Mga Pahina

Saturday, March 28, 2020

Square Tiling Of A Sphere, Part 2/3

In the previous post I described how I learned about HEALPix because I wanted to try covering a sphere with square tiles for a game map. During that exploration I realized that HEALPix with 12 square regions is similar to cubes with 6 square regions, but HEALPix has some nice properties for numerical calculations such as spherical harmonics. I don't need those properties. Instead, I am looking for something that's simpler to program, so I explored cubes.

Diagram showing the Earth mapped onto a cube
Earth mapped onto a cube

The goal is the same: I want to play a game on a flat top-down tile map (roguelikes, Dwarf Fortress, Factorio, etc.), but these games have one of three approaches to the map:

  1. The map is finite and has borders. You can't move past the border. Most roguelikes fall into this category. SimCity, Dwarf Fortress, and most building games do as well.
  2. The map is finite and but some borders allow wrapping. Civilization allows east/west wrapping (cylinder); Asteroid has both east/west and allow north/south wrapping (torus).
  3. The map is infinite, so it has no borders. Factorio works this way, with a procedurally generated map.

I wanted to explore type 2, but with a sphere instead of a cylinder or torus. The usual approaches to representing a sphere with flat tiles is to use one of the 5 Platonic solids: tetrahedron, cube, octahedron, dodecahedron, isocahedron. There are also approaches that aren't based on Platonic solids: HEALPix, Mercator-like projections, Peirce Quincucial, and others.

In the previous post I mentioned that this is a "gamejam" style project. I give myself one week to work on the topic, and then I wrap it up. If I found something interesting I'll write it up, but many times I'll discard the project. Allowing myself to discard projects removes the penalty for making a "wrong turn". This allows me to explore more quickly.

After HEALPix I decided to explore cubes for the next week's project, using cube maps from graphics programming. It turned out not to be so useful. I had made a wrong turn. That's ok! Because each of these is a separate standalone tiny project, I can easily abandon the code and move on.

Flat surface with square tiles, and also that flat surface wrapped onto a sphere
The flat square tile map and also its projection onto a sphere

The week after that worked pretty well. I was able to learn how to render and also represent a square grid map on a sphere/cube.

I wrote notes about square tiles on a cube/sphere, including some animations showing how a cube morphs into a sphere, how a cube unfolds onto a plane, and how there are different ways to project a grid on the sphere.

The next "gamejam" style project will be to generate a map on this sphere.

My GaryCon XII / 2020 Games Approved And Scheduled!


I have four games at GaryCon XII/2020 this year! I'm so glad to be returning to one of my favorite events in the Midwest. If you get a chance, come play some games with me!

Friday - 10am
Rescue of Hommlet—A Chainmail/OD&D Game

A discrete summons has reached your ears, for the good people of Hommlet are in fear for their lives! A militia of foul brigands from Nulb have been spotted near the old Moathouse of ill reputation! What evil lurks there and beyond? Find out, brave heroes, using Chainmail (and a bit of Original D&D) as the rules of engagement as we explore this famous Greyhawk setting!

Those of you who are part of the Chgowiz Henchfolk army have seen previous postings on my models and rules for this scenario. I'm so excited!

I'm doubly-excited that GaryCon has invited me to run this game in the "Legends of Roleplaying" room as well!

Legends of Roleplaying is an ongoing series of events at Gary Con that pay special attention to the early days of roleplaying that led to the development of Dungeons & Dragons and the legacy of games created to further expand the hobby.

These nostalgic events bring Gary Con attendees the fun of classic roleplaying games that were a staple during the early days of the hobby and Gen Cons past. The original rules, vintage figures, and authentic accessories will be used during play when possible. Sometimes the events will involve individuals who played, refereed, and authored the games during this golden age of roleplaying. Most events will be taught and so all that is needed is interest to play. This gives Gary Con attendees a chance to experience what it was like to play these games at the earliest Gen Cons and even Gary Gygax's own home at 330 Center St. in Lake Geneva!

So no pressure... *gulp* 

Friday 6pm

Go underground in dark tunnels and chambers filled with horrors or treasures! Brave Lawful allies fight against foul Bestials! Who will emerge victorious? Fight in a unique terrain setup using Chaos Wars fantasy miniature wargaming rules and all genuine Ral Partha armies!

