Saturday, May 24, 2025

May 2025 - Part Four

World of Warships

Bought one of the Logistic Kits to obtain the last of the Adventure tokens to acquire the Eskimo

Also acquired the Scharnhorst '43 from the Logistic Kits bundle drop, loaded up the secondary mods for it, then ran it to complete the last mission in the Dockyard series (Chapter 4: Fate of the Blucher). Swapped the 10-pt commander that came with the ship with the special commander Erich Bey that I had sitting idly in the Reserve. 

Main guns performed well enough given their action resembled a shotgun - dispersion at longer range was tough. Yet it was saved by the superb secondaries at closer ranges. Managed to sink a few low-health enemy ships through their contribution. 

Saving up more Adventure tokens to grab the event special commander who is famous historically. A Victor Crutchley. Will place him on the Eskimo. Option also to have him command the Warspite, as he did historically. 

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Three ships from the Narvik to Dunkirk event obtained offer 200% bonuses on XP so will get a good run while the missions lasts - over three weeks left before they're finished. Ships are Cossack, Eskimo, Scharnhorst '43. No time left, nor desire, to obtain the remaining two ships - Warspite and Montcalm: already have them in port.  

Scharnhorst '43 is interesting to play. Cossack is the better of the two destroyers with the speed boost which the Eskimo doesn't have. Both are decent gunboats against fellow DDs. 

Drew up a list of unobtained ships available through the Armoury. There is a quite a few. But there is also a list of rare or unavailable ships that intrigue me. Ships like the Smaland. Almirante Abreu, the original Missouri, and so on. The last (the original Missouri) will never be available because it was mistake that WG only realised too late and removed it permanently. But there is more than enough to reach 700 by the end of this year. 

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Thinking of acquiring more ships via resetting lines through the Research Bureau. For now, it's just an entertaining thought. 

Update: Reviewed Clyde's old YT video regarding resetting lines for Research Bureau points. All I need is 20-plus million credits and 1.5 million Free XP. Something to plan for. 

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Got the K. Albert, a German T3 rare ship, today. Spent coal to acquire it through the Battle of Jutland crates. I had previously attempted to do so but spent piecemeal and therefore got put out by the guaranteed drop after 250 crates. No luck after several purchases. 

But today I decided to spend big (using coal) and "bought" 100 crates (at the rate of 1 crate for 1000 coal). This attempt proved successful and finally acquired the ship. 

Ran it in a game and while it contributed nothing toward the win, I am pleased with its acquisition. Slow as heck. Secondaries are meh. No special feature or module.  

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BrisCon 2025

Unable to make it due to not having any spare money (basic survival needs - bills, food, medicines). Envious of those attending. Hope to read or view postings on the internet regarding the event over the next week. Or maybe not...

Nothing on the interweb apart from a praise from one of the organisers via facebook. Maybe you just had to be there on the day?

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Counterstrike

Been viewing a lot of CS2 content lately. Admiring the play of the professionals who make it look so easy. Learning also about how skins have became integral to the game since CS:GO was released. And realising that's where WOWS got its monetization from. Not that it really matters given that's how the game has developed nowadays but it's nice to have some understanding that this phenomenon is common in most games these days. 

Got excited enough watching the reviews to crank up the old CS:CZ game. But quickly realised just how bad a player I truly am. Aim was off considerably - shaky hands. Awful spray control. Kept YOLO-ing when I should have paused. Ecetera. Got frustrated during several games when I could not close out because I kept stuffing things up. And repeating the same mistakes.  

Then I spotted I had Condition Zero Deleted Scenes in my Steam library so installed it and started playing that for a change. Even so, I was still terrible even with the robotic AI enemy so much so that I quit after a few chapters. 

Looking back after trying out Counterstrike, I wonder if that's how my current WOWS playing ability is like. Playing Co-Op is no indication for sure but I dare not venture into Random or even Ranked because of the toxicity and poor player base. The new game modes - Operations with Flagships and Perilous Route - have not yet enticed me. Waiting on the return of Asymmetric Battles (due out in the next Update 14.5) before I move out my existing comfort zone. 

