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#mostly just to try to auto resolve a battle
zanmor · 9 months
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playing Pontus in Total War: Rome Remastered has surprisingly been the most enjoyable experience I've had in the game.
the early game is the hardest I've had. after failing in the short campaign twice, my third run found using diplomats to sell map info for every sestertius I could get gave me the funding necessary to power out of the early game with armies that could actually do something. that and securing trade deals and alliances with as many neighbors as I could manage set me up to build a small empire before exterminating city after city on the march to 15 provinces with Thrace and Armenia crushed
enraptured, I jumped straight into the long campaign
same opening strat, raising armies with my map money, sending diplomats far and wide. but a major hiccup in this run, everyone refused an alliance save for Egypt, and they didn't even bother to fight anyone else aside from, best as I can tell, taking one Numidian and one Seleucid town
and all those folks refused to ally with me, instead allying with each other and almost simultaneously all declaring war. at one point I was actively at war with Greece, Seleucia, Macedonia, Armenia, and Thrace. I managed to knock Thrace out only for Dacia and Scythia to jump me shortly thereafter
but one by one I managed to fend off my attackers in some truly desperate defenses as my offensive armies took an eternity to consign them each to oblivion in turn. one of my favorite defenses saw me sally forth with 400 light cavalry, knocking out 4 of 6 Scythian battering rams but losing all my horse in trade. but it was exactly what I needed as then the walls were breeched in only two places and my 4 phalanxes massacred the assaulting forces. even just one more successful ram would have turned that into a defeat
I've also had to do similar but without the cavalry: just a small horde of eastern spearmen rushing from my gates to take out a ram so that my single phalanx can post up at one opening and repel the invaders
overall it's just made every battle, every settlement, and every unit feel immensely more important. I've since pushed through to the mid/late game and it's a little bit more like a more typical game of Rome now, but there are still some intensely close battles because overall my troops still have a lot of weak units. also with the early diplomat rush I now have more diplomats spread more widely than ever before with bribe money to spare. I've "gone to war" with my Egyptian ally by bribing Memphis and Thebes without gaining their ire yet
also have encountered some errors I haven't seen before. once defended against a siege force only for them to turn around and attack again the next turn, without taking a turn to build any equipment in between. the game loaded the battle map and the enemy army just turned and ran, lifting the siege, because they didn't actually have any means to break my walls
also at one point my bank account had nearly $70k in it and I took a look at the graphs and saw something odd. the Scipii were down to 3 provinces, one of which I had under siege--at their height I believe they had 6 or 7 provinces, so still not a lot--and yet the finances graph showed them with nearly $160k in the bank. definitely more than double my own position on the graph. had they just been stockpiling gold since the start of the game? why not spend more of that on war?
just a surprisingly enjoyable campaign that's made me approach the game in some new ways I never would have considered before. doing more with less, especially in the early game, aware that everything matters then
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quietlydiabolic · 4 years
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“Attack of the Killer Robotos” - BassRock short oneshot fanfic
By: Jixie Fandom: Mega Man Classic @bassrockweek: May 15 - Zombie Rating: G Words: 1770
There was always a sort of order amidst the chaos. For all the trouble and destruction Dr. Wily caused, he also had some sort of compulsion to do things a certain way, using certain patterns. Set zones. Defined attacks. Eight Robot Masters. The winding path through Skull Fortress.
Order amid chaos.
Which is what made this so weird.
It was… unpredictable. Haphazard. Disorderly. Mega Man knew Wily's patterns and habits like the back of his hand, but he never truly appreciated just how predictable the mad scientist was until now, when everything was— well— the best way to describe it was 'on fire'. Mostly on account of all the fires.
They had been waiting to hear from Wily, either bragging about his latest plot, or begging and simpering about how he'd lost control over it, but so far it had been radio silence. Mega Man did his best to stop the robots running amok and rescue civilians and put out fires, both literally and figuratively.
The last thing he needed was Bass showing up to brawl. He never knew if Bass was going to be on their side or in Wily's corner— it was 50/50— and their relationship was pretty nebulous, so Mega Man wasn't sure where he stood with Bass at any given time.
Lucky for him, Bass wordlessly went after the berserker robots instead of hassling Mega Man.
They fought separately for a while, until Bass shot down a Potton delivery drone that was in Mega Man's blindspot. He used that as an opening. "Thanks! Let me guess… Dr. Wily's latest scheme got out of hand?"
"Yeah."
"Another virus?"
Roboenza had caused advanced robots to go wild, while less complex ones simply ceased functioning. This time, everything had come to life, from smart blenders to self-driving vehicles (traditional and flying) to robotic vacuum cleaners.
"Nah." Bass hesitated, because it would help if Mega Man actually knew what was going on. But at the same time, Wily was still convinced he could regain control of the situation, in which case it was better if he left his rival in the dark.
He was still on the fence when Mega Man's face scrunched up in amusement, clapping a hand over his mouth, trying not to laugh and failing miserably. "Oh my goodness, is that… is that a commode?"
Blinking in surprise, Bass glanced over his shoulder, then slowly turned around. Shambling down the road was, in fact, a computerized auto-toilet.
"Oh for cryin' out loud!" Built for consumer use, a single shot was all that was needed to dispatch it, but Bass unleashed a series of rapid fire shots until the hapless appliance was reduced to scrap. "Does EVERYTHING need to be a robot? Sheesh!"
***
Everything being a robot was the problem, really. They fought their way through hordes of air conditioners units, portable terminals, coffee makers, automated tellers, electric bikes, water efficient washing machines…
…and robo-pets, unfortunately. Bass was not-so-secretly enjoying the mayhem, but even he seemed ashamed of having to put down the robotic beasts.
He decided not to fill Mega Man in on the details. It wasn't a virus. It was a remote-control satellite, only somehow Wily had bungled the command codes. Instead of making the world's machinery his loyal subjects, it had turned them into mindless attacking zombies.
But hours dragged on and it was obvious Wily hadn't got a handle on the situation. Even more worryingly, he hadn't heard from him since leaving the fortress.
While they fought to restore order, Dr. Light scrambled to figure out what was going on and how to fix it, Roll and Auto offered support, and Proto Man…
Proto Man showed up, having been off doing his own secretive machinations, tossed energy tanks to the other two, and while they refueled, took a moment to appraise the situation. "Why don't you take this fight to Dr. Wily?"
"I don't think Dr. Wily's in control," Mega Man replied, glancing at Bass. "I'm not sure stopping him will stop this," he gestured at the scene of destruction that lay before them.
"Couldn't hurt to try." The tone in Proto Man's voice suggested he knew more than he was letting on.
Chewing at his lip, Mega Man shot Bass another look. "What do you think?"
If nothing else, they could probably force Wily to shut off the satellite signal. On the one hand: mayhem. Bass didn't exactly want to stop. On the other hand: the whole thing was pretty ridiculous, there was no end in sight, and it was weird that Wily hadn't been in touch.
"Fine."
With that Bass teleported, and Mega Man facepalmed. "Darn it, you know I can't just beam directly into Dr. Wily's fort!"
"Hey, listen." Proto Man threw an arm across his back. "I'm sure Bass never mentioned anything, but this whole disaster ruined our plans."
"What? What plans?" He didn't like the sound of this. Particularly the ‘our’ part of it.
