A Thousand Words: Clue

Clue

As proof that movies based on bizarre IPs are not a new thing, 1985 saw the release of a film based on the board game Clue. Thankfully the board game has a basic plot of “murder mystery”, which the movie uses. It ends up killing a lot more than Mr. Boddy.

This movie is not “good” by any means, but it falls into the category of “a lot better than it could have been” and is perfectly fun for a time waster. Its multiple ending gimmick at least tries to be experimental and interesting (it was intended to have different theaters show different ‘definitive’ endings). And the John Morris score is underrated and excellent.

Review: Super Mirage 4000

Super Mirage 4000

Finally translated into English, this is a look at what was to France what the Avro Arrow was to Canada, the TSR-2 was to Britain, the Lavi was to Israel, and the Osorio tank was to Brazil. (Or what the AMX-32 and AMX-40 tanks were to… France).

It’s what you’d expect from a small coffee table book whose sources came from inside the program: A combination of knowledge and bias, mixed with tidbits without being the deepest. This isn’t a bad thing if you know what you’re getting into, and the plane is certainly worthy of such a book.

Coiler’s Culmination Calculator

As a fun side project, I made my first (intentionally abstracted) wargaming tool. The goal is to see the culmination point of an offensive.

Assumptions: The attacker is consistently advancing, however, the defender is fighting back hard throughout. The units of the attacker participating in the campaign are not going to be rotated out, hence they will only receive small and piecemeal reinforcements/replacements throughout.

This simple tool works as follows:

  • The attacker starts with a point total of 100.
  • For each objective, roll 1d10. 1 means the objective is taken unopposed and the force suffers no meaningful losses. 2-6 is a minor engagement where the unit suffers a point loss equal to 1d6 points. 7-10 is a major engagement where the unit suffers a point loss equal to 1d6+10.
  • After every turn, the faction regains 3 points.
  • The offensive will have culminated when the point total reaches zero or less.

Example:

  • Objective 1: 9: 16 points lost. 3 regenerated. 87 points.
  • Objective 2: 8: 12 points lost, 3 regenerated. 78 points.
  • Objective 3: 6: 1 point lost, 3 regenerated. 79 points
  • Objective 4: 6: 6 points lost, 3 regenerated. 76 points.
  • Objective 5: 1: No losses, 3 points regenerated. 79 points.
  • Objective 6: 3: 5 losses, 3 regenerated. 77 points
  • Objective 7: 10: 11 losses, 3 regenerated. 69 points

Etc….

Figures of course can be changed depending on context.

On Star Wars

Now I want to say that I’ve liked a lot of Star Wars stuff. I don’t mind the setting, I’ve seen 2/3s of the official movies. Like any big setting it has its ups and downs. But I definitely don’t hate this.

However, I feel obligated to say one thing about Star Wars that I believe. It is the most overrated work of modern fiction, and this overrating has made it impossible to judge. What you have is first a trio of fun sci-fi pulp movies that get treated as if they were more than fun sci-fi pulp movies, because they were a breath of fresh air in the pretentious dark tone of 1970s science fiction. Then you have a giant franchise.

Next you have the prequels, which are basically what happens when a Dunning-Krugered director gets free reign to run amuck. People nowadays are swinging towards defending the prequels in a dose of inevitable “defend midsize sedan cars the minute they stop being popular” hipsterism. Although I don’t blame them, because…

Then George Lucas cashed out and the Mouse Machine made the sequel trilogy. Now I had little desire to see them in full personally, and everything I saw and heard reinforced that desire. When I finally, recently looked at them in more depth, I was even gladder. At least the first six were works of genuine artistic imagination. These are just rehashed play it too safe mush piles that don’t understand the feel of their setting.

(Not so small side note: Devereaux’s excellent blog has the point in a review of fellow cash grab Rings of Power that authors are obsessed with winning battles via an unrealistic One Neat Trick. That plus “why didn’t they fly in on the eagles” ”’rationalism”’ leads to the infamous hyperspace ram.)

Review: Rust Skies

Rust Skies

TK Blackwood delivers another World War III treat in Rust Skies. I loved the unusual-for-Fuldapocalyptic standards location in Turkey (which was, after all, one of the few direct NATO-USSR borders). I also liked the timely political dilemma about an enhanced American military draft, which is both plausible and interesting. It does stuff a lot of plot and characters into a small package but rarely overwhelms and never feels bad.

The big “problem” is that it ends on a cliffhanger. Oh well! I’ve done it myself, so I guess I can’t complain.

The Cosmic Angels

When it comes to Warhammer 40k, I do not have the highest opinion of or interest in the setting’s mascots. I’ve been an Imperial Guard fanatic (no not that kind) since day one of my interest in the setting, and this also applies to their spacefaring counterparts in their humongous flying cathedrals. However, I have made several fan Space Marine chapters (as every 40k fan is obligated to do), and the one with the most detail is the Cosmic Angels. With the aid of Stable Diffusion and some online “marine coloring tools” I made this infographic on them.

(And yes, it is definitely, totally a coincidence that my interest in Starmada and constant setting crossover battles coincides with me elevating an extreme fleet based chapter. Totally. A. Coincidence.)

Review: Nothing Last Forever

Nothing Lasts Forever

Sidney Sheldon’s Nothing Lasts Forever is the worst book of his I’ve read since The Other Side of Midnight. The story of female doctors in a California hospital, romance, drama, and of course murder, it has all of his weaknesses but very few of his strengths. Namely it’s overloaded with the “pop” part of “pop epic” while totally lacking the “epic” part.

It’s less pretentious than Midnight but otherwise has the same problems. His female main characters are simply wicked or shallow instead of ambitious and powerful. That combined with low stakes and a decided lack of interest makes it hard to care about anyone or anything.

So it seems like he was in the decline by this point. But that’s understandable, as nothing lasts forever.

Weird Wargaming: The SW40k Project

I’m delighted to announce the initial release of a Starmada project of mine: The Star Wars vs. 40k fleet lists. Based on the fanfic, it aims to bring the battles from said fic to the generalist wargame. So far initial Imperial Navy and Republic fleets have been made. More, including Astartes, Separatists, and whatever else my brain thinks up, is planned.

Notes:

  • Ships are judged based on absolute and not relative size. This means the 40k ships are usually gigantic with the HP to match.
  • The Republic is a swarm fleet whose ships are almost always pound for pound inferior, just like in the fic itself.

A Thousand Words: Noita Conjurer

One of several things responsible for my slowdown in reading, writing and blogging has been the Conjurer mod for Noita (previously reviewed here). The problem with Noita was that it had excellent and complex interactions, an incredibly customizable magic system, and more… thrown into a punishing roguelike. Even respawning mods didn’t really solve the latter problem for me, as it just still felt like luck and brute force.

Enter Conjurer, which turns the entire game into a silly sandbox. It’s great for getting the hang of wand mechanics… and just seeing what happens when you pour lava on things. For me it turns Noita from one fun game into two.