Not much new to report that I haven’t mentioned before. I’m
working on a novel, doing some design work for Paizo (the Thornkeep book for
Goblinworks’ Pathfinder Online kickstarter), and tinkering around with a little
consulting and light design work for some other folks. Oh, and my new ebook Prince of Ravens is getting closer to
release: It should be out in early July. All of you Forgotten Realms fans who
have been wanting another dose of Jack Ravenwild, this is your chance! Sorry
about making you wait ten years between books.
Gaming: I’ve been
noodling over bit of kit-bashing in the last few weeks. I mentioned a few blogs
back that I’m a fan of the old Avalon Hill title Victory in the Pacific. It’s one of my old favorites, but the game
does have a couple of things I don’t like. Most importantly, bringing a smaller
force to a battle is just a savage beating, because every unit in the zone gets
to attack. Secondly, there’s no rule to limit “ganging up” attacks. At the risk
of complicating a simple game, here’s the mod I’ve been thinking about:
1.
Ships in a zone are grouped into Task Forces. A
Task Force can have up to 10 ships. You can’t have more than 4 battleships in a
TF. You can’t have more than 4 carriers in a TF.
2.
Before each combat round, number your Task
Forces. If you have 2 TFs in the zone, one of them is TF 1, and the other is TF
2. You decide which is which.
3.
Each combat round begins with a Search Phase.
You get to roll 1 search die for each TF you have in the zone, and 1 search die
for each land-based air squadron. Add 1 search die for each previous round of
searching you’ve performed.
4.
A search die “spots” the enemy Task Force equal
to its roll. For example, if you roll three search dice and get 2, 3, 6, you spot
enemy Task Forces 2, 3, and 6. If there isn’t an enemy TF to find in that slot,
that search die whiffs.
5.
You always spot all of your enemy’s land-based
air squadrons.
6.
TFs that aren’t spotted are Hidden. You can’t
attack hidden TFs.
OK, so that organization and search process splits your
giant armadas into smaller components. You might find some, all, or none of
your enemy’s fleet. He might do the same to you. It’s bad news when you find
none of your enemy fleet and he finds all of yours, but that’s war. Now here
are the basic combat rules for task forces:
1.
Surprise
Phase: Hidden TFs can *either* make air strikes against land-based air
squadrons and spotted enemy TFs, *or* wait to attack spotted enemy TFs in
Surface Combat. Damage you inflict now takes effect before other air strikes.
2.
Air Strike
Phase: Spotted TFs and land-based air can attack any spotted enemy TFs or enemy
land-based air squadrons with air strikes. Attacks in this phase are
simultaneous (two carriers can sink each other). Damage you inflict now takes
effect before surface combat.
3.
Surface
Combat Phase: Hidden TFs *may* engage any spotted enemy TF in surface
combat. Spotted TFs *must* engage spotted enemy TFs of matching number. In
other words, if my TF 2 and your TF 2 are both spotted in the Search phase,
they fight each other in fleet combat. Attacks in this phase are simultaneous
(two battleships can sink each other).
In surface combat, you can’t assign two ships to attack one
ship unless you’re attacking all other eligible ships. You can’t attack a
carrier or amphib unless you can assign two attackers each to all other units
in the TF you’re attacking. (However, carriers that use their gunnery factors
lose this special consideration and are treated just like other ships.)
Each cycle of search-surprise-air-surface is one combat
round. You can’t withdraw until at least one surprise attack, airstrike, or
surface combat has occurred. Hidden groups that withdraw can’t be pursued.This system is a simplification of the TF and search rules from Avalon Hill’s Rising Sun/GMT’s A World at War. I like it because it’s good simulation, it’s simple, and it’s a ton of fun in AWAW, but the idea seems like it could easily make combat in Victory in the Pacific a lot more interesting. With good search dice, a smaller force can sting a bigger force and slip away. In War at Sea or Victory in the Pacific, the “right” way to play is to keep your ships in gigantic stacks; this system says that you don’t often get to use all of your gigantic stack at the same time (certainly backed up by history).
I think there are a couple of other games that would benefit
from similar house rules. For example, GDW’s old Imperium game or Federation
and Empire likewise involve gigantic stacks of ships and punish you for not
keeping your fleet in a gigantic stack. It would be pretty easy to mod out this
system for either of those games.
Politics/Current
Events: We’ve hit the interleague play portion of baseball’s 2012 schedule.
While I enjoyed the novelty of interleague play when it first began in 1997, I
find that I am not much of a fan of it these days. The simple reason is that
the wild card ticket to the playoffs combines pretty poorly with the
interleague schedule. Since you don’t play *every* other team in the other
league, just a selection of “regional rivalries,” it’s possible for one team in
League A to have an interleague schedule against distinctly stronger opponents than
another team that might be competing for the same wild card slot. For example,
the Phillies draw a bunch of strong AL East teams for their interleague
schedule, while the Cardinals draw a bunch of weak AL Central teams. But when
it comes time to figure out who’s going to be the wild card, well, a win’s a
win. The Phils have a disadvantage on strength of schedule.
Now, if there wasn’t a wild card, no big deal—you get to the
playoffs by winning your division, and you could set it up so that all the
teams in a division had the same interleague schedule.
You can certainly argue that the wild card is bunged up
already because some divisions are stronger than others, and teams play an
unbalanced schedule where they get three times as many games against rivals in
their own division as they do against teams outside the division. But a wild
card based on a system where all contenders play the same teams would be an
incremental improvement over the current situation.
Unfortunately, interleague play is about to get worse. Next
year, the Houston Astros are moving from the NL to the AL. Well, that’s good
for Dallas and Houston; that should be a fun rivalry between the Rangers and
Astros. But two 15-team leagues means that interleague play’s going to have to
happen all through the season, with all its inequities. It’s not going away
anytime soon.
I really find myself longing for the days of two divisions
in each league, with a one-round league championship, followed by the World
Series. That was the format from 1969 through 1993, and there were some
legendary playoffs through that time. Maybe I’m less sympathetic to giving the
weaker teams a bit more hope because my Phillies have been at the top of the
heap for four or five years now, or maybe I’m just remembering the Olden Days
with a warm glow of nostalgia. But it seems like the postseason was just better
back then, doesn’t it?
The Finer Things: Cold
Stone Creamery. I dig the Coffee Lover’s Crunch and Peanut Butter Cup
Perfection mixes. I only go in to a Cold Stone maybe two or three times a year,
and it seems unfair that I have to pick one or the other.