"We were going to catch a movie—"
"A movie? ‘We’? As in… the two of you? A movie?" Mega Man made no attempt to hide his disappointment. "Like a— like a date?"
His brother laughed. "No. Like a ‘trying to teach that idiot normal life skills'. It was going to be a group outing."
"Wh— a group— what group?" He was both relieved and increasingly confused. He'd never met any of Blues' friends. Had Bass? Did they have mutual acquaintances?
"Rock," Proto Man said firmly, turning so that they were face-to-face, planting both hands on Mega Man's shoulders. "Rock." He sounded tired. "Invite. Him. To. The. Movies."
There was an unbelievably awkward pause, and Mega Man gulped loudly.
"O-oh. Right."
***
Mega Man was surprised to find Bass loitering outside the fort. Something was wrong— Bass couldn't teleport inside either.
So they fought their way in the old fashioned way. The badniks inside were just as erratic and violent as the household appliances had been. Not knowing the cause of all this, Mega Man started joking around, making wild, increasingly preposterous guesses for what hare-brained plot Wily had this time.
"Is he trying to scare the public by turning their dishwashers and street sweepers against them, terrorizing them into surrendering and begging for mercy?"
"No."
"Let's see… he wanted to ruin Dr. Light's day because he won the Aperture Scientific Achievement award last week, and because he's a super-villain Dr. Wily didn't even qualify."
"No."
"This is an elaborate cover while he builds a third King, even though the last time—"
"Don't mention that name around me."
"Ummm… he's trying to collapse the economy, to start up a corporate conglomerate monopoly for all consumer gadgets?"
Bass groaned. "Please stop talking."
"He just woke up on the wrong side of the bed this morning."
"No."
One of the weirdest things about all this was the complete and utter lack of Robot Masters. They got through the maze pretty quickly and found the massive arena where, under normal circumstances, Wily would attack with a massive war machine.
It was startlingly empty.
"Where is he?"
Mega Man did a double take. "You don't know?"
Gesturing for him to follow, Bass made his way deeper into the fortress. If Wily wasn't around, what was the point of trying to keep his plans secret? He guided Mega Man to one of the main control rooms, explaining the whole satellite hacking scheme along the way. Calling up Roll, Mega Man used the nearest terminal to create a network link that would allow Dr. Light to download everything he needed directly from Wily's computers.
They waited in silence, Mega Man not willing to leave until Dr. Light was good to go, and Bass unwilling to leave his rival unattended in the fortress.
"Sooooo," Mega Man said, trying to sound casual. "Did you catch the latest Revengers movie?"
"Nope." He then mumbled something about how he was supposed to, and scuffed his foot on the floor in frustration.
Weaving his fingers together, Mega Man offered a small, hopeful grin. "I haven't had a chance to see it yet, either. M-maybe after things are wrapped up here, we could go check it out…?"
It earned a derisive snort, but then Bass shrugged. "Sure, whatever. I don't care."
"Cool." Trying to hide the feeling of glee, he clapped his hands behind his head. "I wonder how they're going to resolve the whole Eternity Jewels story. It's been so hard avoiding spoilers!"
They were in the midst of debating if Atoman's screen adaption was better than the comic version when Roll called in with the all-clear.
"I'm going to go back and help Proto Man handle the zombie-bots until Dr. Light can shut off the satellite." Mega Man hesitated. "Did you want to…?"
"Nah, I gotta find out where Wily got to."
They went their separate ways, but in the middle of a surprisingly intense battle with a commercial impingement oven— able to launch projectiles from its conveyor belt with incredible speed— Mega Man received a text with a set of coordinates.
Catching his look, Proto Man nodded in understanding. "Go, I have this."
They led him to the grounds outside of Skull Fortress, where a desperate, shrieking Dr. Wily clung halfway up a tree, feet scrambling against the trunk, surrounded by three small robotic lawn mower units.
Bass stood in the distance, arms crossed, wicked grin on his face. "Hey," he said as Mega Man approached. "You don't think Dr. Light could shut down the signal to everyone except these guys, could he?"
"Maybe…"
Dr. Wily switched tactics from berating and cursing Bass to pleading with Mega Man.
"We really should help him."
Tilting his head, Bass tapped his chin and pretended to be lost in thought. "I dunno, I think he could use another half an hour up there."
Mega Man laughed. He should help Dr. Wily and take him to jail, he really should.
"…I think I'm going to let you two work this out," he said finally. "Uh, Leitersburg Cinema, 7:30?"
Glancing at him out of the corner of his eyes, Bass shrugged. "Assuming the projectors didn't go nuts, too."
"Oh, shoot!" Mega Man hid his face in his hands. "You're probably right."
But with all the attacks Wily had done over the years, most businesses had contingencies and bounced back pretty quickly. "Think they'll be up and running again by next Thursday?"
"I guess?"
"Fine. It's a date."
He knew that Bass didn't mean a date, rather that they had an agreed appointment…
…but he couldn't help wearing a stupid, goofy grin for the rest of the day.
-- -A/N: Special thanks to @s-uranet for suggestions and brainstorming.
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intercal · 6 years
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C++17 vs. Rust
This is going to be an actual attempt at a programming-related blog post. If you’re not a programmer or don’t care about those two things, you can feel safe in skipping this.
In short, I still prefer Rust, but C++ (especially the new standard) has some features that Rust just cannot match. I’ll try to get into those without getting crazy in depth.
Of course, there's a whole amalgam of things to compare, but I'm going to try to focus on:
Frontend (syntax, building, and error messages)
Memory management and ownership models
Metaprogramming: generics and templates
Syntax, compilation, error messages, and the rest
C++'s syntax has notoriously been very messy for a while - but it's gotten much, much better with the recent standards. Having the auto keyword has cleaned things up so much, plus having type aliases with the using keyword helps a lot too (instead of using typedefs everywhere). In fact, I may go as far as to say that C++ has cleaner syntax in a lot of places where you'd expect it to get hairy. This is mostly anecdotal; I don't have any specific examples to back this up.
When it comes to building programs, I sometimes feel overwhelmed by the options available to me for C++. Since Rust has a de facto build suite - cargo - I'm never faced with the question of "should I use Make? should I use CMake? should I use Meson?". With C++, I usually spend an hour investigating these crazy new build tools, give up, and end up writing a simple Makefile. Dependencies between the two languages is an interesting comparison. In C++, I just download whatever libraries I want to use and stick "use (library name and version here)" in the README - in Rust, I just put them directly into my Cargo.toml file and let it resolve and compile all dependencies.
However, as a result of having these libraries and dependencies at my fingertips, I always feel like I need to check crates.io to see if there's a library that implements my micro-functionality that I need in my Rust program, instead of just implementing the functionality myself. Instead of getting work done and writing a simple component, I'm looking at documentation for a 3rd party component for much longer than it would have taken me to write a simple version of what I want. In C++ I don't feel that pull at all. Library dependencies feel like big decisions in C++, while in Rust they feel like something you do on a whim if it's needed.
Finally, error messages. C++ error messages are garbage. They are not useful when things get very complicated. This is because C++ has its standard library depend on side effects and behavior of the core language itself. For example - a std::unique_ptr may not be copied; if you want to move the pointer to some other object, you need to wrap it in std::move. The way it implements this behavior is not something special in the compiler, but rather, it uses private destructors and r-value references to get this behavior to work. So when you try to copy a std::unique_ptr, you don't get a "you tried to copy a unique value, you idiot, you absolute buffoon" error, you instead get an "attempted to call a private destructor, you idiot, you absolute buffoon" error. It's not helpful.