I'm bringing fantasy wargaming underground, using my modular tile system and Ral Partha Chaos Wars wargaming rules. I've been looking forward to running this at GaryCon! Instead of a skirmish or small party, bring an army into the dungeon and see how it goes! 

Saturday 7pm

It's an easy enough job: Get into the Royal Palace, steal the King's Secretary's Seal and return with it, for a reward worth ten years' wages. But nothing is ever simple, is it? Especially when you interrupt something far, far worse, and the opportunities may be far, far bigger. Come experience the world of Etinerra, a campaign ten years going!

I'm continuing a tradition almost a decade old, of running a Saturday night AD&D game at GaryCon and having it take place in my Chronicles of Etinerra world. This year, I'm doing something different. Inspirations from Ocean's Eleven, the Lut Gholein Act of Diablo 2, my twisted imagination and a game I ran for my wife in her campaign. It should be a lot of fun!

Sunday 10am

Same as Friday 6pm game. I like closing out GaryCon with a miniatures game. Sometimes Sunday morning games are very low key and lightly attended, so we'll see how it goes. 

I hope to get some playing time on Thursday and on Saturday. Plus check out the vendor room and drool over the things I'm not going to be able to buy. Ha!

Are you going to GaryCon? What are you looking forward to playing or running? 

Getting A Bit Of Everything In Guild Ball: The Union




Tuesday night is our game night out at Top Deck Games (aka Card Titan online if you're into Magic the Gathering) and last night was the first time I've been able to make one in a while. 

It was also the first night in a long time where I was able to get two whole games in, and it ended up being two Guild Ball games for me as the other Warmachine players had already paired off when I was done my first match. 

I decided I wanted to play more of my newly fleshed out Union as I'm probably most excited about playing them.  I figured I'd post about why I'm personally excited about them given my history and what I feel makes them strong. Please keep in mind, I'm no expert at the game so this is more of a layman's perspective. 

Why I'm Excited About Union

I can't talk about what makes me excited to play Union without talking about my previous teams in Guild Ball.  I started the game playing Brewers, and then picked up Engineers because well, I like beer, and I'm an Engineer.  

Brewers, especially when I picked them up, were more of a fighting team, and Engineers once they got reworked were more of a goal scoring team, so they'd make excellent compliments to each other, or so I thought.  Both teams also generally rely on a single captain more than the other. Brewers generally want to be playing Tapper and Engineers generally want to play Ballista. 

What I've found from playing both teams is that it's like playing the two extremes of the game. It's not quite as opposite as playing Butchers and Fishermen, but it's close enough to feel limiting.

Union by contrast can more easily play what the developers call a balanced game, looking to get 2 goals and 2 take-outs to get the 12 points to win the game.   This is probably why I'm more excited to play Blackheart as my Union captain compared to playing what most people consider to be the stronger Veteran Rage as my captain, though I do enjoy playing both. 

My First Dream Team

I wanted to make a team that had as much 2" Melee as possible while also being balanced.  Back in June of last year, it appeared that Union had a good 6 player lineup for this:

Blackheart, Strongbox, Harry, Mist, Benediction, Gutter

Then in July the nerfs came for Harry which toned the team's damage output way down, but I still feel as though these 6 players can make for a hell of a team. 

Blackheart can still score from very far away, using all kinds of dodge shenanigans to get in range for his 6" kick to nail a goal, quite likely at Tap-In range.  He also has Butchery which can give you +1 to damage results against the model hit, and with all non-mascots having 2" melee, it's not hard to stack crowd out's on the player you've hit with Butchery.  Strongbox add's +1 TAC in a 4" aura, which again can allow someone like Gutter to get in and do a massive amount of damage, but nearly anyone on the team can be made to hit hard enough to be a problem with that kind of setup. 

And then there's Mist. He's got to be one of my favorite models coming from playing Brewers and Engineers. Now that Slothecian models have been released, he gets a free 2" dodge if he's within 6" of Grace or Benediction. He has Acrobatics, so he's got a guaranteed 2" dodge.  He has 2" Melee which is fantastic on a striker, and he's got dodges for days.  A turn 1 goal with him when you're receiving is extremely easy to bang in, and with him kicking off it's not impossible to get in that scenario either if your opponent isn't very careful about it. 

