Baseball Returns

Major League Baseball, after an owners lockout, has returned to being after a new collective bargaining agreement has finally been agreed upon. It’s very hard to sympathize with either side. The owners are what you’d expect from billionaire sports team owners, and the players have been desperately trying to hold onto a classic seniority cartel that has been eroded by analytics and too many bad megadeals.

Now we can actually talk about the game on the field.

The Airlifters

Airlifters are very interesting to me, especially mega-lifters. But “exotics” are also fun, like tilt-ducted fans, compound helicopters, convertiplanes, flying wings, and much more. I think there’s several reasons why I’ve taken a liking to them, besides some very good sources that I’m eager to review.

  1. They represent an army marching on its stomach, or in this case, flying on its stomach. They’re the behind-the-scenes things that no one can do without.
  2. They’re military but not inherently destructive (unless converted to bombers, of course). Thus they can serve humanitarian and civilian support efforts very well.
  3. Finally, the numbers analyst in me likes seeing, especially for inherently risky airborne drops/landings, what you can accomplish with X number of airlifters with a capacity of Y per unit. Operations researchers with far more resources and far better command of math than me have been studying this since the parachute was invented.
  4. Plus I live fairly close to an airlifter base and see the big grey Globemasters and Galaxies flying overhead fairly frequently.
  5. Paradropping can be used as a way to add drama to the characters in a story, regardless of the overall force balance.
  6. It’s hard not to be impressed by something weird and/or big.

What I’m most interested in at the moment is: “To what extend does having big lifters that can reach the LZ safely remove bottlenecks?”

Review: Final Target

Final Target

John Gilstrap’s Final Target is a Jonathan Grave retread. “Grave gets in a tussle down south of the Rio Grande” is basically the plot of the book. Which he’s done before. Oh, and he helps rescue a group of kids/teenagers as well. Look, cheap thrillers don’t exactly have the most intricate plots.

Being a retread, this is a 51% book. There’s little in it that hasn’t already been done in previous Grave novels. But this is a 51% book in the best possible way. It’s comfortingly familiar, and all the fundamentals are sound. The writing is good and so is the action. There are worse things to read than a book in a series you like that demonstrates all the qualities that made you enjoy the series in the first place.

Review: Journey’s End

Journey’s End

Amazingly, surprisingly, the Kirov series has gotten a formal conclusion with Journey’s End. I’d predicted that there was no way for the series to end gracefully after 64 clunky volumes. And my prediction turned out to be accurate. A lot of this is de facto flashbacks to each ill-developed member of the crew. The final battle is just a wargamed clash like the hundreds before it. The hanging threats of Volkov and the aliens are dealt with hurriedly and contrivedly.

The conclusion is “a generally happy ending is stuffed in at the last second due to yet more time travel technobabble.” Schettler was clearly desperate to finish Kirov so he could write a fantasy novel series (which are no stranger to giant, bloated, sagas), and it shows. Still, that a 64 book epic with millions of words was completed at all is no small accomplishment.

A Thousand Words: Alien3 The Gun

Alien3: The Gun

Based off the ugly duckling of the Alien franchise (infamous for killing off the beloved non-Ripley cast of Aliens, for starters), Sega’s Alien3: The Gun was an arcade lightgun shooter a la Revolution X. Unlike that “how do you do fellow kids” game, this actually manages to be atmospheric. The visuals match the movie’s themes well, and the music is excellent.

In fact, this is the rare game that manages to have its cake and eat it too. Alien properties, following in the wake of the second movie, have this tendency to turn xenomorphs into uglier Koopa Troopas, being generic expendable enemies. (The game Alien: Isolation was a deliberate reaction to this trope). Naturally, a light gun arcade game can only do that… but it still manages to be chilling and foreboding too.

Then there’s how the action is jury-rigged into the movie plot. The player controls an anonymous marine who somehow ended up on the doomed Sulaco and goes through all the parts of the actual movie. There are robots, including a giant tank. Despite there being hordes of xenomorphs, the real one from the actual movie is inexplicably more durable as a boss. And finally, the last boss, in a game full of hideous monsters is….. a human with a flamethrower. It would be annoying in other contexts, but here it’s endearing.

This is the rare quarter-muncher with class and poise, and a pleasant surprise from a genre with low expectations.

Review: Siege

Siege

Edwin Corley’s Siege is a 1968 thriller with a bizarre premise. In many ways it’s like the ahead-of-its-time version of Mike Lunnon-Wood’s Dark Rose. Except everything the much later Dark Rose does right, this does wrong.