On the flipside, Rust's error messages are a godsend. They tell you:
What went wrong
Where it went wrong
What you maybe meant to type
Possible implementations of what you meant
Possible things to import
It really wants to make sure you know why compilation failed and what you can do to mitigate it. I love it love it love it and C++ needs to figure out how to work around its issues - I think being able to define some kind of custom error messages for common errors on specific objects (like a NB attribute) would be a step in the right direction to mitigate that.
Finally, modules and imports. Hoooooooo boy. Header files should fucking die already and I really hope the modules TS gets accepted for C++2a because jesus christ I can't take any more of it. I've finally moved over to using #pragma once, but it's still not perfect. Rust just lets you import things cyclically and perfectly and it just works. And thank god for that.
Rust's memory ownership model, and C++'s memory behavior
In Rust, by default, there can be only one "owner" of a bit of data at a time. If you do something like,
let x = make_some_foo_object();
and then move it someplace else,
let y = x;
you can't use it for the rest of the scope. I like this a lot, as it helps me organize in my brain what's being used and where it exists in the lifetime of the function and the program.
C++, on the other hand, will usually make a copy from x in to y with its equivalent code (the equivalent is literally replacing the let keyword with the auto keyword).
This implicit copy behavior makes me feel like I'm always on my toes and being careful not to write code that will trigger that behavior. However, this has been known behavior of C++ since its inception, and both programmers and the standards committee have gone great lengths to make sure you're able to mitigate this. For example, std::string copies by default - so you usually end up using a const reference, i.e. const std::string& - or in C++17, a std::string_view*.
That being said, C++ also has a std::unique_ptr type, which allows for unique ownership of an object, checked at compile-time, just like Rust. The one thing I hate about std::unique_ptr is that error messages generated from trying to copy (instead of move) the pointer results in an unhelpful error message about calling a private destructor.
However, that's not the default behavior. And when you're dealing with references in C++, it's up to the programmer to make sure that the lifetime of whatever a reference is pointing to doesn't go away before the reference itself (because otherwise you're just pointing at garbage, which can crash your program). Rust does these checks at compile-time, without heap allocations**.
Of course, the caveat to Rust's compile-time checks is that you need to keep track of lifetimes by hooking up special units in the language. This is funky to approach and if you don't completely understand how lifetimes in Rust work, you're going to be scratching your head a lot of the error messages and asking yourself why the borrow checker won't let you compile your program. It's definitely a double-edged sword, but one that I'm happy to weild at this point.
* as an aside, I found the std::string_view to be a pain to work with because not many libraries are well-equipped to handle the string view. I hate not using new features simply because of lack of support!
** I'm pretty sure you could write an allocator that does a stack allocation for the unique_ptr, but that's another step and something to keep track of.
Templates, generics, and metaprogramming
This is starting to get lengthy so I'll try to make this section short. This is one area where C++ and Rust really battle it out in my opinion. For starters, Rust's generics are not the same as C++ templates. There are a lot of similarities and you can accomplish a lot of the same goals, but templates are fundamentally more broad and flexible than Rust generics - for better or worse.
The biggest divide between them is that C++ follows this concept of SFINAE - "Substitution Failure Is Not An Error". When you write a class template or function template and plug a type in to it, C++ will try to substitute all instances of your type T lexically. If you call T::foo(), as long as your type T has some static method foo, it will compile. If there are multiple options for the compiler to fill the template in with, and one of them would cause an error, it's skipped and considered not to be the target template to use. In Rust, you need to specify that some generic T is a type that will have a static implementation of foo through a trait (i.e. an interface). This gives C++ more flexibility over Rust, but at the same time it opens the doors for more surprising errors and implied assumptions about any given T you may plug in to a function or class template. Plus, you better believe that C++'s template errors are ugly - that's why you get 1000+ line errors because the compiler is simply listing all possible types that the template is implemented for.
Additionally, one of the big things that C++ has over Rust in the metaprogramming realm is variadic templates. You can make a function that just takes N number of arguments, and it's all deduced at compile time. Rust simply does not have this, which makes situations where a function with a variable number of arguments makes the most sense must be delegated to a macro, which isn't exactly convenient. I'm not sure if the language team for Rust wants variadic generics, but it would be nice to have if they did.
Speaking of macros, Rust's macros beat the pants off of C++'s preprocessor macros. The caveat, of course, being the high barrier for entry and noisy syntax involved with creating a Rust macro. But once you understand and get going, you can do some crazy things, like, say, implementing a flavor of LISP using Rust macros.. They are quite powerful and expressive, which you simply don't have in C++.
Final thoughts
They're comparable, for sure. It may seem like C++ has been lagging behind in the language races, but that's simply not the case. It's just as good of a language as any while being very stable and very mature. Rust is still figuring things out and developing new parts. I'm excited to see its development while I actively use it. From a personal perspective, I'm going to stick with Rust because I'm finally at a point where it's very cozy language for me to use - but C++ is a close contender.
Anyway, I hope that mess of writing above makes sense - Tumblr's editor is very bad and I don't feel like fully revising this write-up so I hope it makes sense.
