I am scheduling the Hearts of Iron III videos so that a new one is released each day so I don’t choke anyone’s YouTube or G+ feeds and also don’t have dead days with no videos. Now that we are actually in the war I’m going to slow down the pace of blog posts to provide deeper analysis on each episode. I am currently well ahead of today’s batch of videos and plan to remain so. But I’m also trying to avoid spoilers – there are going to be some twists in this game, and some challenges, especially as the war builds to its full fury in (I anticipate) 1942-43.
This batch of videos includes the breakout and initial prosecution of the war in Europe… although of course unpleasantness in Asia and Africa has been ongoing for some time. The view that the historical war started in September of 1939 with the German invasion of Poland is a Eurocentric one; the Japanese invaded and conquered Manchuria in 1931, attacked China proper in 1937, and the two nations fought continuously until the end of general hostilities in 1945. It was a nasty war, at least as bad as the stuff that happened in Europe and in some ways worse.
Episode 10 runs long at almost 50 minutes; I wanted to complete the conquest of Poland within a single chapter and that’s just how long it took. In-game, however, Poland surrendered on the 12th day of the campaign, about three weeks faster than they did historically.
As a general thing I tend to overcommit to the Polish campaign. Certainly I did so this time around, and you’ll see the ramifications of that in the following episodes. Had I used two fewer Corps in Poland things would have gone more smoothly in the west. Even one would have made a difference.
Note that any additional non-HoI videos (I have a few in the upload pipeline) will be in addition to the current series of playthrough videos. I’m also working on a Churchill instructional video which will take a while to film and meticulously edit. When it’s ready it will just be posted without interrupting the scheduled HoI episodes.
Episode 11 of Hearts of Iron III pitches the game’s the first curveball this time around, albeit a relatively minor one. Instead of waiting passively for a German invasion, the Dutch joined the Allies on the same day that Poland surrendered, effectively putting them into a state of war with Germany. At that point, figuring I’d have a relaxing period of sitzkrieg ahead, I was still in the process of slowly rolling forces west after the fall of Poland to support the thin defensive line against the Low Countries; only the Rhine frontier, opposite France, was even cursorily well-defended from my side. But I left obliged to commit to an offensive with the Dutch in the war.
The campaign proceeded pretty ahistorically even aside from its start date nine or so months early, with some Dutch counterattacks succeeding against the meager German forces present even though I was gaining ground overall. With this in mind I waited to declare war on Belgium until the Dutch were pretty thoroughly rolled up. This game me time for forces to arrive from the east and avoided the unfavorable offensive position the Germans face when invading both Belgium and the Netherlands at the same time.
Usually the Belgians put up a pretty good fight. This time they collapsed rapidly, and by then I was already striking into France, with the forces from the east reinforcing an initially limp offensive.
Learned: Strategic movement costs extra supplies and on arrival the relocated units are on a cooldown, so they can’t attack right away. But it would have been worthwhile to use strategic movement to bring my eastern forces west, since they were needed to support the fighting that was already fighting going on. They would have been in the action much sooner had I done so.
One of the virtues of playing Germany as an HoI newbie is that you have two relatively forgiving campaigns to warm up with before taking on the war’s game’s major challenges, the subdual of the British behind the channel and the overwhelming of the Soviet Union. The trick is that the two require different tools: Britain air and naval and the USSR land power. So often a German player will try to pick one or the other. This time, with multiple games as Germany behind me, I’m going for both, accompanied by the side strategy to keeping the USA out of the war. So while I’m not a noob at Hearts of Iron III, the new strategy is causing the game to display behavior that I have not seen before.
The War Begins (Episodes 6-9)
My current gaming excursion, as previosuly discussed, is into Hearts of Iron III, playing as Germany. The game is coming along nicely, but not without twists and turns and challenges and flaky bits within the game. Which if you’re watching along, you’ll get to see.
This parcel of episodes contains the big watershed moment: the breeakout of World War II in Europe. While one has the option, in Hearts of Iron III, of starting in 1939 or later, I always like to play the buildup years first so I can craft the nation I’m playing according to my strategy.