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Wednesday, May 14, 2025

May 2025 - Part 3

World of Warships

Recently obtained two new ships - both superships - the US cruiser Jacksonville and UK battleship Devastator. Spent credits for them. Not likely I will play them anyway; just adding them to the port fleet. Slowly grinding towards 700 ships.

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Today a new event began - From Narvik to Dunkirk. In the Armoury are several historical ships involved during this period - Cossack, Scharnhorst '43, Montcalm, Warspite, Eskimo. And if you don't have them, 999 dubs is really cheap. But it's a lottery however: you have to spend more just for chance because there's 50 other bundles that have no ship in them and these are the one you'll likely end up getting unless you are very lucky. 

Of them, I do not have the Eskimo, a UK Tribal class destroyer. So I will be grinding for the necessary tokens to acquire it unless I get lucky and obtain it in a bundle. Each bundle costs 999 doubloons. I need over 800 Adventure tokens, currency to acquire the specific items in this event, if I was to straight up purchase the ship. 

Managed to upskill to 21-point my Yamamoto Isoroku legendary commander (finally). Currently grinding my Pan-Asian legendary commander Sa Zhenbing. Then it will be the turn of Mr. Lisboa, the Pan-American legendary commander. 

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I accept that the latest event is going to cost money but I don't necessarily mind too much. I still exercise my choice to gamble or not despite succumbing to temptation and splurge out most times. Yet I try to contain my gambling addiction to manageable limits. 

The overriding seduction however still remains playing naval battles in an arcade-style format. I do have milsim games such as Command Modern Operations and Scourge of War Remastered if seeking strictly historical entertainment. But I will continue to play the game (for now) while it still offers a level of positive and satisfying entertainment.

The Narvik to Dunkirk event involves several stages. Each stage has its own specific missions to complete. The rewards are Adventure tokens. The tokens can be used in the Armoury to purchase new ships, a new commander, and other titbits. These stages are unlocked gradually inasmuch as you have to wait until the release of the next stage. Stage 2 gets released 15th May. 

The next stage of the Experimental ships will also commence soon (next Update in a couple of days). Not looking forward to this release. Having completed the first part - Metz, Vyazma, Oregon - I know what to expect. And I won't be actively participating this time round. Why would I when there is no real reward. Again, the new set of ships will be loans like the first set. And again they will be Tier VIII, IX, and X respectively - Protector, Hotaka, Varese. And their emphasis will be their secondaries. 

But again, you can only unlock the first ship in this trio - the Protector - by spending Free XP (the devblog image showed 50,000 FXP needed to unlock the ship) or playing at least 10 games in Tier IX. Thereafter unlocking access is through a combination of accumulated Action Reports AND spending credits. 

Collecting Action Reports (three lots that total between 35-45) has accumulated to a fair amount - currently I have earned 1525. Can I spend them on these new ships?

Comments are generally unfavourable regarding previews of these ships with the most common complaint being that these are simply clones and/or amalgams of previous ship iterations. I wouldn't know the truth to that as I just like playing the ships.

A community favourite is making another temporary return - Asymmetic Battle mode. I will participate again because I enjoyed it last time, and because I get to run several port ships. Any ship from Tier VI to X is eligible with the ship range for players limited to a difference of 1 tier level. No restriction on players ships so you can run subs and carriers.

BOT ships will be two level lower and outnumber the players by a ratio over 2:1 - 5 players versus 12 BOT ships. BOTS will field no subs but carriers are fair go. Still fun. Played the Ohio heavily the first time Asymmetrics was introduced. 

A second USS Johnston is being added to the game. Why? Dunno. But along with this new ship you also get the commander, a flag, and an achievement specific to that ship. Some are wondering why the commander isn't afforded Legendary or Seasoned status in the skill level department. Interesting historical read too. 

Several new commanders are also making their debut. But they appear to have no special skills. Along with a new "fun" camo. And a couple of new detonation effects (silly really) will also be introduced. The effect is applies to any (only one) of your ships; whenever they score a detonation - boom - there goes your effect. Visual and identifies the ship killer on your team, but pointless really. 