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mechagalaxy · 4 years
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John T. Mainer: Peace is off the table
Peace is off the table We were coming off two savage battles.  Division one is not a place for the faint of heart.  I was confident our next battle would be a victory, but we had taken so much damage from the Sith lords in the last round that I wanted to walk carefully and give our techs a bit of time to see if anything dangerous needed fixing before we got into a big fight again. We were tracking down an overdue parts convoy with my command company from the Bouncing Blue Berserkers.  I was the least beaten up, and so far down the list of priority repairs that if I didn’t get that convoy tracked down, I was going into the next fight with what my auto repair and med bot thought was good enough, and if I blew up, don’t go bitching to the techs. I didn’t think any of the other Factions would mess with our stuff outside of battle.  I mean nobody wants to start that or we all have to waste half our combat power securing our supply chain, and we all blow up five times the ammunition we get to keep, everyone getting poor in a race for bankruptcy. The House of Strategoi couldn’t even erect their own tents properly.  It was so sad I sent a work detail over to help them out.  The idea that no rank lower than a major could successfully pull of an actual mission, not a briefing for a mission was enough to make me laugh.  The supplies were being hit by someone else.  I figured swatting a few pirates would be a relaxing way to kill time, and get me the stuff I needed to get the repair and rearmament process done before the next fight. Suddenly my sensor sweep started fuzzing out.  I jumped up the power for high resolution and my screens dissolved into static as the low power jamming I had been brushing against turned into full power broad spectrum ECM attack. The jamming was all over about two hundred and seventy degrees of my forward arc, leading me to believe that we were mostly encircled already, and the back door was busy slamming shut behind us.  Outstanding.  Not a pirate alive that can match me (except Tory when she is in a mood, but we aren’t anywhere near her so its still mostly true), so we are going to swat a pirate and take home our toys. I shake my company into battle formation, dropping my Aspis back to the far rear to watch for anyone creeping up from behind (best passive sensors in the fleet on those funky shield crests of theirs), and took my big 105-110 tonners out to break heads. As we crested the hill, I decided to maybe hold off on the breaking heads, and maybe give peace a chance.  It wasn’t pirates, it was the ENTIRE UNIFICATION ARMY. Well not the whole thing, but there had to be about 1200 mecha on my sensors right now, and nothing below 85 tons.  Well, crap.  I had shoot on sight orders in the system, as we were pirate swatting, but those were huge tonnage numbers and with Unification, they could have their mobile gates anywhere, so I had no idea if they had support close or not.  I did not. “Alright guys, change in plan, give peace a chance.  Don’t start anything, and lets see if we can talk our way through this.  We are just a standard anti-piracy patrol for the Illyrian Hegemony, not even really mercenaries technically.  Thank the gods we are so fresh from combat our clan colours are all scrubbed, burned, or blasted off.  Just be cool” Be cool, we could do this.  No fighting.  Sure, we were Berserkers, but that was just a name right? The Unification had us in a classic L shaped ambush, force to our front, force to our left flank, the right flank was a slope I wouldn’t trust anything above 55 tons to climb, and I was losing signal from behind so assumed they were closing that off too.   Funny, they don’t seem to have concentrated that much depth to the front, assuming that having us in a crossfire would be sufficient to keep us under control.  It sort of depends.  Weight of metal is great, but in Division 1 our machines are so far away from factory spec that it really takes a very detailed scan or combat footage to get a true picture of the combat power you were actually facing.  One of us was making a mistake here.  I wonder who? “State your business and affiliataion.  This area is under Unification control”   I had our Praetorian ID still in the system since we did that little job, so I lit it up on our transponders and trotted out the whole “just honest soldiers, not dirty mercenaries” song while their inspectors gave us the hard once over.   Not a single scrap of paint remained to give us away.  What could go wrong? A pair of Unification Towers were poking their heavy flamers into the chest of my front rank Penner.  Oh no.  Oh no, no, no, no.  Not that one.  There was more than paint to worry about from that mecha.   “Hey punk, what is the name of that machine, what is that you have graven in the armour?  It looks kind of familiar don’t you think Sarge?”  The Unification pilot was enhancing the image, washing it through the filters to remove the damage and resolve the image.  That meant peace was just about over.  I keyed the weapons free command into my system and the revised ROE (Rules of Engagement) were in the process of being beamed to my command company when Lt Ramba Ral answered the question of what his Penner was named, and started the next war. The thing the Unification forces were looking at was an icon, a clan that no longer existed here, and the enemy of the war that won’t end in their own universe. “Seig Xeon!”  Ramba Ral spoke and cut loose with a Vadhar jammed where a Tower would have its junk if Tower’s had junk, and blew it right through the Optio behind. I gave the only command possible, “Blood and souls!”  I screamed, cutting loose with my Mjolnir to cut down the Unification officer, and drive my command company forward through the Unification blockade.  Our only way out of the ambush was to attack through it with maximum violence. Peace was off the table, Unification was coming for us.  Why the heck did I try to play diplomat with Berserkers anyway? Oh well, found my supply convoy at the Unification camp, so we will at least be rearmed and resupplied when the “Surprise Unification Raid” hits. John T Mainer 28840
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sv-95 · 4 years
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7 WAYS TO CHOOSE THE RIGHT WAGERING SITES NOT ON GAMSTOP
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stalwartignoramus · 4 years
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I Am Setsuna (Review)
Gameplay (5/10) Ups and downs
(+1) Fluxation and Momentum system adds a nice bit of depth to the otherwise basic nature of the gameplay loop. 
(=) The auto-movement can be very unpredictable, making AoE attacks hard to use since it is out of the player’s control.
(=) Monster behavior in the field is weird. Once they spot you, most of the time they’ll turn away from you, allowing you to preempt the battle. However, sometimes they’ll charge at you instead and there seems to be no reliable way to tell which one will happen.
(=) Difficulty is too easy, even if you play linearly, avoiding grinding, and not utilizing the game’s many cheese tactics. A well-built Endir can get you through most of the game with only his starter spritnites, Cyclone and Aura.
(-1) Monster drops have an unnecessary layer of acquisition. Certain loot can be acquired by killing monsters in different ways (exact kill, overkill, element kill, etc.) So if you need a specific loot from a certain monster you need to kill it in a specific way, which is honestly more tedious than unique.
Story (4/10) Cliche with forgettable cast
(+1) The overarching narrative is amazing, telling the darker side of fate. Even though the execution fell through during the middle parts, the story going full circle back to the stone monument was a nice touch to convey to the player a tale of inescapable fates.
(=) Very generic story. Party of x goes from town to town solving problems, making new friends along the way, and somehow winds up saving the world. 
(-1) Poor character writing. Every single one of the main characters are as stereotypical as they can get. Mysterious MC, Merciful Maiden, Old Warrior, etc. The dynamic between the party members is almost non-existent except for the 2 main characters, Endir and Setsuna. Party interaction consists mostly of side comments and the non-stop “Kid/Old man” bickering between Nidr and Kir. The group isn’t tightly knit and their resolve feels forced. The so-called sacrifice’s guards just get dragged around from left to right, adding another hesitant member as they pass through a new town. None of them really feel obligated to accompany Setsuna on her pilgrimage aside from Aeterna, they just owe a debt of gratitude and feel compelled to accompany her because it is the right thing to do even if it doesn’t make sense for their character. This would’ve been a better game if the narrative focused on the initial party of 3; Endir, Setsuna, and Aeterna.
(-1) Terrible pacing. It either feels too long or too short. They either should’ve, again, focused on the initial party of 3 instead of trying to make some half-assed narrative as to why this new party member will join the sacrifice’s guards or fleshed out the character arcs more by giving the members a more concrete reason to join the party.
Visuals (6/10) White everywhere that hides the underlying dark tones
(+1) Good blend of simplistic and nostalgic, which meshes well with the melancholic tone of the whole game.
(=) Level design feels uninspired, from the dungeons to the world map. The puzzles are also very basic and essentially just becomes busy work instead of being actual puzzles.
(=) Monster design is also very generic, even the bosses don’t stand out too much aside from being 5x bigger than the player.
Audio (7/10) The shining gem of this game
(+2) Melancholic and solitary piano soundtrack meshes well with the tone of the game, just like the visuals. The somber atmosphere the soundtrack emits reminds you of the fact that Setsuna, the sacrifice, is being sent out on a journey that ends in her demise. The game is worth playing for the soundtrack alone. 
(=) Some tracks were used too often, like when trouble suddenly hits the next unsuspecting town you happen to stumble into.
Final Score (5.5) Average Suited for nostalgic JRPG players
It did well for what it intended to be, a homage to old-school JRPGs. However, other than accomplishing that niche (and the beautiful soundtrack,) there really is nothing to write home about this game. 
(1-2) Terrible (3-4) Bad (5) Average (6-7) Good (8-9) Excellent (10) Masterpiece
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jacksgreysays · 7 years
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Konoha Team Designations (2017-05-23)
I went into this a little before on this post here, but I'd like to go into more detail just so I don't keep making stuff up and then not writing it down anywhere and then forgetting.
