Thursday, August 8, 2013

$4.99 for Princess Ryan on Kindle!


$4.99 for Princess Ryan on Kindle!

-To make my novel more accessible and more affordable, I have reduced the price by half to $4.99 on Kindle. Paperback version is $17.99 (down from $19.99 - I can not go any lower due to 'price to publish' contractual agreements with CreateSpace...although it can be had for even less in the used shops on Amazon).

http://www.amazon.com/Princess-Ryans-Star-Marines-ebook/dp/B006P4E9V6/ref=sr_1_15_bnp_1_kin?ie=UTF8&qid=1375994527&sr=8-15&keywords=princess+ryan%27s

Some Nice Press About Princess Ryan's Star Marines

Woke up today to some nice and unexpected press about my novel, Princess Ryan's Star Marines...


Over da edge

 

A blog of edgy book writing, clever game designing, and lucky life 


AUG
8
On Sharks, Gen Con, Matt Forbeck, Mark McLaughlin, and Bacon.
http://overdaedge.blogspot.com/2013/08/on-sharks-gen-con-matt-forbeck-mark.html


As the blogger remarks:

In other game novel related news, an acquaintance of mine, Mark McLaughlin, recently released Princess Ryan's Star Marines. Based of the beloved game of the same name, Princess Ryan's Star Marines follows the exploits of a squad of star marines as they attempt to rescue the beautiful (I assume) Princess Ryan. You can read a review here.

In related news, look for a major review of the novel on Goodreads very shortly....


Wednesday, August 7, 2013

Kentucky in the Civil War: Speed Bump or Trap Play?

Rebel Raiders Strategy Question #1:

Kentucky in the Civil War:  Speed Bump or Trap Play?

At the WBC (World Boardgaming Championships) convention in Lancaster last week, I got into an interesting discussion about the role of Kentucky, most notably Louisville, in Rebel Raiders on the High Seas (as well as in other Civil War games and in history).   It began with this comment from my friend Evan:


“Why would any Rebel player in their right mind NOT invade Kentucky on turn one?”

In Rebel Raiders as in many Civil War games the South goes first.  That means it can get into Kentucky and take Louisville before the North, presenting the Union with a fait d’accompli.   In Rebel Raiders the South takes it by simply placing in Louisville one of the two batteries they can build in a turn.  The South then rolls two dice, and loses the difference in Victory Points.

Evan put forth the notion that this is a no-brainer move.  It is an “in-your-face” challenge to the Union to take this initially neutral city, and it blocks the Ohio – which means any Union warships built in Cincinnati cannot join the Union fleet on the Mississippi unless and until Louisville is taken.  In addition, he pointed out, it protects Nashville.

“What Rebel player in his right mind doesn’t take Louisville on turn one?” He reiterated.  I answered: “me.”

While Evan is not WRONG, I see Louisville not as a speed bump but as a trap play. 

First, the Union never has to take Louisville back from the South – not to win, not even to attack Nashville – which can be assaulted by hitting Forts Henry and Donelson out of Cairo.  So that means the battery may never fire a shot, and that he Victory Points lost will never be recovered.

Second, if the South does not take Louisville, the North might just be tempted to grab it – and that uses up one of their attacks (although in 1861 their attack odds are poor, they can still get lucky in a fight in an undefended port or fort space).  It also means the North has to roll two dice, and give the South the difference in the roll as Victory Points.  The maximum difference is only FIVE – but that is enough to build a Blockade Runner or Gunboat for the South.  It is as much as five Blockade Runners can bring home in a turn from going to any ports other than the two big European ones.

Third, the battery that is used to take Louisville for the South is better used anywhere else:  at Nashville or Forts Henry and Donelson, for example, or at Island No. 10 or Memphis – and that is just in that same theater of operations.  In addition, compensating for the Victory Points expended to take Louisville, as noted above, means extra work for the Blockade Runners – or, if the difference between the dice is the full Five, it means it cost the South a ship it could have built – either a gunboat for defense or a Runner to make points.

The Yankee Case: Louisville is an easy victory and a jumping off point.

There are, of course, those who see Louisville in a different light.  A Union Louisville does open up Cincinnati as an extra shipyard to build up the Mississippi Squadron more quickly.  It does threaten Nashville from the land side – which means the South has to worry about Tennessee being invaded from another direction, and if Nashville falls the North can immediately strike either Memphis or Chattanooga before the South can react (assuming the North took Nashville on its first attack of the two it gets each turn, or that the Union purchased or has cards that give it additional attacks).

Bottom Line:  Both Sides are Right

As in many games (and many wars) both sides make a good argument for why Louisville is or is not important.  Next time you play Rebel Raiders, which way will you jump?