Other changes affect the next Clan Battle season (#30) - experimenting with a new way to restrict or enhance modules on certain OP ships (really?) instead of limiting or banning them; yet they still ban three which are hybrids: Louisiana, Kommissar and Hildenbrand. 

As well there are changes (aka "improvements") to Operations with Flagship - which fiddles with ship performance modifiers. Both these battle modes I have no interest in or involvement with so don't care. 

As well, there are changes to the contents of certain containers which, again, holds no interest for me  whatsoever because they don't offer new ships.

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It never occured to me that I might be blacklisted but I found that out today while playing on the Two Brothers map in Co-Op mode. As the game began, someone in chat called out for assistance from two other players then casually remarked that the "others are blacklisted". My immediate response was one of surprise to find myself included in that blacklist. I did not know the player. Towards the end of the game, I repayed his compliment and blacklisted him in return. No time for trolls.

Today I continued to grind out my Pan-Asian legendary commander Sa Zhenbing on the Anshan at first but then switched to the Loyang towards the end of the grind. My economic bonus resource pool is fast dwindling but I will continue to use them to assist with the fast-tracking. Zhenbing is my last 20-point captain at the moment anyway. My next ones are Lisboa (Pan-America) and Swirski (Europe), but they still down the skill ladder so there's no real rush on them.

The Anshan was initially chosen because it's Tier V, has a speed boost, and saves on ship servicing cost. But the Tier VIII Loyang has a better torp spread. I also chose the hydro option instead of the speed boost this time for extra insurance. Both ships have smoke and their torps hit all ship classes unlike their deepwater cousins. Both are premiums. Both permit captain interchange without retraining. So I can rotate Zhenbing freely among all Pan-Asian premiums freely. 

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It seems the Eskimo is worth obtaining so goes the common consenus from YT streamers.

The bundles in this event are called Logistic Kits of which one bundle will contain one of the listed ships (Eskimo, Warspite, Cossack, Scharnhorst '43, Montcalm) while the rest are shipless and contain only resources and tokens. The thing is that there fifty such "shipless" bundles of this type. Each bundle, regardless of whether it has a ship or not, costs 999 doubloons or close to AUD6. 

Each shipless Logistic kit bundles gives you 35 Adventure tokens (currency), 5,500 Free XP, 16,225 Elite Commander XP, and 324,500 credits. To acquire the Eskimo outright, costing 800 Adventure tokens, I'd need at least 23 such bundles costing AUD 136.














These special missions offer at least 70 tokens and there are six such missions in the whole event lasting over a month. That's 420 tokens potentially available by projection.  

Update: Since the event unfolded, I was initially put off by the grind proposed for the Eskimo. But in the few days since, I am now assuaged reckoning the ship can be obtained for less that AUD136 by relying more on grinding the special missions for the tokens instead of buying the 23 bundles. Regarding the Logistic kit preview, I saw the Cossack come up as the next purchase available after purchasing a bundle today. As stated, only interested in the Eskimo because I have all the others.

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Bought the Logistic Kit bundle with the Cossack today. As I have it already received 2 bundles worth of dubs (1980) in return so spent them on two more Logistic Kit bundles. Slowly building up the requisite tokens for the Eskimo

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Today I managed to upskill Sa Zhenbing to 21-point thanks to playing Cossack's special mission (200% bonus on ship XP, commander XP, and free XP) as well as using economic bonuses. Tomorrow after the server has installed Update 14.4, I will play Cossack for the Dockyard steel bonuses - where possible). And grind the Pan-American legendary commander Lisboa. 

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Today I joined a game but disappeared to go to the toilet and check on the cats. Came back to find some arsehole had posted a passive aggressive comment in chat regarding my temporary absence. At first I apologised and explained why I had disappeared. Only later did I realise the tone of that comment was not complimentary. Coupled with the observation from a few days ago that I'm on someone's blacklist highlights a problem common to online gaming that it's easy to make enemies without even trying. 