So here's the basic list for the teams again:
Team One - Medic
 Team Two - Vanguard (Stealth/Speed)
 Team Three - Defense (Genjutsu/Barriers/Traps) 
Team Four - Automatic Fail (code for ANBU/assassination) 
Team Five - “Retrieval”
 Team Six - General Support
 Team Seven - Heavy Hitter
 Team Eight - Tracking/Hunting 
Team Nine - Escort/Courier
 Team Ten - Infiltration/Siege
And as I said before, the Academy does actually try to create genin teams that students would be well suited to, but it depends on the assigned jounin sensei and their standards if they actually pass (except for Team Four who really just are leftovers and pretty much auto fail into the Genin Corps).
Mostly the reason why I'm doing this is because I have three different Naruto fanfiction series--Counterpoise, Externality, and (In)Difference--featuring three very different OCs who end up on very different genin teams, and since I've been doing the Character Statistics I've had to really hammer down just what each character's strengths and weaknesses are and resolve that with the other characters as a team.
Teams Seven, Eight, and Ten, obviously, are based on canon: Team Sevens are the traditional "heavy hitters," the ones who become legends--the Sannin, Naruto-Sasuke-Sakura, even in Boruto that carries over (I think?). Team Eights--based simply on the Aburame-Hyuuga-Inuzuka formation--are most likely meant for tracking/hunting, though no doubt they can form this team without those three clans specifically, with other sensor types. Team Ten are, of course, Ino-Shika-Cho, though for the years there aren't a set from those clans they can still use that number for teams who might have a similar set up or potential--very people based tactical abilities.
I don't know where exactly I got this from, but I feel like Team Gai was fanonically made to be Team Nine? Or, at least, given the other teams it kind of make sense to have them fill in the blank and since their team set up is very different from the other three they'd have a different number. And their specialization of escort/courier fits quite nicely in a weird spectrum of tracking/hunting and infiltration/siege--if that makes any sense?
My Team One designation is based off an, admittedly, insignificant throw away line from Dreaming of Sunshine's early chapters regarding Sakura's placement given Shikako's presence--which lead to @kuipernebula​ and I collaboratively brainstorming the simply named Team Medic 'verse.
Which leaves Teams Two through Six.
Given the superstition about the number four, that team would just be dooming a group of kids for death. And it kind of makes sense in a ruthless kind of way that there would be some students who just... don't have much potential at all, so Team Four--as an Academy proposal--is just an automatic fail into the Genin Corps. (But maybe that designation is used as a code for temporary teams doing assassinations or auditioning for ANBU).
Itachi was canonically stated to be placed on Team Two with a boy who basically called himself Tenma Lord of Speed and a girl who studied medicine in the Academy but, given the awful awful sexism in this series, got shunted into retiring to become a waitress for some reason?! which is a very distinctive team set up vastly different from the other teams we've already seen.
But that Team Two was stated to be "formed out of the best genin at that time and they were given the symbolic position of guarding the Fire Daimyo during his annual visit to Konoha." Which would make an argument for them being a Team Nine--or, rather, making Team Gai who specialize in mobile guarding type missions a Team Two--but it's specifically noted to be a symbolic position and more about showing off to the Fire Daimyo their shiny new Uchiha prodigy.
So what do you do with a team of the best genin from the class that aren't heavy hitters? They aren't specialized enough for a medic team or a tracking team, and they don't quite have the same vibe as an infiltration/siege team. They might be a decent escort/courier team, but that wouldn't really take full advantage of their potential. You have a fast kid, an Uchiha, and a medic--you can't move faster than your client for escort missions, to fully utilize the Sharingan you want to pit them against other shinobi not just bandits, and escort/courier missions aren't high enough risk to need a medic.
Thus, vanguard: a stealthier, speedier strike force who can handle themselves in dangerous times but are more subtle than the walking tanks and explosions of Team Seven.
So Three, Five, and Six are free game.
It made sense for there to be a general support team--because while a team of all medics is the easiest way to train combat medics and would make sense for large scale troop movements (when multiple medics would be needed for an entire battalion), it's not practical for smaller scale battles--and I made them Team Six because I figured they'd be deployed alongside one of the other higher number teams. Teams One and Two wouldn't need a general support team because it'd be redundant for One and slow down Two, whereas Seven and higher could use support for more variety if the mission calls for multiple teams.
With that mentality in mind, I figured Team Three ought to also be a specialty such that they also wouldn't need a general support. Or, rather, to break down what general support team even means? I headcanon that Kabuto's team were a Team Six--a medic with high genjutsu skill, a guy who can absorb chakra, and a guy who can stretch his limbs--which shook out to, besides the medic, genjutsu and close range non-destructive abilities. Hence, defense for Team Three.
And, finally, Team Five which I literally made up because I wanted a team of Leverage-esque thieves. I mean, I'll justify it in a second, but I figured I ought to be honest about my motivation for all this ranting; I wanted practical problem solving ninja thieves.
Obviously the Academy isn't going to make a team of assassins to be. While they are training child soldiers, it's not as if they can tell which preteen is going to be better at assassination than another. And while there is Team Two who would be good at the straightforward get in, get the target, get out, that doesn't leave much room for the other assassination requests of "make it look natural" or "frame this other person for it," etc. etc.
So the best way to train toward that mentality would be missions for "retrieving" objects. This team would need to be not quite a support team, but neither an outrightly offensive team either--kind of like a smaller scale, less destructive version of Team Ten. It's still very people based tactics, but more subtle (Yamanaka personalities may be all about nuance, but their ability is not so much. At the very least, I don't think the person they possessed loses their memory of the possession? So it'd be very obvious afterwards what happened).
In Counterpoise the Team Five I created is "the genjutsu specialist with a fondness for traps, the medic with a talent in taijutsu, and the fuinjutsu user with chakra reserves four times the size a ninja twice her age"
In Externality, Tetuski accidentally helps Naruto graduate one year early, leading to the both of them and another OC becoming a Team Two under Kakashi. (I actually have what is probably an unpopular/unheard of headcanon that Team Minato was not a Team Seven but rather a Team Two)
In (In)Difference, Team TenChiKoku is a Team Ten that doesn't directly mimic the Ino-Shika-Cho dynamic but would have a similar function in wartime.
Okay, that's a weird thing to end on, but thanks for reading this far!
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adashofstarshine · 7 years
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Fire Emblem Fates Conquest - A Review
As promised on the outset of this game, for every criticism I have, I’m going to make a positive comment too. However, as not expected on the outset of this game, there are a few more positive comments that perhaps I would have thought. Either way, this is a long post of me trying to get everything down before my brain starts its sieve like tendency of losing everything that isn’t immediately relevant to my interests.
I’m going to split this bulletpoint style review into two sections: Gameplay and Story. The first will cover everything mechanic, and the second includes my thoughts on the plot and characters! 
Just a note: I got very few supports on this playthrough but I will fix that on my second, which I will be calling SmoochQuest like the mature adult I am. Anyway, on with the review, spoilers ahead!
Gameplay
Positives
Level Design. Probably the game’s strongest feature and the reason the game was enjoyable to play. The variation in level design was great, from the appearance of the levels themselves (Special Mentions to the Opera House and Little Rooms and Stairs levels) to the variety of things you had to do to complete them. It wasn’t all sieze/defeat enemy, which I remember disliking in FE13. 