For this playthrough, I’m building up the Kriegsmarine to challenge the Britsh at sea. No small task, and as the game goes on I’m really feeling the effect especially as leadership is pulled away from the core land techs that I’d pursue in a typical game as Germany. The typical German strategy is to challenge either the UK or the USSR; in the game I’m targeting both.
To invade Britain – which is my eventual intention – you need more than sea power. Germany needs control of the air as well, so I have to continue building up the Luftwaffe as well. But first, winter for Poland and France.
At the very end of episode 9, more than three years of building, development and preparation, Germany demands Danzig and the Polish Corridor from Poland. The Poles take this demand poorly, and war results.
I’m having tons of fun on this playthrough, and I hope folks are enjoying the videos as well. Here, at the very end of episode 9, is where things are going to start being crushed beneath the treads of advancng Panzers. Remember to subscribe if you want to stay up to date with the channel.
As you heard yesterday, I am working my way through a game of Hearts of Iron III and posting the results to YouTube. Hopefully folks are enjoying them, and meanwhile I’m embedding new episodes in this post.
I would like to warn the prospective viewer that watching HoI videos can be dull unless you’re in to that kind of thing; it’s a slow-burning game. Playing as Germany, for example, it normally takes me 3-4 hours of play to get to the part of the game (some time in 1939) when the war actually starts. Some nations (e. g. Italy) start at war, while others (e. g. Japan) get to start shooting substantially earlier, but even so, especially early on a HoI Let’s Play is a sedate affair. Even once the war gets rolling (which happens in Episode 10 of my playthrough) each 20-30 minute (ha, ha) episode only covers a couple of in-game weeks at best.
A full game of Hearts of Iron III as one of the major nations, played until war’s end, is likely to run somewhere in neighbourhood of 40-60 hours. From a videography perspective, that’s 120-180 20-minute episodes. That’s a ton of overhead in recording, rendering and uploading.
Now, to be honest, I have a great deal of trouble making episodes that short. Mine probably average 35 minutes and I had a couple go close to an hour. Then again, I dropped the “original” episode 8, which was 54 minutes of me assigning mispronounced German leaders to individual divisions. I talk about that at the beginning of the “official” episode 8.
One solution that presents itself is to produce edited videos instead. This is at odds (I feel) with the whole Let’s Play concept, but it could potentially make sitting through the videos easier. I may try that in a future playthrough, maybe as the USSR, who I plan to play next. But I don’t enjoy video editing, so there’s that to consider as well.
Meanwhile, enjoy the vids, comment and subscribe!
This blog has been fallow for a while, and to be honest I feel really out of the groove of blogging, so I do not promise any surge of activity in the near future. But as it happens I do have some gaming news to report, and I have been moderately active elsewhere, particularly on Google+ and YouTube.
I’ve been posting some content over at the Ardwulf’s lair YouTube Channel. For one thing, I have disabled pre-video ads, because they are annoying and it’s not like they were making me any money.
For another, I have a number of new board/wargame videos up, including an unboxing of Mark Herman’s (relatively) new game Churchill, a power-politics game of the negotiations between the Allies to shape the world after World War II. I got to play it this past weekend (after making the video) and it’s a game that will repay repeated sessions.
I also did a video on Vassal, the engine that lets one play board/wargames on one’s PC, either locally or over the internet. I look forward to getting something rolling using this package.
And finally, I have a new Let’s Play series going, this time of Hearts of Iron III, something I have been wanting to do for ages. I am predictably playing as Germany because frankly I have the most fun playing as Germany. In part that’s because Germany is inherently fun to play in a strategic-level World War II game, but part of it’s just me; I have a little fluency in German so I can give all the units German names, for example, adding an RP element that I don’t have when playing, say the Soviets.
I have new episodes of this series scheduled to arrive every day, so stay tuned and subscribe.
Now that school is over with I am slowly (ever so slowly) starting to have a life again. Part of that untangling is getting back into reading and tabletop gaming. This post is about where I’m at with the former.
I’m trying to explore the modern supernatural genre, surely inspired by my acquisition of the Dresden Files RPG at Origins earlier this month. And I’d already read Storm Front, the first of the Harry Dresden books, a couple of years ago (it’s not like I got no reading done while I was in school). I stalled out on Fool Moon, which is the second volume, but the crowd seems to agree that the series doesn’t even start accelerating up to full speed until book 3. So with the RPG books at hand I muscled my way through book two, and went farther.