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Other PC Games

Spilled

Found a delightfully fun but very short game on Steam last night. It's called Spilled. It cost around AUD8.

It's an ecological disaster clean up game. Only eight levels. Finished it on first go but missed out on a couple of achievements. Replayed it but still failed to earn the final achievement which is clean up Stage 8 completely. May be a glitch. Ran over the level carefully on second playthrough but could not find the missing pollution. Still fun though. Wish it were longer.













Each level, or stage, requires cleaning with your vessel that has a scoop and winch (appears later). Each level has two items that need rescuing (shown on right of image above). There are also side tasks that require retrieving a missing item and returned to its owner or original location (such as the task set by the yellow boat above). The more you clean up, the clearer the water below until it's crystal clear and the sea creatures are happy.

Each level has a recycling station that converts your trash into coins which can be spent on vessel upgrade (below) at the three upgrade stations. These upgrades are bigger scoop, large storage vat, and increased engine boost. 
























The clean up will involve oil spills, floating junk containers, sunken toxic drums, coastal environmental pollution, reshaping terrain, and putting out land-based fires. 

Of course, the end game involves engaging, and defeating, an evil boss boat which you have to sink.  

Throughout, you are provided with in-game help whenever you encounter new situations (such as how to use the sprayer on your boat). Very fun and highly recommended therefore.

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Space Rescue - Code Pink (R-rated)

Adult early access game that's been on my wishlist radar for some time. So a couple of days ago I decided to purchase it. Titillating and R-rated animation but otherwise okay so far. The animation style is a real plus for me. 
















You meet all kinds and types of characters as the only male repairman (Keen is his name) aboard the Rescue and Recreation ship. Periodically, other vessels will dock with you and new characters are introduced. Areas of the ship require access cards at varying levels of progress.  

















Of course, the interaction between the repairman and the females provides the "entertainment" (aka titillation) value. The storylines for each female are short and sweet in terms of resolution. If stuck for clues, you can always use the run-through PDF manual to provide the solutions. 

I do think the design of vessel is fairly practical with the operational components around the sides of the main "knob end" of the ship with the relaxation component - the massage, sauna and pool areas as well as medbay - centrally located. The crew areas, entry and workshop areas are all in the rear and separated from the main ship by a corridor. 

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Thursday, May 8, 2025

Rebel Fury

Saw a recommendation on YouTube the other day and bought it tonight. Rebel Fury is a hex-map ACW game by GMT Games designed by Mark Herman. Game lists several famous campaigns like Fredricksburg, Chancellorville, The Wilderness and so on. 

Will give it a run just for fun sake. 

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So play the Frederickburg solo game today. Only option is to play Union; the Confederates are static and do not move or attack. The scenario lasts for three turns. Victory condition for the Union player (me) is that it must be a Strategic victory which means capturing at least four hexes from a selection of seven of which all but one are held by the strongly fortified Confederates. Limited resources are allocated the Union forces with three off-the-map reserve units (one cavalry and two infantry) besides what's already on the game board. 

Game One: Learning the game so it was easily won by the Rebs. 

Game Two: Still learning the game play mechanics. Attacked on the Sunken road position but even with artillery support my forces were easily. Another win for Johnny Reb. And it was by a big margin.

Game Three: Getting the hang of it now but decided to ignore the Sunken road position and attack Hoods isolated position to the south. Managed to break through (using artillery fire spt and HQ spt) but then the game ended. Another CS victory. 

Verdict: Interesting. Going to play solo Fredericksburg again tonight.

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Another round of this interesting online board game by GMT Games. This time with screenshots...!

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Turn 1. Initial deployment. Same solo scenario from earlier today. Limited pieces on the map board for both sides. Confederates are static: they cannot move from their positions or counterattack although they are allowed to defend if attacked. As Union player you have to capture at least four of objective hexes - the seven red stars. Not sure why the remaining deployment is shown given the objectives are clustered around the Sunken road. 

Every action brings up the dialog box explaining the action which can be annoying after a while. 