The Extended Roster

Blackheart wasn't my first Union captain, that went to Veteran Rage, since I could buy him and Strongbox cheaply in a blister and I already had all the other models necessary to make a team with him at the time (a friend had given me an extra Mist model he had as payment for splitting a pizza on game night – damn Guild Ball is a cheap game to get into).  This gave me a 6 man of:

V. Rage, Strongbox, Avarice & Greed, Gutter, Mist, Harry

This team was far better before Harry and Avarice & Greed were nerfed, but now that I've fleshed out the guild there's a lot of flexibility on how you can build a solid Vet Rage team.

My 10 player lineup is now:

Blackheart, Vet Rage, Strongbox, Avarice & Greed, Gutter, Mist, Harry, Grace, Benediction, Decimate



As of last night, I tried out the following team for Rage and it worked well into Engineers:

Vet Rage, Strongbox, Mist, Gutter, Decimate, Grace

With this, I have three models with 3 dice kicks, and two models with an 8" kick.  While it seems like a lower Influence team at only generating 11 influence, it gets 2 influence for free to fuel Grace every turn.  This allows her to give a "free" Quick Foot to extend Rage's personal threat or to make Mist go even further to score a goal. 

Since it's a Vet Rage team, few people want to fight into it and so go for goals, allowing me to easily get snap back goals with Mist or if I'm receiving, get a very easy turn 1 goal with Mist.  Getting an early goal is a big deal for the team since the extra goal Influence goes a long way to helping Rage do what he wants to do.

It's hard to understate how deadly the team can be with Rage's Heroic or Legendary play and Strongbox's 4" Aura.  Last night I had a setup where Colossus (DEF 2, ARM 2, Tough Hide) was crowded out by Mist, Grace, and Strongbox. Rage popped his Legendary play and then charged in for free with Furious. On the wrap I got a Knockdown and did 4 damage.  I then spent 4 Influence on Red Fury, not making Rage attack, but making Strongbox, the friggin Turtle attack.  

The amount of damage it does in this situation is outrageous: 2 Base Attack, +1 from Shelling Out Aura, 3 Crowd Outs, +1 from Legendary Play, +1 dice from a DEF 2 model being knocked down is 8 total Dice for TAC and +1 to all damage results.  Since Strongbox only has a 2 deep playbook, he is able to wrap many times. Even with Tough Hide taking damage off of each result, I was still regularly pulling 5-6 damage per attack after Tough Hide. With 4 Red Fury attacks I easily took down one of the biggest models in the game with a little turtle.  He's like an honorary Teenage Mutant Ninja Turtle, I should try and paint a mask around his face.

Strengths and Weaknesses

One final thing that Union has over my other teams is that with my lineup I really can pick either Blackheart or Vet Rage and play two very different games, which is something relatively rare in Guild Ball. 

This isn't to say that the team is nothing but a power house, I actually lack a significant amount of resiliency that I normally have with a lot of Tough Hide models.  As it is a lot of my models are either 4/1 or 3/2, which is possibly better than average, but once they get knocked down or debuffed they will take a lot of damage very quickly.  So far my games with them have been good, but I intend to play a lot more with the team.

The only thing is…I really want to play more with my Engineers and even my Brewers since it feels like so much has changed in the game since I last played.  I'm definitely riding high on Guild Ball in general right now and it feels pretty good.

Monday, March 23, 2020

Pillars Of Eternity II: Deadfire - Ultimate Edition Available Now On PlayStation 4 And Xbox One



Independent games publisher Versus Evil and developer Obsidian Entertainment today announced that Pillars of Eternity II: Deadfire - Ultimate Edition is now available on Xbox One and PlayStation 4, with a Nintendo Switch version following later in the year. Originally released for PC and Mac, Deadfire received universal critical acclaim and picked up numerous awards.




Priced at $59.99, Pillars of Eternity II: Deadfire - Ultimate Edition features all the major updates and expansions available for the PC version made up of Beast of Winter, Seeker, Slayer, Survivor and Forgotten Sanctum.

With an enormous open world to explore and comprehensive cast of characters, Pillars of Eternity II: Deadfire - Ultimate Edition builds on the foundation of classic tabletop gameplay more than ever before, providing players with a deeper single player RPG game experience with either Turn-Based Mode or Classic Real-Time with Pause.




