guard Battalion 30 figures 6 x Spanish Line Battalions 30 figures each
Loys Spanish Cavalry Brigade (far right of Spanish Lines between ridge and baseline) 2 x Spanish Light Cavalry 20 figures each 1 x Spanish Dragoons 20 figures
Penne Villemuir Spanish Cavalry Brigade (to right of Loy) 2 x Spanish Light Cavalry 18 figures each
Special Rules To simulate the initial confusion about the French attack all Allied Brigades start on HOLD orders, they can react to the presence of Godinots advance. However when the Spanish Cavalry spot the French flank move (on turn 1) they will detach an outsider to inform Beresford. It will take 6 moves to reach him, until that point the British and Portuguese troops must remain on HOLD orders unless directly threatened.
After turn 6 all Brigades are free to try and change orders.
After years of slagging off 28mm WWII figures a combination of circumstances have led me to dip my toe in the water. To put it simply, I was pleasantly surprised, a lot of the figures I'd seen have been the late war, overly "heroic" (read: Fugly) style, which remain pretty horrible. Then I discovered these early war Warlord plastics, much different, presumably a different designer, nicely proportioned, and as with so many plastics these days, really cleverly designed in terms of pose compatibility within the sprues. I enjoyed putting together the plastics, took me back to the old Airfix multi-pose kits (remember them?) they fit together well, and have some cracking pose combinations.
Then the painting, great fun...a lot more to work with obviously than 20mm, and the overall design lends it to gaining a decent result with only moderate skill with modern paints and techniques.
These I did with Vallejo block painting, then slopping GW Nuln oil all over, then a 2 layer highlight, before doing the flesh last (Vallejo sunny skin with a Lavado skin wash), my usual old lazy basing of PVA and sand +Army Painter Autumn tufts.
I'll talk about the Stugs a bit later.
All this is for Chain of Command, I've found a group in London who play these terrific rules, so this lot will get their first outing next week. However, I have far grander plans for this lot in the future.
I was in Mexico on vacation thinking about retirement and realized what I really wanted was to step up my Dungeons & Dragons game a couple notches. I've been running at home for my regular group for years, but I needed more. That's when I discovered the West Marches style online. It seemed to be exactly what I was looking for, as it requires the players to bring the motivation to explore your world. This was also while I was studying Matthew Colville videos, so sharpening up my GMing skills seemed to be a good fit with this style of gaming.
The problem with running a game for years for the same group, is they get fatigued with your schtick. They're excited at first, but after a few months, they show up to the game to be entertained. They show up because Sunday is game day. You as GM are therefore in this position of needing to provide continual, free entertainment to a group of individuals, pretty much in perpetuity. This is why GM burn out is a real thing, which for someone who considers this their primary hobby, feels like a terrible sports injury ... of the brain. Before this campaign idea, I built an entire world, wrote a player's guide, got player buy-in, and trashed the whole thing. The campaign setting was not the problem, it was the format of play.
So I moved forward with West Marches at the store, while running the same campaign at home in the usual format. As a store owner, I have a pool of players to draw upon, thankfully, so I queried our RPG Facebook group and started a West Marches style group. I needed at least 10 players to ensure it didn't fall back into a standard campaign format. Up to five players form an intention to explore something in my world, they query me about my schedule availability, and we do it. Five is the perfect number, because we can still play with four, yet six is too big. Group fault tolerance.
We're on the second session of this campaign, where there are now two groups exploring the same world. Somewhat in parallel with my home group . My home group is an elusive group that are never quite around. So really there are two player groups of adventurers and essentially an NPC group of adventurers (my home group). This creates yet another layer of verisimilitude. The world is very much alive and doesn't owe you an explanation. Things happen, get on it.
I'm thinking I would like a few more people in the pool, because my biggest concern is one group falters and we end up running a conventional campaign at a set time, which is fine but ends up with the same motivational pitfalls that West Marches attempts to overcome. The first session adventurers gave themselves a name, and I'll need to talk to them about not doing that. The large group are on the same mission. They are required to share information, including a magical map, and are not intended to be competitive or even separate. There should be flow between groups, with no individualized "groups" to speak of, although scheduling might result in this, as most players seem to want a set night. Perhaps when they're motivated to go on a specific adventure, they'll be willing to change their personal schedules to come on an off night.
So what am I running? The Colville style would be to have a large sandbox with some preset towns and adventures out there, often of the store bought variety across every edition. I will do that one day. Instead, I've got a hex crawl where most adventures are short and either home made or modified from one shot adventures. I have a lot of experience with hex crawls and understand their pitfalls and limitations, and so far it's going well. My concern with long adventures is groups go down rabbit holes and now they're by default a member of a separate group, as they're out of commission for weeks of real time. My hex crawls tend to be intricate webs of interconnected groups, all of whom think they're the hero of the story, yet none are very heroic. There's a lot of politics interspersed with monsters and treasure. This grayness means picking sides is not so easy, and defeating one enemy is to by default choose to side with another.
The campaign goal is to colonize a region inhabited by indigenous peoples, bandits, and monsters, at which time they'll use Colville's Strongholds and Followers to hopefully defend themselves from an angry empire from which their new colony is seceding. All of this implies a timeline of various political actors and it will be interesting to see how that interacts with the various adventurers who are often doing different activities at different times. In my (second) session this evening, there will be fallout for a new group of recruits based on actions of the last group of adventurers, which may be directly related to their actions or just a timeline event based on their just existing in the world for a period of time. Meanwhile, my home group moves forward, leaving echoes of their activity in the world. Who are those guys!?
Another down side I see with West Marches is the campaign isn't tailored to the characters as I would do (and am doing) with a home campaign. There are eleven players with eleven backgrounds and I honestly can't put a lot of that information into what's essentially a pick up campaign. What I need to do, and I haven't expressed enough I think, is attempt to get them to align their characters with the world, rather than the world somehow serving their back stories. If your back story doesn't match the world, perhaps it's not a good back story? Or as Colville would recommend, keep character back stories light and be on the look out for a concept or issue to glom onto as your motivation. It's much easier to decide you're a revolutionary with the colonists than insisting the DM allow you to find your missing sister, kidnapped by hobgoblins.
Wish me luck! There is plenty of time for this to go off the rails.