The scenario gives the Union player a set amount of movement actions, in this case, it's always nineteen. HQ and detachments are moved first, then units. In this scenario, artillery is static too for some reason.

If outside an enemy ZOC and ZOI, the unit counter can move its maximum movement allowance (usually double on roads and in march formation). Proximity to an enemy will trigger a change of formation (automatic) from march to battle line.















Above shows movement ranges when a unit counter is activated. 















Turn 2: Whenever two opposing unit counters are adjacent at any time, movement ceases and the attack phase takes over (see below). Modifiers are applied (artillery support and HQ support - if within command range of 5 hexes). Die rolls are conducted by the game with the results given at the end of the attack (as shown above). 












Attack resolution is mandatory; you cannot proceed until they're all resolved. Cracking the Confederate position of Marye's Heights is a real tough nut to crack. But if you attack Ransom's position you can affect a breakthrough. But be mindful that Lee's HQ is right behind McLaws position and his presence will inspire the Rebs above and beyond. 

As seen above, I manged to break into the northern end of the Marye's Height position. However I made some poor decision when trying to follow through. Came close but no prize. 















The solitary point won was for holding one hex at the end of the game. Normally, the Confederates have a default 7 points lead at the start of the scenario. Worst loss was 13 - zip. Best result from tonight's effort was losing 4 - 1. 

Off-map movements was odd tonight. Pleasanton's cav detachment appeared at entry point I which is to the rear of the northern end of Confederate defensive line. All he had to worry about was Stuart's cavalry guarding that rear area. But I was unable to affect movement with the Union cavalry; he just sat at the entry point twiddling his sabre. The problem did not occur when I moved the two Union units through entry points J and K. May be a glitch perhaps? Or I haven't yet read through the PDF manual. 

Will play through a couple more times before tackling the major battles of this game. Cheers. 


May 2025 - Part 2

Art

Some pencil sketches of my grandson Kato done off photos a few years back.



He's doing fine so far in the States. Losing his baby fat from a recent photo taken while getting a haircut.

Vietnam War solo scenario

Further development of my next solo game saw me drag out my 15mm Vietnam War collection earlier today. Well, most of it - figures, vehicles, terrain, buildings. All for one item - this Buddhist statuette I found by accident at Pet Barn in their fish section last week. Removed the hose at the back, and voila!





















It will form the centrepiece for this new scenario. As for the temple complex? Well, that may or may not happen depending upon further research and my very dubious hobby crafting skills. It will be challenging, but that's something I need right now to shake me from my mental lethargy and depression. 

I could go all out and devise something a bit more substantial and complex such as the plan view shown below (while keeping the ornamentation bare-basic simple):





















Or I could go even more "rustic" and simply have the item as a lost statue from a forgotten time. Maybe it's even a cursed statue (unlikely). Any number of likely possibilities abound with this scenario and, in particular, the use and placement of the centrepiece. 

As for the area map, I've come up with something simple. The main objective (in Red) is the main district town - Vuon Nuoc Hoa. It's English translation lends it to the name of this clearing operation - Operation Perfume Gardens. 

Backstory: Used to do morning runs not from our home barracks in Singapore through a particular "fragrant" leafy area that we affectionately called Perfume Gardens. Reminiscent of the Anchorman scene with the eau de cologne, Sex Panther by Odion. Smelt like Bigfoot's Dick all right. Certainly woke you up. 






















An Overview Briefing by General Headquarters

...The strong Special forces team will be dropped off just east of the hamlet of Lang Phia Bac and set up ambushes covering the roads therein as part of their mission. At the same time they will report on all enemy movement in and out of their area of operations by conducting several scouting patrol due east of Vuon Nuoc Hoa. 

An air cav deployment will deploy while the main operation is happening and centre itself on the small hamlet of Ap Xa Phia Bach with the aim of cutting all escape routes north by road or water. They will have the support of a river force consisting of a single Tango boat transporting a platoon of infantry plus heavy weapons and engineers escorted by a Monitor. Once the ground troops are deploy, the helos will provide air support for the remainder of the operation. 