Players on PlayStation 4 and Xbox One can now experience and craft their very own sprawling RPG adventure and explore the infinite possibilities that await them from detailed character customization to the individual meaningful choices they make in-game.

"Console gamers can fully immerse themselves in an RPG adventure of exploration and discovery in what will be one of the definitive tabletop role-playing experiences available in 2020," said Steve Escalante, General Manager of Versus Evil.




Consumers can digitally purchase the Pillars of Eternity II: Deadfire Ultimate Edition through the Microsoft Store and PlayStation Store fronts today. Deadfire is also available as a physical release from today in the form of a Standard Edition and the Ultimate Collector's Edition courtesy of THQ Nordic for Xbox One and PlayStation 4 at an SRP of €59.99 | $59.99 | £49.99 and €129.99 | $129.99 | £119.99, respectively. The Ultimate Collector's Edition will contain the following items.
  • Pillars of Eternity 2: Deadfire [including the 5.0 PC patch], and all DLCs: Beast of Winter, The Forgotten Sanctum, Seeker, Slayer, Survivor
  • 10"/25cm Od Nua Statue
  • Spacepig Keychain
  • Metal-optic 3D Sticker
  • Premium Box


Friday, March 20, 2020

Sticking With Star Realms!

What's going on everyone!?


Today for the #2019gameaday challenge I decided to redownload the Star Realms app and give it a shot since it's been a year or so since I last played it.

Even after so long away from the app. I'm reminded of the beginning versions that were in my opinion, superior to the newer version. 


The reason being that while the now version looks nice and has some awesome features, I felt that they could have left the background normal and not tried to make it require so much memory to run the game.

But anyway, I dont want to stray too far off path here, lol. The game is as amazing as the first time I played it and man do I love it!


Surprisingly even after so much time away I was able to jump right back in and even scored a win for myself! 

As always, thank you for reading and don't forget to stop and smell the meeples! :)

Thursday, March 19, 2020

Hussar Problem Solved

I mentioned that while I was up at the Wargames Holiday Centre I was hoping to make a few purchases. Well,I did indeed, and here are a few pics of some of them. Mike has been selling off quite a few units this year in order to "slim down" the collection (for example, having nearly 180 x 36 man French btns seemed a bit OTT), and I hoped to buy a few units I'd always really liked. High on the list were these 2 regts of Austrian Hussars, 1 of 36 men and another of 48 (Wish they were both 48's).
One of the problems I've always had with the Austrian army is the hussar uniform. Now I know they invented the things, but I've always thought the Austrian hussar uniform looked more at home in Billy Smart's Circus than on a battlefield. All that purulent bright green, stupid red trousers, and yellow plumes...Give them some long, floppy shoes rather than hussar boots and they would have looked better.
Subsequently I've never had any great desire to paint any. So from years ago when I first saw these rather more subdued paint jobs they always appealed. They are all wearing overalls and the green is (a more realistic) darker shade.  Despite this they are still suitably gaudy enough for hussars, with their red shabraques with yellow piping and either bright or dark blue dolmans.
They are (naturally) the Elite miniatures castings, painted and converted by Doug Mason. All the sabres are pins soldered into the hand and are very tough. Even after many years of service up in Scarborough I only had to replace 3 swords out of 84. Doug has done plenty of bends and twists to these figures. There are only 4 basic figures here, officer, trumpeter and 2 trooper figures, and he really has imparted an incredible sense of movement to the models which really look the part of hussars at full tilt

I just did a minimal amount of work on the bases to blend them with my standard basing. Just an oilwash and highlight then some grass clumps added. I also gave them a quick new coat of gloss. I had contemplated giving them a matt coat, but they look infinitely better in their original gloss glory. I'm developing a bit of a theory about gloss V matt: Gloss varnish isn't terribly fashionable these days which is actually a bit wierd. There is no debate about it bringing out the colour and establishing a visual contrast between the figure and its base, this is simply optical fact. Nonetheless, a lot of folk "prefer" matt these days. Anyway, my theory is, that gloss varnish makes well painted figures look even better and badly painted figures look even worse, while matt varnish just dulls everything down to a more median uniformity (no pun inteneded). So for Mr Average painter (like me, and most of you) we think our stuff looks better when we matt varnish it, because gloss just shows up all the cock-ups, while matt is more....forgiving.
Anyway, thats my theory.