The premise here is that Black Power militants are holding Manhattan hostage so that the American government will give them New Jersey as a new homeland for African Americans. As a New Yorker, I am obligated to bash Jersey, but I will suppresses the urges here. This makes it seem like the book would be wacky. But it’s actually not. It’s very dreary and sometimes even ugly.

First, the obvious issue. You might think a cheap thriller from 1968 would not be the most progressive or racially sensitive novel. And you would be right. But even by those low standards, the racial content becomes outright uncomfortable too many times here. Second, even leaving that aside, the book is terribly paced. Like Richard Rohmer, it’s just mostly meetings and plans, and the competence of the characters changes on a dime. Skip this book. It’s not worth it.

The Differences

Just as how Hector Bywater’s The Great Pacific War got a lot of specifics from the later conflict off but the general feel of a Japanese-American war completely right, I figured I’d look at my Soviet/Romanian War (which I’ve outlined) and see the differences.

  • First, the absolute biggest. Instead of being against an elected government and earning massive condemnation, this is against the odious regime of Nicolae Ceausescu. The prevailing outside sentiment would be sympathy for Romania’s people, but very little for their government.
  • Second, the force structure of the invaders is different and both stronger and weaker. Belarus has been replaced with Bulgaria, which has mobilized a gargantuan army in and of itself-albeit an army that still uses T-34s (really, there were units with those, as in Romania, up until the very end). Whereas the Union of Soviet Sovereign Republics, for the most part (especially in its Mobile Force units), is a lot deeper than what I’ve seen from the Russians IRL in terms of substantive modernization (where a lot of old equipment, and, more importantly, stuff like few night vision devices and still using unsecure commercial radios beneath their shiny digi-flora uniforms)
  • Third, the invasion is a lot smoother out of the gate (note that I’m not speculating on the ultimate outcome in real life as of now). This is because, if nothing else, Romania is a lot smaller, less populous, and the invasion force is a lot bigger. Oh, and said horrendous Romanian government leading to apathy rather than near-unified disdain.

However, one thing that did appear in fiction and fact is the use of high-risk to the point of questionable VDV (Airborne Forces) operations. Of course, given their prominence, this is of little real surprise. Also, writing this post was tough, as is anything in a fluid, confusing situation.

Review: American Secret Projects: Bombers

American Secret Projects: Bombers, Attack, and Anti-Submarine Aircraft

One of the American Secret Projects series, this book looks at air-to-surface planes from the end of World War II to Vietnam. Covering everything from mammoth strategic bombers to light propeller planes, it’s an ideal aviation niche history book. With lots of illustrations, the obscure become visible.

With this book you can see all the bizarre and erratic 1950s designs. You can see how the AX project that became the A-10 started off as just a rich man’s Skyraider. This is an excellent book for any aviation enthusiast.

A Confession About TDGs

I have a possibly unpopular confession about tactical decision games. I’m not the biggest fan of them. Now, don’t get me wrong, I have no problem with them existing and I can definitely see their use. It’s ironically not in spite of, but because of my armchair enthusiast status that I’m somewhat wary of them. From the perspective of someone who isn’t potentially doing them in real life, it feels like couch coaching. You’re sitting on the couch telling the sportsball player to sports the ball in the right way, when you have past school experience at best.

And that of course assumes there is one right way. One thing I like about John Antal’s Choose Your Own COA-Adventure books is that doing counterintuitive things like charging up the middle can sometimes work.

That being said, it’s less a “down with TDGs” and more “I should like them more than I do”. Plus I’ll admit that I have a soft spot for converting fictional battles/actions into TDGs with just the right amount of modification. While it’d be outside the scope of a “TDG” per se, my dream is to do a simulated reenactment of Iron Eagle (imprisoned pilot, generic Middle Eastern OPFOR) using realistic mechanics and seeing what assets are needed to save Col. Masters.

A Thousand Words: Streets of SimCity

Streets of SimCity

When I was young, one of my favorite games to play was Streets of SimCity, a car action game that could take place in actual SimCity 2000 maps. Unfortunately, my frustrations with it were there even then. And now? Looking back without rose-tinted glasses, I can say: It sucks.

Here’s the first thing that illustrates why it sucks: You have no turrets and have to turn your entire car to aim like it’s some kind of wheeled StuG. Second thing. You can’t run anyone over. Because Maxis didn’t want to be too violent, Sims are just these weird bald sprites that you can’t really interact with (a contrast to SimCopter, where you can land on or push people out of your helicopter). Even the story hedges, with you being a stunt driver and all the action taking place in-universe on shows-within-a-game.

That it’s a blatant ripoff of the far better Interstate 76 is another blow against it. Combine this with terrible performance and worse physics, and you get a spinoff that spins off the road.