Dragon Veins. For a while they felt distinctly un-Fire Emblem, but I must admit warping the landscape is fun, especially as any of your royals can do it, not just special Corrin.
Different units, weapons and magic for different cultures. Liked that a lot, even if I forgot what some of the Hoshido weapons were occasionally.
Location pictures.  I liked the fact that we got pictures of the locations when they were introduced. I also liked some of the music, the boss battle rendition of Azura’s song probably being my favourite (but the battle music is nowhere near as iconic as the GBA games.)
The Castle. Useful to have everything in one place, and there were a few unexpected shopkeeper laughs. (Mostly from Odin.)
Negatives
Weird voice clips. I’d prefer if they narrated the whole line or didn’t. Having a character say a random word at me that’s only semi-relevant at most is confusing at best, annoying at worst.
Only the protagonist is allowed to have a same-sex relationship.  This has probably been said a thousand times, but here’s my go. If there are characters who feel attraction to the same gender, why is that attraction only allowed to be directed at the MU? Dragon Pheromones? Who knows.
Fliers wielding bows. That’s not how fliers work, please, how is a FE veteran with an awful memory supposed to keep remembering they have bows now. Also add not being able to attack at melee range with Tomahawks to my weapon quibbles I’m too used to Titania being able to and it cost Camilla a lot. A nitpick perhaps but important to me.
No post-game content. My last save is before I fought Garon, and I would have liked to wander round Corrin’s castle thing and see what everyone thought post-coronation. However FE doesn’t usually have post-content so that’s not too unexpected. I’m not that tempted by the DLC.
Promotion Issues. Put back Auto-Promote pretty please. Also I’m confused as to why Keaton promotes (Laguz didn’t) but maids don’t when it would sort of be fitting for the heroic maid to rise above her station.
Story
Positives
Corrin was ok. I didn’t particularly love them overall, but I didn’t dislike them either. Sometimes I felt sorry for them and there were some rather nice supports.
Nohr Siblings. I found all the Nohr Siblings very interesting and wished I got all their supports, I’ll try again in SmoochQuest but if not then, I’ll look them up online.
Royals and Retainers. I’m interested in the dynamics and stories behind all the siblings and their retainers. Though like Corrin I do wonder why everyone siblings and retainers, seem to be a fresh sort of peculiar. (If I see the comic about the discount retainer store again I will have to reblog it.)
I am genuinely curious about Revelations. How can this be resolved without one family getting its children slaughtered?
Leo.
I also like Niles. (I’m scraping the barrel of positive comments here) Also the potential of Niles and Lep being together. It’s hard for me to ship things these days but I like the potential for these two. 
I might think of more things I like later, I’m currently in a post-game head whir so I’ll see what’s left after my brain has calmed down.
Negatives
What the heck was possessing Garon and Takumi? Going to explain that to me ever? Could whatever it was become a wider issue? Well who knows, not me. 
What about the Dragon God. Why did only not!Garon worship it? Was it actually ever saying anything. No explanation there.
The Great Trouser Shortage of Fate(s). Enough people have complained about outfit designs so you know what I’m talking about.
Limited character interest. Whilst I liked the Nohr siblings very few other characters immediately gripped me as someone I would want to know more about. These uninteresting characters got shelved immediately so I saw very little of Peri, Laslow, Nyx, Mozu, Benny, Charlotte, Keaton (for a while but then I needed good units), Flora, Izana, Jakob and there might be more I’ve forgotten. Therefore I got few supports and no children from these people.
Lack of Tragedy. They clearly tried to make the deaths tragic but when you’ve only seen a character for one of two cutscenes their death isn’t that tragic, even if they are Corrin’s mother.
Flat plot. I’m not entirely sure this is an overall criticism, but there was nothing in plot that seemed like a shocking twist and turn, nothing made me go ‘oh’. There were surprises but I didn’t care enough about the people involved to be invested enough to be enthralled by it. I kept going for the characters and their interactions, not the plot itself. It was very ‘we must get invade and the throne to reveal the bad thing’ and then we did that for many chapters, there wasn’t much else to it.
Why is there no religion in this world? Bar Garon’s mysterious dragon god. I’m curious as it’s been a mainstay of all FE games.
Well my brain is now forgetting everything as I type. Maybe I will remember more when I replay on SmoochQuest. For now, I would love to chat about the game with anyone who feels like it! 
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tvserieshub · 4 years
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Doughtlander has lasted a LONG time, having been just over a year since the airing on Starz of Outlander’s “Man of Worth” season 4, episode 13. In fact, this reviewer decided she probably needed to go back and watch all or some of season 4 to refresh herself on what happened! It’s worth noting for this first episode of season 5 that composer Bear McCreary elected to go with an “a Capella” version of the show’s theme song, and as usual, it was lovely.
The beginning of season 5 opens with The Fiery Cross. It is a joyous, and for the moment, calm time, as the Fraser family prepares for Brianna and Roger’s impending nuptials. Spoilers ahead!
Reviewcap
Outlander refreshes viewers about the events of last season, primarily that Stephen Bonnet (Edward Speleers) raped Brianna (Sophie Skelton) (Jamie Fraser (Sam Heughan) and Claire Fraser’s (Catrione Balfe) child) soon after she and Roger MacKenzie (Richard Rankin) had finally consummated their love. Because of this, it is unclear who is the father of Brianna’s child. After convincing Jamie that he unconditionally loved Brianna and the baby, Jamie granted Roger permission to marry Brianna. We are reminded that Jamie’s godfather, beloved Murtagh Fitzgibbons (Duncan Lacroix) leads a rebellious faction known as the Regulators. Because of this, he is a target of the local English military, and specifically Governor Tryon (Tim Downie). Tryon is the same person who granted Jamie the land (Fraser’s Ridge) that he possesses and where he has settled many Scottish immigrants.
The episode opens with a reminder of Jamie and Murtagh’s close relationship. Murtagh had sworn to always protect Jamie, both as a child and an adult. As usual, it’s entertaining to look at the opening titles and try to guess where the glimpses will lead.
Murtagh Swears to Protect Jamie
As this show has left us constantly anxious, we spend a great deal of time worrying that something awful will befall the Fraser’s wedding. Roger tries to shave, but Jamie takes over and they discuss Roger’s general unpreparedness for any trade in the 1700s. Roger is determined to learn. Jamie hands over the lovely ring for Bree.
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Bree’s Wedding Ring
Something Old, Something New
Claire finalizes the dress and both Bree and she enjoy the closeness of the moment. Jamie has collected the old, new, borrowed and blue. Jamie is sad about his all-too-short time with Bree, and Claire and Jamie discuss Roger’s need for support and his love for Bree. When Jamie gifts Bree her items, he adds a silver sixpence from Murtagh, who they are both sad can’t attend. Bree also gets to wear her grandmother’s pearls. Bree makes Jamie’s day by stating she “je suis prest,” the family motto.
Jamie Gifts Bree with Heirloom Pearls
The ceremony is lovely, and, the celebration afterwards, joyful and raucous. It’s nice to see old friends, and Aunt Jocasta Cameron (Maria Doyle Kennedy) is also in attendance. An amusing discussion of “hair of tics” reminds us that the ceremony is NOT catholic (it’s Protestant).  Cleverly woven into the ceremony is a flashback to Jamie and Claire’s unwilling wedding, but made sweet by their recital of an essential and heartfelt vow.