The main clearing force will make for Vuon Nuoc Hoa approaching from the south by air, river and land. In support will be a troop of M60 Bulldog tanks and APCs (reserve). 

Operations HQ (on the ground) will be quartered at Lang Dong Nam once it is taken and cleared by A company ANZAC battalion with C company in APCs in support. Artillery and air support will be provided for the taking of Lang Dong Nam which will be Stage 1 of the offensive.

Stage 2 will be the taking of Vuon Nuoc Hoa. For this a second riverine force consisting of D company ANZAC mounted in Tango boats supported by Monitors will capture the docks with part of the company moving on to capture the district village to the west, Lang Huen Tay Bac.

The main clearing operation will be conducted by D company ANZAC battalion with the 2/54 South Vietnamese "Tiger" battalion. D company will land by river and secure the northern road exit. The 2nd battalion of the 54th will drive in from Lang Dong Nam and move through Ap Mo and approach Vuon Nuoc Hoa from the south. D company 2/54 will demount and swing south and secure the river crossing from Ap Suoi Trang. Air and tank support will be given but the timeframe will be brief however as that support will then switch to the main clearing operations to be conducted by the remaining three infantry companies of 2/54th. Their goal will be toward the Golden Temple complex situated on the northern outskirts of the town. A and B companies move east of the northern road through town with C company in reserve. D company, once achieving their task, will move up the northern road and clear the western side of town up to the templex complex.

Overhead, a flight of gun helos will provide air cover coordinated by an Early Bird helo who can call on a flight of F4 Phantoms should things really heat up and local forces provide resistance.

The surrounding terrain is relatively flat and open with an abundance of wet rice paddy fields. Small stands of trees dot the landscape. Further north the terrain climbs into the surrounding foothills. The rivers are slow and often shallow in many parts facilitating crossings without too much trouble or reliance on the road bridges which are of good construction. The single main road runs from south-east to north-west and junctures with a newer road that connects from the north-east. Running south from Lang Huyen Tay Bac is an old colonial post road that is usable but in various stages of neglect. All other roads are merely dirt and gravel roads cleared, usable, but should be treated with some degree of care and caution. 

A large triangular-shaped forest exists due east from the objective and encompasses a fairly large area. We suspect this may be the base for the VC and NVA operating within this area but we need further confirmation this is so. Hence the Special forces team's presence. They will scout the area carefully to verify our suspicions. Nevertheless the area is quite dense underfoot and sparsely populated. The hamlet of Ap Song is known to us but intel on the place requires updating. 

Anti-vehicle mines are expected. Anti-personnel mines (the trip variety) are expected also so exercise caution when entered such areas. Engineers will accompany the companies. 

The local population are neutral, so Intel reminds us. But it's apparent they are also  "quietly" hostile toward our aims of pacification and integration into the policies of the legimate South Vietnamese government. The authorities therefore are having a difficult time trying to win them over. Hearts and minds, gentlemen. We must be mindful that this operation is for their own benefit and must be pressed with utmost force if necessary. Are there any questions?....

End of briefing...






















The main problem now concern the rules for use. CDS is okay but there are elements I'm not happy with such as the Big Guy concept. It does lend itself to solo play and someone did a solo version shortly after the release. Having played a few solo games however I am not a real fan of CDS. It needs tweaking to suit my play style. So this scenario will help identify those sore points and offer clues on how to modify it more to my tastes. Cheers.














Monday, May 5, 2025

May 2025: Part 1

World of Warships

Grinding the Dockyard event for the Blucher finished today. Took her out for her maiden voyage and kept her back as recommended instead of charging in guns blazing. Recommendation confirmed: she's not as strong as expected. Nothing remarkable given she's a dockyard ship - usually they have some gimmick of sorts to justify her status as a reward. Especially when spending valuable doubloons (the two starter packs) to progress through the phases along with the silly grinding.

Not interested in the Unbreakable Line mode. When they make it permanent, then I will play it. Remember the earlier brawl modes from years back and it was always fun to play so am not suprised UL has been lauded as it has. 

