Paradrops

The problem with large parachute drops, especially post-World War II, is that you need to be able to get a bunch of large transport planes to the DZ. However, if you are able to do that, chances are you won’t need to do something as risky as a parachute landing anyway.

Then you run into the issue of whether or not the resources spent on guarding the paradrop are worth it or not. There’s a reason why large operational/strategic paradrops are more in the theoretical than real. However, even theoretical offers an advantage. The force in being strategy means that a defender must prepare for the possibility that a paradrop could happen.

A Thousand Words: Nip For Speed

Nip For Speed

One rarely encounters a work of fiction, much less a video game as deep and enlightening as Nip For Speed. It is a point and click adventure game where you, sitting in the front seat, have to help a cat drive a car. The game is very short but I had a hugely fun time laughing my head off at it.

Make of this what you will, be it a game on materialism, a lecture on the beauty and stress of travel, or just a silly surreal game where you help a cat drive a car.

Review: Star Wars Incredible Cross Sections

Star Wars: Incredible Cross Sections

In the late 1990s and early 2000s, as the Star Wars prequels and their merchandise machine rolled into action, an interesting reference book series emerged. This was Dorling Kindersley’s Incredible Cross Sections. I remembered (and loved) similar books as a child showing real things ranging from Boeing 747s to T-34/85 tanks to old age of sail warships. So the art is beautifully done, even if there are issues like the Millennium Falcon being impossible to square totally with its interior and exterior differences.

So these are beautiful books. Unfortunately, the later ones were marred by a controversial author, Curtis Saxton. Saxton’s story is a nerd’s dream come true: An astrophysicist and Star Wars fan who became the writer of a site called the Star Wars Technical Commentaries. Getting to write official material would have been something.

There were two main issues with Saxton. The first is that he was a maximalist who tried to squish the incredibly soft space fantasy of Star Wars into a Stephen Baxterian hard plausible mold. Yes he gives technically accurate numbers for a galactic scale civilization-but it just doesn’t mesh with the actual movies. The second was his fixation on the “Endor Holocaust” (no really he used the exact name) where the debris from the Death Star would have wiped out the Ewok species. Imagine if a Star Trek fan was absolutely adamant that transporters were ‘destructive teleportation’ (ie killing/destroying the original subject and making a copy on the other side). (Ironically the Warhammer 40k fandom has a section like this in the opposite direction, where every Imperial Guardsman is a special forces equivalent elite soldier and most of the human population lives on advanced peaceful civilized worlds).

So not for the first or last time, it was someone plopping their fanfiction into “canon” in a way that didn’t quite fit. But at least the pictures were and are incredible.

Another Operator-Ette

Image made in Stable Diffusion

One of the things I love doing in Stable Diffusion is adding in a bunch of stylistic prompts and applying it to someone in a military uniform. This young lady here is one of my favorite recent generations.

A Thousand Words: Chains of Freedom

Chains of Freedom

the XCOM-esque game Chains of Freedom is a new turn-based strategy game that I’ve just completed. It’s well, uh, something. So I wouldn’t have finished the game if it was bad , but man is there so much that drags it and keeps it from being what could have been. A lot of it.

The first issue is the story and setting. Do you want Brown Age throwback graphics of one Cyrillic wasteland after another? Do you want a plot and setting that’s what you’d get if you prompted an AI to go “Make me a science fiction setting based on Command and Conquer, S.T.A.L.K.E.R, Metro, and throw in a couple of general cliches for good measure”? Do you want characters who are either dull or who you’ll hate from the start?

Then there’s the gameplay. Probably the most distinct thing about it compared to other XCOM-likes is that you have to scrounge and craft for items between battles. This is one of those things that’s a lot better in theory than in practice. Other than that, it’s a pretty standard “cover turn based strategy.” Which is a problem when you get into the final act and the game throws monotonous giant swarm after monotonous giant swarm at you. As if to compensate, the last few encounters and the final boss are anticlimactically easy.

This is a 49% game. And as the last couple of Super Bowls have shown for the team that bears that name, close doesn’t let you win. (Hey, gotta drop a football reference on NFL Draft day!)

Review: The Shot That Kills You

The Shot That Kills You

A short story centered around one of the most realistic and sensible Warhammer Astartes chapters, The Shot That Kills You is about the Raptors. As it’s short and explody, one shouldn’t expect it to be anything except short and explody. Which it succeeds massively at.

It’s good enough to wash away the internet cruft surrounding the Raptors, who are the poster child for what I like to call the “Gothic-style Halo” ‘fans’ of Warhammer 40k, where the setting is tried to be made respectable and its exaggerated elements downplayed in a manner that annoys me. Thankfully it’s not the case here-an Astartes seemingly flees and lures the overconfident xenos into a trap, not uplinking to his servo-skull drone and calling down a Whirlwind missile strike that obliterates the melee duelists.

A New Crossover Concept

See, Buckshot Roulette is one of the most crossover-friendly setttings imaginable. All you need to do is put the crossover character into the game. Since it’s implied to be some kind of supernatural dream anyway (at least in one mode, it’s a long story), you can go into their psychology as they face off against a floating head and heads and repeatedly shoot themselves in the head for a mid-six figure paycheck.

Review: Flight of the Intruder

Flight of the Intruder

Well, I finally did it and read a classic Vietnam War aviation novel, Stephen Coonts’ Flight of the Intruder. The joke before its infamous film adaptation was released was “Fighter pilots make movies, bomber pilots make history.” Afterwards, it was “Fighter pilots make movies, bomber pilots make bad movies.” Having not seen the film yet (and not likely to sneer, as I enjoyed Iron Eagle of all things), do they make bad books?

The answer in my opinion is kind of but not really but also kinda? Coont’s first novel, this is basically Herman Melville but with A-6s. Read the long, long sequences of a plane doing plane things. The sequences of an attack run. The sequences of a carrier landing. The sequences of doing naughty things in the Philippines. You get the idea. Thing is, even though I didn’t really care for these, I could see the appeal, especially to a non-expert reader back in the past.

So this is another one of those “have I been skewed against this?” books. And there could be worse.