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Bree and Roger Wed
Jamie and Claire Renew Vows
Governor Tryon has unexpectedly attended the wedding. He let’s Jamie know that the feels Jamie has been holding back on the hunt for Murtagh (which, of course, he has).
Marsali Manages Tongue-Twister
As Bree and Roger share the wedding cake, it’s clear that Roger is so worried about what Jamie thinks of him.  He also refers to returning to their own time. Jocasta asks for Roger to visit her at her pavilion when he has a chance. It’s lovely to see Fergus (Cesar Domboy) and Marsali (Lauren Lyle) and Lord John Grey (David Berry) trying the tongue-twister drinking game.
Jamie and Lord John Gray have what is supposed to be a private discussion, where John lets Jamie know that apparently Stephen Bonnet isn’t dead. Most unfortunately, Bree overheard them. She tries to collect herself, mostly successfully, by holding her son tight.
Jocasta and Murtagh together
While we see everyone having a good time in one way or another, we are treated to a demonstration of Richard Rankin’s excellent voice. Ulysses (Colin McFarlane) escorts Jocasta to a shed, where she meets with Murtagh. They have a very entertaining interlude. But, unfortunately, she eventually lets him know that she’s been asked to marry Duncan Innes. She hasn’t decided, though. But, Murtagh lets her know he won’t stand in her way.
Roger Objects to Jocasta
The next morning, Roger comes to visit Jocasta. She basically slaps Roger by implying that he wouldn’t take care of his son unless he comes with money. This infuriates Roger, who tears into Jocasta (who actually LOVES this.)
Josiah Beardsley (Paul Gorman), the hunter, visits Claire with tonsillitis, and Jamie wants him to stay and hunt. Lord Tryon then pulls Jamie aside and issues an edict that Murtagh and his men must be found and then hung. Tryon tells Jamie he chose him because he was a Scot and knew them – which silently enrages Jamie.
Roger comes back from his visit and swears his allegiance to his son in front of Bree. Jamie informs Claire that Tryon left a troop for the hunt, and that Jamie must participate in the hunt or Tryon would take the land back. Heartbreakingly, he must leave in a week. Jamie really has no choice. He realizes he must keep his Scots loyal to him and not the governor. Claire and Jamie agree that Roger will be expected to serve, but isn’t ready.
Therefore, Jamie pulls out his impressive Scots kit. He gathers the settlement by lighting a fiery cross, reminding the settlement about the old laird loyalty tradition.  Conducting the ancient ceremony in which every member declares their allegiance to him, Jamie assigns Roger as a Captain, in order to protect him. Roger shocks Jamie by reciting the oath from memory. (SCHOLAR …). Jamie states he won’t light the cross again unless they are called to battle. He sets up a cross on a hill.
The Fiery Cross
Jamie goes to meet with Murtagh to let him know what is happening. Murtagh brings up that Jamie keeps discussing the upcoming war that will change the face of the land. Jamie really wants Murtagh to hold off. Murtagh sets up the rocks in a familiar pattern. He notes that because of all the people who came through the rocks, Jamie has everything he ever wanted. Murtagh wants and needs to do what he has to. Jamie releases Murtagh from the vow made so long ago when Jamie was just a lad, begs him to be hard to find, and cries as Murtagh departs.
Jamie Releases Murtagh
Thoughts on this episode: The episode was very enjoyable. Even though there were some tense moments, it was a happy, celebratory time and event, really laying the groundwork for future storylines. The Fiery Cross helped to resolve some of the antagonism between Roger and Jamie, drawing them closer, when they need to be. Visually stunning, the show picked the perfect location (ironically shot in Scotland, not North Carolina). Gorgeous and wild, it’s easy to accept that you are back in the 1700s.
Watch Outlander weekly on Starz (available on cable, and through Amazon), Sunday evenings at 9pm E/P.
Outlander (S05E01) “The Fiery Cross” Doughtlander has lasted a LONG time, having been just over a year since the airing on Starz of Outlander’s “Man of Worth” season 4, episode 13.
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1inawesomewonder · 4 years
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What a nice surprise the addition of Drew O’Brien has been to the Grizzlies program this season. (Sage Photo)
From Sullivan Arena, St. Anselm College, Goffstown, NH – Sunday, February 16, 2020
Perhaps the best thing about the shellacking that the Grizzlies took out in Keene on Saturday night was that they had less than 24 hours to think about it as they had to return to the ice for another game. Yesterday afternoon, at Sullivan Arena, Goffstown welcomed the Clipper Mules of Portsmouth-Newmarket for the only game in Division II hockey. Goffstown held their opponents to one shot on goal in the first period. Then scored five goals over ten minutes in the middle period to go on and earn a much needed 8-5 victory when all was said and done.
Maybe it was just a good night’s sleep or maybe a self reflection and renewal to taking care of the details. Either way, the Grizzlies came out and  played an outstanding first period of hockey against the visitors from Portsmouth-Newmarket. Goffstown held the Clipper Mules to one shot on goal, which didn’t come until the 14:00 mark, and created 13 shots of their own. Jackson Burke who was flying all over the place all afternoon ripped a slick backhand off of the post at 2:47 of the period, but that counted for neither a shot, nor a goal. Goffstown got on the board at 11:25 of the period when Eric DesRuisseaux led a nice breakout and pass to Drew O’Brien. The puck ended up on Grady Chretien’s stick and Grady pushed the puck past Jack Bussiere in net to give the Grizzlies a 1-0 lead. The first period would end the score 1-0, and Goffstown out shooting the Clipper Mules, 13-1.
Eric DesRuisseaux and the defensive unit had a great game on Sunday, save the penalty kill. (Sage Photo)
In the second period Goffstown had 13 shots again but this time many of their scoring chances were vastly improved. Despite the tremendous offensive outburst, a sign of things to come showed up in the first 90 seconds of the period. Goffstown took their second minor penalty of the game, and this time, Portsmouth-Newmarket cashed in with a goal. It took the Clipper Mules just 20 seconds of power play time to tie the game at 1-1. Andrew Madden scored from Jack Suhesky on a nice move, shot, and rebound play at 1:26. Goffstown took the lead for good at 4:13 of the period after Jackson Burke used his speed and skill to get to the offensive zone before dishing a beautiful pass to Grady Chretien who finished from there. At 6:51 of the period, on the power play, the Grizzlies scored on Eric Purcell’s first career goal right at the net’s doorstep. Eric DesRuisseaux had an assist on the play. Then at 8:31 Drew O’Brien, Grady Chretien, and Colby Gamache teamed up to give the Grizzlies a 4-1 lead, with O’Brien getting the goal. On back-to-back shifts Jackson Burke scored a pair of goals, at 12:16 and 14:36 respectively. The first one came on a great pass from Luc Ouellette and Burke buried the shot. The second was a nice touch pass from Theo Milianes while shorthanded that sent Jackson in on a complete breakaway all alone. Burke is an exciting player to watch, already possessing outrageous skills. He plays with great speed and a near reckless abandon. He is a player to watch as he matures and grows stronger, and if he ever masters the old, give the pick up to get it back approach he could be unstoppable. Goffstown led 6-1 after two periods. They outshot the Clipper Mules 13-7 in the second period.