(Photo below shows a Union Louisville - top center, yellow square with round blue marker with white star - and a Union controlled Island No. 10, with a fleet at Cairo.)






Tuesday, August 6, 2013

The Ships of Rebel Raiders - The Ironclads

 Rebel Raiders on the High Seas is a strategic game of the Civil War which focuses on the role of the navies on the rivers, along the coasts and on the oceans.  While most ships are represented by generic counters for Ironclads, Blockade Runners, Gunboats, Screw Sloops and, of course Raiders, there are cards and corresponding counters for many individual vessels.  This series presents those cards and offers a glimpse into the history of these storied ships.

Part IV– The Union Ironclads :   Black Terror – The $8.63 Ironclad

The art of military deception was alive and well in the American Civil War, and there is perhaps no greater example of this, at least on the naval side, than the story of the Black Terror (as represented by USN Card 25).  A “mock” ironclad, it was built in 12 hours for a cost of $8.63 and sent downriver with the current in February 1863.  Its mission was to scare the Confederates into abandoning construction on a real warship  (the USS Indianola, which they had captured and were repairing for use on the Mississippi).

It worked.  The Confederates, fearful that this menacing warship belching smoke from two stacks and with a dozen guns poking out from all sides would recapture the USS Indianola, set their prize on fire and blew her sky-high  (see illustration below).  The flotilla of Rebel rams scurried away rather than face this “Black Terror” – a mountain of a ship that was painted all black, with smoke billowing from tar pots and wooden “Quaker” guns and which bore in bold letters on her (phony) paddle-wheel housing the warning “Deluded People Cave In.”

As the Rebels fled, the dummy ironclad drifted on for two miles until running aground on a sandbar – at which point she was “captured” by Rebel Partisan Rangers.


 While the Union press of course had a field day with this story, the Confederate newspapers took it quite well.  As The Richmond Examiner put it, may as well “laugh and hold your sides lest you die of a surfeit of derision.”



Monday, August 5, 2013

The Healing and Teaching Power of Board Games

My "Napoleonic Wars" Cited as Useful in "Dealing With Stress" and for "Leadership Lessons"

Award-winning fellow wargamer  and noted business consultant Scott Pfeiffer featured my Napoleonic Wars boardgame in an article on his company's blog.  Entitled "Dealing With Stress: Lessons from a Boardgame,"  Scott not only said many complimentary things about it ("Trust me, this is a great game,") but also demonstrated how games, and my game in particular, can help teach people and the companies they run or work for some good lessons in how to deal with stress, especially in hard times.

For the full article, please go to http://marshallfredrickco.com/On_Business/stress-boardgame/

On a related note, consultant Richard Bliss mentioned my Napoleonic Wars in his piece in Forbes entitled "Juicy Leadership Lessons...From Boardgames?"

http://www.forbes.com/sites/netapp/2013/07/31/leadership-lessons-boardgames/

....

Sunday, August 4, 2013

Hudson's Hideout Interviews Mark McLaughlin




10 Questions with game designer Mark McLaughlin

Want to know what goes into the game design process?  Jason F of the wargaming blog site Hudson's Hideout posted an interview with me  (see link).  I just got back from the WBC game convention in Lancaster, and tomorrow will resume regular/historical postings etc.


http://hudsonshideout.blogspot.com/2013/08/10-questions-with-game-designer-mark.html

Thursday, August 1, 2013

The Ships of Rebel Raiders - The Ironclads

Part IV– The Union Ironclads :   USS Passaic – The Giant Monitor

First in a class that would bear her name, USS Passaic (USN Card 28) was one of the few Navy ships – and perhaps the only ironclad – which President Abraham Lincoln himself visited.  A week later she and the USS Monitor (USN Card 19) were caught in a storm off Cape Hatteras.  She survived only by bailing, pumping and throwing overboard all of her shot;  USS Monitor was less fortunate, foundering and going to her grave beneath the stormy waves.

With her mighty guns (an 11-inch and a 15-inch Dahlgren) the USS Passaic was a powerful addition to Samuel Francis DuPont’s (USN Card 54) South Atlantic Blockading Squadron of Charleston.  In addition to capturing a blockade runner, the outgoing cotton-laden Glide,  (a rarity for the lumber ironclads) she took part in DuPont’s abortive April 1863 assault on Charleston Harbor.  After repairs she rejoined the squadron and was chosen by its new commander, John Dahlgren (USN Card 31) as his flagship.  He directed the attack on Fort Moultrie from her pilot house.  When her sister ship USS Lehigh (USN Card 22) was driven aground (see my blog post from yesterday) the USS Passaic offered covering fire and help pull her to safety.