I’d agree with the general notion that the Dresden books start really rolling in book three; Fool Moon is chiefly interesting for continuing the novel world-building Butcher began in Storm Front, and it plants seeds that begin to sprout in Grave Peril. By book four, while the narrative is self-contained, a full-blown inter-volume arc is in place, with elements streaming in from the preceding three books.
The Dresden Files books (now numbering sixteen) are grim and moody with a splattering of whimsy and humor. Some might consider them an ideal mix in this regard; they’re dark but not relentlessly so. And they’re light, breezy reads. In that context I can’t help but compare them to J. K. Rowling’s Harry Potter books. Although I think Rowling is the superior proseweaver and storyteller out of the gate, Butcher does get better with each book at least through the fourth volume, Summer Knight, which contains his best writing to the point I’ve read — even though the convoluted plot makes no goddamn sense at all. The next book in the series, Death Masks, is on deck, but after crushing out three Dresden books in half a week, I’m trying to mark out some additional territory as well.
With that in mind I set upon Stephen King’s On Writing, which has lingered on my to-read list for quite a while. It’s very engaging, less a book about writing than about King as a writer, and his process. This was very illuminating, because I’m not really that big a reader of King’s books, in part because of his choice of subject matter — I’m not really a horror fan. I acknowledge King’s mastery of the craft and did very much enjoy The Stand… but I felt The Gunslinger was an interminable turd and am still staggering clubfooted through The Shining. On Writing showed me why King’s work sometimes seems to me to meander plotless through a featureless landscape, and at other times, when the characters are human and crisply drawn, to be extraordinarily compelling despite that. I therefore took On Writing as incisive criticism of King’s own work, in the best sense of what criticism is supposed to be: not to tell you what to like but to shine a light on some of the machinery and therefore on your own interaction with the work.
Next up, again in an effort to read in a number of different areas, was Leviathan Wakes, the first in a series credited to James S. A. Corey. “Corey” is actually the nom de plume of two writers: well-regarded veteran Daniel Abraham and (at the time of its publication) newcomer Ty Franck. The book is written in alternating chapters with their own viewpoint characters, with Abraham taking one set and Franck the other. I could tell who was writing who even before confirming it; early on the Holden chapters, penned by Franck, are less fluid than the Miller sections authored by Abraham, even though Franck’s part of the story is closer to the central narrative and he gets a number of the choicest scenes for himself. Holden himself is less interesting than the tortured, half-insane Miller, but Franck grows in ability even through the course of the novel and by its end the story seems nearly seamless.
Now I’ve moved on to Charles Hazen’s hoary old The French Revolution and Napoleon. Written during the throes of World War I, it was not the definitive work on the subject even in its day, but it’s a good short treatment of the period written in a dense but unscholarly style. I’m about 15% through it and France has barely received a mention except in relation to Prussia or England; Hazen spends lots of time on Frederich and Peter the Greats. But that’ll change as La Révolution unfolds and Napoléon emerges. I figure that the book will be a nice warm-up to an eventual reading of David Chandler’s massive and definitive The Campaigns of Napoleon.
Next on the nightstand will be, I think, finishing The Shining, followed by Abraham’s The Dragon’s Path, an epic fantasy and also first in a series. I have the next Dresden book, Charlie Stross’ The Atrocity Archives and Benedict Jacka’s Fated on deck as well, but I’m going to try to mix the order up a bit, so I’ll toss the next Expanse novel in along with some other dusty old history book.
The 2015 iteration of the Origins Game Fair has concluded. So here’s my big rundown of the whole event, sans pictures because WordPress is unhappy today. But if you want ’em, they are HERE.
On Wednesday, I spun down to the con early after work to get the registration thing done and but tickets for events. Which was good strategy, because there was a snafu whereby they didn’t have me in their system — even though I was in their system. There had been some crosstalk about this over on G+, so I kind of saw it coming, and the onsite staff bent over backwards to make things work out. A bunch of my events were, predictably, sold out, but I managed to schedule stuff for that evening and the following day, with the intention of doing Games on Demand on Friday and spending the day in the Board Room on Saturday.