Here, I unveil the nickname, Jackson “Breakaway” Burke. He had a big game against the Clipper Mules. (Sage Photo)
The third period wasn’t a total surprise from the standpoint of Portsmouth-Newmarket’s compete level despite trailing by five goals. Look at their schedule, they compete and battle every single night. So, when they scored on the power play, again, just 38 seconds into the period, their resolve earned a boost. Luke Suhesky scored the goal on a set up from Jack Suhesky. Goffstown answered quickly with a highlight reel worthy goal scored by Colby Gamache on a breakaway. Trailing by 4 goals at the time, Portsmouth-Newmarket started taking more risks trying to get back in the game and Grady Chretien made them pay with a pilfer and pass to set up Colby’s dash at 1:55. The Clipper Mules kept coming on though, scoring goals at 7:11, 8:51, and 13:44, all on the power play. For some reason it seemed like the Grizzlies were taking out every little injustice they ever felt, including any happening in the present, and somehow turned it into a wild west lack of discipline. Did the officials miss any calls that were worthy of penalties on Portsmouth-Newmarket? Of course. But even on a day when things were overwhelmingly going their way it seemed like the Grizzlies wanted to retaliate and/or sulk about the treatment. This is where leadership, maturity, and the choices made in reacting to adversity come in to play. It is conceivable that if the Grizzlies stayed out of the box through better decision making they may have had a running time third period in their favor just as it had gone against them a night earlier. That’s not to take anything away from the Clipper Mules. I realize that it takes another team to draw penalties and Portsmouth-Newmarket just kept attacking.
Colby Wright is another sleek skating member of the Grizzlies this season. (Sage Photo)
After Skyler Mikolaities scored from Ryan Higgins and Noah Foster; and Madden scored from the Suhesky’s; and Mike Durkin scored from David Blodgett; the Grizzlies only led 7-5 with 1:16 to play.
Portsmouth-Newmarket called their timeout and pulled Jack Bussiere from the net after the timeout. It took twenty seconds for Goffstown to slam the door when Grady Chretien nailed an empty net goal from Drew O’Brien. All in all, the Grizzlies had 40 shots on goal to just 19 for the group from the seacoast. On the other hand, Portsmouth-Newmarket didn’t need a lot of shots to cash in on 4 of 6 power plays.
      NHIAA Hockey:
Updated records.
Goffstown (11-7-0) vs. Portsmouth-Newmarket  (5-10-0)
Sullivan Arena, Goffstown, NH
Sunday, February 16, 2020. 4:30 PM Start:
  Summary:
Goals:
Goffstown: 1-5-2 = 8
Portsmouth-Newmarket: 0-1-4 = 5
Shots:
Goffstown: 13-13-14 = 40
Portsmouth-Newmarket: 01-07-11 = 19
Scoring:
1st Goffstown at 11:25. Even. Grady Chretien from Drew O’Brien and Eric DesRuisseaux.
  2nd Portsmouth-Newmarket at 1:26. PPG. Andrew Madden from Jack Suhesky.
2nd Goffstown at 4:13. Even. Grady Chretien from Jackson Burke.
2nd Goffstown at 6:51. PPG. Eric Purcell from Eric DesRuisseaux.
2nd Goffstown at 8:31. Even. Drew O’Brien from Grady Chretien and Colby Gamache.
2nd Goffstown at 12:16. Even. Jackson Burke from Luc Ouellette.
2nd Goffstown at 14:36. SHG. Jackson Burke from Theo Milianes.
  3rd Portsmouth-Newmarket at 0:38. PPG. Luke Suhesky from Jack Suhesky.
3rd Goffstown at 1:55. Even. Colby Gamache from Grady Chretien.
3rd Portsmouth-Newmarket at 7:11. PPG. Skyler Mikolaities from Ryan Higgins and Noah Foster.
3rd Portsmouth-Newmarket at 8:51. PPG. Andrew Madden from Luke Suhesky and Jack Suhesky.
3rd Portsmouth-Newmarket at 13:44. PPG. Mike Durkin from David Blodgett.
3rd Goffstown at 14:04. Empty. Grady Chretien from Drew O’Brien.
    Special Teams:
Goffstown Power Play: 1 for 3
Portsmouth-Newmarket Power Play: 4 for 6.
  Saves:
Goffstown: James Amorelli  14 of 19. (44:53)
Portsmouth-Newmarket: Jack Bussiere 32 of 39. (44:40)
  Standings: Boys Ice Hockey Division II
NOTE: The following are not official NHIAA standings. They are only the accumulation of game results as reported by the athletic directors and coaches.
Click here to view the schedules for all of the teams below.
Rank School W L T Points Rating 1 St. Thomas Aquinas 10 3 1 42.00 3.0000 2 Keene 8 2 2 36.00 3.0000 3 Goffstown 11 4 0 44.00 2.9333 4 Oyster River 9 3 1 38.00 2.9231 5 Merrimack 9 3 1 38.00 2.9231 6 Somersworth-Coe-Brown 9 5 1 38.00 2.5333 7 Dover 7 7 0 28.00 2.0000 8 Lebanon-Stevens-Mount Royal 6 7 0 24.00 1.8462 9 Kingswood 5 7 0 20.00 1.6667               10 Portsmouth-Newmarket 5 8 0 20.00 1.5385 11 Winnacunnet 3 10 1 14.00 1.0000 12 Alvirne-Milford 2 12 0 8.00 0.5714 13 Spaulding 2 13 0 8.00 0.5333
  Sage Page
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Theo moves the puck well and made several nice passes on Sunday. (Sage Photo)
The Big E, Eric Purcell scored his first career goal, on the power play no less. (Sage Photo)
Sean Hunter is getting limited time this season with the influx of talented youngsters, but he still hasn’t seen a hit he didn’t like. (Sage Photo)
Grady Chretien is compiling a season that has Grizzlie fans on the edges of their seats when he has the puck. (Sage Photo)
Colby Gamache is having another fantastic season and has become one of the all-time leading scorers in Goffstown hockey history. (Sage Photo)
Since Isaac has been back in the lineup after an early season injury, his skating ability at the blue line has been a huge asset to the Grizzlies team. (Sage Photo)
Calvin Sage plays with energy and determination that not everyone gets to. Jack Wilkinson is another talented freshman that could put up big numbers in coming years. (Sage Photo)
The Grizzlies got back on the winning side with an 8-5 decision against Portsmouth-Newmarket on Sunday. (Sage Photo)
Chretien and the Grizzlies score a beautiful goal on Sunday afternoon. (Sage Photo)
  ~ Thank you Maureen, your photos are fantastic!
Honestly these articles are so much better with your contributions.
The beginning of every article. (C) 1inawesomewonder 2017.
The thoughts and opinions expressed here are those of the individual contributors, mostly mine, and do not necessarily reflect the views of the schools, coaches, players, or characters listed in any of these blog posts. Or, maybe they do, but you would have to ask them directly. Either way, “It’s a great day for hockey” ~ the late “Badger” Bob Johnson.
Hockey: Goffstown 8 vs. Portsmouth-Newmarket 5 From Sullivan Arena, St. Anselm College, Goffstown, NH - Sunday, February 16, 2020 Perhaps the best thing about the shellacking that the Grizzlies took out in Keene on Saturday night was that they had less than 24 hours to think about it as they had to return to the ice for another game.
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