Yesterday spent credit to obtain the supership Jacksonville. Not taken her out of port yet but may soon do so just to confirm the hype that it's as OP as stated. Currently does not have a commander (none spare in Reserve) but will plonk a 21-point captain on it and take it out for a lark. 

Tried to shift a few commanders around tonight; been meaning to do so for a while but never got round to it. Usually you can do so without expending doubloons and/or elite commander XP as many times you want. But tonight could only do so once before it costs. Monetization everywhere.

Contemplated going the Research Bureau route. Resetting and regrinding a tech tree line will allow me eventual access to other ships but I am hesitant. Saw Lord Zath's take on resetting the RB way but remain unconvinced. And despite Clyde Plays excellent RB guide to resetting, I am reluctant to travel down this path. Not sure why, but some instinct prevents me from embracing this legitimate approach to accessing more new ships. Happy, for now, to slow-grow my Research Bureau points. So excellent OP ships like the Paolo Emilio or Vampire II will have to wait long-term before obtaining. I do have one, the Ohio. But am in no immediate rush to go after others. Current priority - and a long way off - is the Slava

Playing the Tokachi has been fun. Aside from helping me to finish my Dockyard grind, it has been performing well when played actively in Co-Op mode. Past few games has seen the ship score at least 3-4 kills on average regardless of the map. Be it on the Two Brothers map through the middle or on any approach lane in Haven, she performs very well, especially when confronting superior numbers. Armour may be non-existent but her torp salvoes against battleships are lethal. And her HE is a good firestarter. 

Counterstrike 

Reviewing YT videos of old and removed CS maps no longer active that past few days. A big trip down memory lane when I watched some YT vidz on the topic. Forgot how much I used to play Counterstrike a lot in 1999 - 2001. Much loved game. Played Counterstrike, CS 1.6, CS: Condition Zero quite a bit back in the day. Began to wane when CS Source was released. 

Old maps like fy_iceworld were always on rotation and the internet cafe was always full of young (and old), mostly Asian. Late night sessions often extending overnight into the next morning.















FY-SNOW was a variation of FY-ICEWORLD which was a straight shoot-out whereby weapons were laid out and you spawned on to them. The map above is version 9. 

ICEWORLD was extremely popular and the server was often full when on rotation. It was the one I played a lot. Of course, you had the wall hacks and aimbots happening or getting booted instantly, but it was so much fun you often ignored those negative aspects.














By the time CS: Global Offensive appeared I had already moved on to other games. And even though I have both CS:GO and CS2 in my Steam library, I have no interest apart from spectating the pro teams and their amazing skills. 

I have returned for some Condition Zero action because it has a narrative (of sorts) for some nostalgia some years back. And still miss those internet cafe fun times. But I have WOWS nowadays to fill that void. Poorly though, I might add.

Canvas Eagles - Solo adaption

Many years ago (around 2018) I wrote up a solo adaptation of Canvas Eagles. While perfect for solo gladiatorial combat, it was also handy for multi-plane actions. Plus I wanted to explore King Kong atop Empire State building situations with fantastic beasts. Hence why I named it Canvas Eagles - Beast Warz.

Tweaking a few changes and/or options seems in order when I pulled out the original typed up adaptation today. 

Command Zones

In the original, I've got the top two skilled pilots (designated A and B pilots) having a Command Zone radius of 2 and 1 hex respectively. What these Command Zones represent is the influence the pilot exerts on any other friendly aircraft (usually wingman) within that zone. 

This zone only applies to C- and D-class pilots (Pilot and Novice respectively) who are normally wingman to the more experienced A- or B-class pilot. If the wingman is an A- or B-class pilot the command zone cancels out between both. 

Looking at it now I might expand the range of the A-class pilot Command Zone from 2 to 3 hexes, B-class from 1 to 2 hexes and C-class is now 1 hex while D-class pilots have no Command Zone.

Rewording needed: "...If either move outside that command zone, for whatever reason, then they immediately revert to their own movement procedure (see below)..." This applies specifically to wingman in a pairing. And applies especially to D-class pilots which is expanded upon in the next paragraph.

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