The first game was a fine little World War II game called Quartermaster General. This is a very high-level grand strategic game aimed at six players. We had three, which was only slightly awkward. But I enjoyed it and am contemplating picking it up at some point. This is not by any means a game for the hardcore grognard, but it was sufficently wargamey to be suited to my tastes. Had the opportunity arisen I’d happily have played it again.
The second game was supposed to have been Traveller: The New Era, but I misread the start time and missed it, alas. I’ve always felt that TNE is a bit under-appreciated, and would have liked to have fired it up again. So instead, I hit up the Board Room but didn’t find anything of interest that wasn’t already full.
Thursday was going to be the first big play day for me. In the morning I got to play HârnMaster, a game I like a lot but haven’t had the chance to play in several years. Together, shipwrecked Ivinians Kjartan and Bork used their wits to navigate an ancient cavern and rescue the local lord’s bastard boy — and save him from being killed by his conniving stepmother as well, making friends with an alcoholic Nolah along the way. Despite having only two players (plus the GM) it went very well, ending with a promise from the GM to continue the saga next year, which I’m totally up for.
Between games I again cruised the Board Room with no luck at actually gaming, although I did swing a trade for Avalon Hill’s Fortress Europa, yet another game I once owned but foolishly sold off years ago. Afterwards I headed over to the dealer’s hall to buy some dice and the latest issue of C3i, GMT’s house wargame magazine. I don’t normally buy them, but this one had the errata counters for The Dark Valley, which I own and would like to have accurate counters for. As a bonus, the mag came with a complete wargame: Unconditional Surrender: Case Blue, a mingame about the Case Blue and Operation Uranus campaigns in southern Russia in 1942-43. It’s a micro-version of Sal Vasta’s much larger Unconditional Surrender, which covers the whole of World War II in Europe. This will be a great way to feel out the system to see if I like it, and it’s also a good target for a future wargaming video, since it’s small and can be played to completion in a couple of hours.
In the evening I tried, for the first time, one of those events that I think about doing every year: the National Security Decision Making Game. This is very much a LARP, although there seems to be a general reluctance to call it that, in which you play as segments of some real-world historical faction. In our case we played various internal factions within the USSR at the height of the Cold War. It was a ton of fun, and I did end up as the General Secretary of the Soviet Union, kind of by accident. It was very worthwhile and I got the chance to talk a lot of Soviet history before and after the game with some folks very knowledgeable on the subject, which was almost worth the price of admission by itself.
I would absolutely play it again, with one caveat: the game I played was the “short form”, four-hour version of the game, and I was pretty wrung out by the end of it. I’m not sure I could take the full eight-hour game. I wore bad shoes that day, a bush move that I have no excuse for (this was my 19th Origins,) which may have contributed to my discomfort. Also the room was approximately the same temperature as an actual Siberian gulag. The game was enjoyable enough to get me through it, but I’m still leery of an eight-hour marathon.
On Friday I arrived at the convention relatively late; there were some real-life things that needed to get done that day. Nevertheless, I did arrive in time for the 2 PM slot of Games On Demand. I landed in a session of Ken Hite’s Night’s Black Agents, sort of a vampire thriller game powered by Robin Laws’ Gumshoe system. The seesion itself was very enjoyable but I have reservations about the themes of NBA in particular; I like vampire stuff but the corporate espionage thing leaves me a little cold… but I’d like to read it to be sure.
In any event, when I spun down to the dealer’s room between events, I did my earnest shopping of the con. I picked up Crown of Roses, a block game and GMT’s answer to the classic Avalon Hill Kingmaker and Caesar’s War, a minigame from Decision Games that I’ve heard positive buzz about, and something else that’ll make a nice video at some point.
On the RPG front, I picked up the Dungeon Crawl Classics RPG, which I’ve had my eye on for a bit. To my surprise the massive hardcover was substantially cheaper than I expected, so it didn’t take much convincing. And I picked up Torchbearer and its accessories; it’s a dngeon crawling game based on Mouse Guard, which is in turn derived from Burning Wheel, a game I like a lot and consider a major inspiration.