These figures were painted by someone who really knew what he was doing, and it shows up even better in the flesh than through the lens of my rather inadequate camera.

These weren't the only figures I bought from Mike, there are more (I just kept peeling off the tenners until he said stop) but the rest will have to wait for another time.



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Stonne 1940 Big CoC Weekend Part 1


This has been in the pipeline for a few months now, the first public Big CoC public weekend at the WHC. In this first post I'll give some idea of the thought process (sic) behind the game and then I'll give you the scenarios and how the game played out...oh, and there will be a few pics.
Warlord and Crusader French
Mark Freeth was very keen to get an early war 1940 scenario together, initially we toyed with the idea of running a weekend with 2 games running side by side, one containing French and the other BEF taking on the invading Germans. While this was certainly achievable, it involved a few more logistical headaches concerning turning the games around, plus simply having to focus on 2 games at once rather than one. So, in the end we plumped for a single set of scenarios with just the French and Germans.
A small problem with running Big CoC games is that the scenarios are somewhat dependant on the number of players attending, and given the nature of the WHC the numbers can vary, Some players book months in advance, but often people will book relatively late so the scenario needed to be capable of being tweaked to fit this in. The nuts and bolts of the game don't alter that much, the idea being that each player will command an infantry (or armour) platoon, then the force as a whole has a degree of support which is then dished out. On the whole this is not a problem, but for quite a while we were looking at having six players (fine, 3 on 3) then suddenly the numbers went up to seven. My initial reaction was one of mild horror because it meant balancing the game for a three versus four. However, when I started looking at the way the Stonne game might play out, the imbalance of 3 platoons  against 4 became more and more attractive.


A little Panhard 178. It bogged in the ditch......
The battle at Stonne took place over 4 days commencing on 15th May 1940, with the Germans having the Grossdeutschland motorised infantry regiment, and elements of the 10.PzD (Panzer-Regiment 8)
They were encountering in these scenarios the 3e DIM (Division d'Infanterie Motorisée), supported by 3e DCr (Division Cuirassée)
Looking at the platoon lists for CoC the 1940 German infantry platoons are enormous. Each platoon contains 2 senior leaders and a 50mm mortar team plus 4 x 10 man sections, for a total of 44 men.
The French platoons are a similar size, with 2 platoon leaders (1 senior, 1 junior) a VB rifle grenade team of a junior leader with 4 men. plus 3 sections of 11 for a total of 40 men. 

So if we had seven players, with 3 on the German side and 4 for the French it wouldn't be too bad. 1 player a side would be playing a tank platoon anyway, so it would be 2 German infantry platoons against 3 French, however that is actually 8 German sections opposed to 9 French, making it less unbalanced than first appears. A little extra tweaking by making the Germans "superior regulars" meaning they treat rolls on their command dice of a single six also as a 5, giving them more CoC dice pips during the game, plus increasing the size of their panzer II platoon to a whopping 5 vehicles would compensate for the additional French numbers. Additionally, each German platoon would start with a full Chain of Command Dice. 


Poilus advance, CharB in support 
So I worked on that basis, and prepared everything with 7 players in mind, Then of course Mark called and said " I've got an 8th player"......So the superior regular, and the extra CoC dice went out of the window, and the Panzer platoon was cut from 5 down to 4, and the Germans went up to 3 infantry platoons to make it 4 a side. Also the Germans would not have a significant advantage in support points when they were attacking, while the french would.

 Even after this we had another couple of guys wanting to sign up, but at that late stage we sadly had to say no, and stick with 8, as I think a single game with 5 a side is really stretching it for this rule set - not saying its not possible, but I think the game might suffer.
So that is the format we ended up going with, having said that I'm pretty sure the scenarios will work fine with seven (or 5 for that matter) players if the Germans are bumped up a bit to cater for uneven forces.



Panzerjeager I supports Black Tree and Warlord infantry

The other aspect of the games that numbers have an impact on is the size of the table used for each scenario. The recommendation for Big CoC is that the table size should be the same as for normal CoC (6' x 4')  with an additional foot width per additional infantry platoon added - you add nothing for the armour.
Well, The main table at the WHC is 24' long by 6' deep, and so we already play on a depth of 6' which I prefer over 4'. The patrol phase gets forces into action quickly enough anyway, and having the extra depth gives players a bit more room without slowing things down.
Just adding 2 feet per platoon gives us a width of 8' x 6 " which is fine, but the centres' terrain boards are 3' each so it is convenient to go for a slightly larger width of 9'. a bit more room both on the table and for player comfort. That meant that it wasn't too tricky to divide up the table into 3 sections - 9' at each end and then utilise the central 6' and 3' of one of the other sections to give us 3 x 6' x 9' areas.

The point of all this meant I could set up the entire table beforehand, and players go from game to game  with no great interruptions in order to maximise playing time. Also I think it looks good!






Stonne from west to east: Game 1 at the far end, game 2 in the foreground, game 3 in the centre. The Germans are advancing from the north, the French, the south.

I also planned to have a 4th scenario, which would have meant re-setting the terrain at one end of the table- it would have been that which was fought over in game 2 so we could do it while game 3 was in progress giving plenty of time. As it turned out, we didn't get in 4 games over the weekend, a bit of a shame but, sometimes CoC games can be like that, some go faster than others.
The table was made up simply from having a look at Google Earth, backed up with some excellent maps in Prieser's "Blitzkrieg Legend"- to  get the overall topography. Generally the village hasn't changed enormously since 1940, although it was rebuilt there has been no development sprawl, The critical points haven't changed, in terms of the woods, the road layout, and the extent of the village.Being able to get down at street view is an amazing resource, it shows just how winding and steep the only road the Germans had to approach the village from the north was, as it approaches the Butte De Stonne at the Eastern end of the village, and how despite it appearing very flat on the map, the countryside to the west and south actually has quite a lot of small undulations, the view south from the village is somewhat restricted. At the eastern end of the village the countryside is more wooded and broken, with the road becoming sunken before it winds down back on itself down the steep wooded slope to the north of the village (off- table)

Map showing the initial German attack on Stonne, May 15 at 0800. Influenced by Eric Denis' work. (wikipedia)
Given the nature of playing 3 or possibly 4 games over a weekend in a campaign format with 8 CoC novices I thought that the first scenario should probably be a bit gentle in order to ease them into it, and allow them to possibly make a few mistakes without getting horribly punished. I also wanted to keep it relatively simple.
Given the nature of the fighting in Stonne (the village apparently changed hands 17 times in 3 days), it lent itself to a relatively straightforward narrative: i.e. Attack and counterattack- So I decided to make the first game an attack/defence scenario with the Germans on the offensive at the eastern end of the table, the second game was to be another attack/defence with the French on the offensive at the western end of the table. Game 3 was to be in the central area of the table with the Germans attacking in an "attack on an objective" scenario.
I planned a 4th scenario which was to be played out on new terrain to the east of Stonne and that would have been the French conducting a flank attack. However, time sadly ran out. I'm sure we will do it one day.


The View from east to west, the broken ground of the Butte De Stonne in the foreground

The scene was set:
8 players, hopefully 4 games, Germans versus French at Stonne, one of the iconic battles of the campaign.
What were the salient features of the battle? The Germans had crossed the Meuse a couple of days earlier and were trying to exploit that relatively fragile bridgehead, the French had rapidly managed to assemble a counter attack force. The massif of which Stonne is a small part doesn't readily show up on a map, but have a look at Google Earth and you can see just how important it was for both sides. The village itself is rather innocuous, just a farming village with two roads entering from the south, however, it is the terrain to the north which both sides were focused on. There is a single road which leads out of Stonne to the north, this snakes down the hillside along a steep wooded slope before reaching the more gentle plain. The entire northern side of Stonne is covered in thick fir trees which extend down the steep slope- there is nowhere in the village itself (other than the "Butte de Stonne") which has a view to the north. However, if you hold the town and can establish OP's in this wooded hillside you have a magnificent vista stretching out 4 or 5 kilometres and more to the north, the German bridgeheads, and the routes they will take as they expand. Subsequently this tiny Ardennes village became vitally important.   


French section enters central Stonne