Afterwards I hiked back up to the Hyatt for the 8 PM Games on Demand slot, where I got into… Dungeon Crawl Classics! It was great to see the game in action so quickly, and I had a great time; of our fourteen zero-level characters, about two-thirds of them died due to a single fire trap. It was glorious, and surprisingly, nobody else died for the rest of the session. DCC is a game I may do a separate post on once I’ve had the chance to digest the rules a little better; offhand it does some really nice things to baseline D&D, but I do retain some leeriness over the funky d14s and such.
Saturday was my #2 big gaming day, and started bright and early despite me oversleeping a bit. I started out again in Games on Demand, playing Microscope, an interactive Worldbuilding game that was a riot to play. The setting we came up with was a weird Meso-Polynesian society where the young spoke a different language than the old and ended up dying out, before the whole place was conquered by an Alexander-like foreigner who came in and settled the nearly depopulated islands.
After that: dealer’s room again, to pick up Trail of Cthulhu and the Dresden Files RPG, along with a couple more odds and ends. Both are fantastic reads, and my experience playing Night’s Black Agents earlier in the con sold me on the Gumshoe system, while Dresden was yet another piece in my Fate collection.
That night, again at Games on Demand, I got into a playtest of Wrath of the Autarch, run by its designer Phil Lewis. This is a Fate-powered kingdom building game, something that is incredibly up my alley, and it works wonderfully, although It does depart considerably from Fate Core. It was a joy to play, and probably my game of the whole con.
And that was Origins 2015. There was Sunday stuff happening, but I typically elect to go Wednesday and save Sunday for a day of cooldown before returning to the real life grind. And thus it was. Now, on Monday, I’m still tired.
Notes for Next Year
- I think this is my last go-round with the Board Room. It’s a great way to go for folks who want to play general-interest boardgames all con, but I have access to all I could ever want to play of those kinds of games (through CABS) and the kinds of things I’d want to get into at Origins tend to just not happen there. So barring something set up specifically in advance, I think that I’m just going to stick with roleplaying events from now on.
- On that subject, every year I tell myself that I should run games next year, but this year it feels a litte different. If there’s something I would specifically like to see, I should probably just run it myself, whether that’s some particular wargame or the kind of under-represented RPG that I like to get into at cons. Games on Demand can be a good vehicle for this, depending on the game — and even old school stuff like Classic Traveller and Dungeon Crawl Classics saw play there this year.
- My immediate thoughts on what to run would be old (but not OSR) stuff like Classic Traveller or Rolemaster. Or maybe have something of my own design ready to go by then, but we’ll see. It’s not like there aren’t several things in the pipeline.
- In a similar vein, I think that most of my RPG play will happen in the context of Games on Demand, which I felt was a huge, huge success this year. As this effort has grown the people running it have done a bangup job of keeping things organized, and even the last folks in the incredibly long lines tended to get into something cool.
- Wear good walking shoes every day. Dumbass. Also, maybe invest in some kind of wheely thing to carry stuff around. That damned messenger bag gets heavy after carrying it around for several hours.
- Socialize more. Gaming-wise I think my Origins was wildly successful despite considerable idle time. But I didn’t get to hobnob nearly as much as I’d like, or hang out with some of the people I wanted to hang out with. This is my own social anxiety aggravated by the logistics of having to drive in every day, so I had a reason to bolt promptly before midnight when my parking expired. Next year I’d like things to work out so I can stay later at least on Friday and Saturday.
- More and better forward planning. I was particularly bad about it this year, not even looking over the events listing until the day before the show. I’d also like to plan meal times better; I did make it to Bareburger, but otherwise made do at the Hyatt food court, which, aside from Subway, is about the same price as eating at North Market and not nearly as good. The issue is that RPG stuff happens in the Hyatt, which is at one end of the whole convention, and the High Street places like Barley’s and North Market are just past
- Since the amount of cosplay at Origins grows every year, I’m thinking of checking out the costume contest next year. I myself am very unlikely to cosplay (I have enough hobbies, thanks) but it might be fun to check out.
- Sunday will probably remain a stay-home day unless I take the following Monday off, which is probably not happening. I like to have a day to cool off after all the hustling of four days of con, so even if I have the extra day I’m more likely to blow it on Wednesday, where there is now plenty of quality gaming to get involved in.