All posts by james

James has a keen interest in military history, backed with experience as a TA reservist and a 17th century re-enactor. He has designed and run several face to face social games and is the editor of MilMud, the journal of the CLWG game design group. He is currently working on a book on the aftermath of the Glorious Revolution.

Megagame: Invasion from Mars 03

Dateline 3127.110-104

General Buck’s advanced HQ on West Continent, Cydonia

The Martians have landed! They made a major landing with most of a GF division just outside OLYMPUS. My shuttle landing reinforcements for OLYMPUS diverted to ENSEMBLE as the nearest friendly location. A major assault on OLYMPUS took place with indiscriminate bombardment by the Martians, resulting in 4,000 civilian casualties, as well as wiping out my sea marine force (no reported survivors).

A third sea marine force successfully assaulted KUTCHI and displaced the enemy logistics base there. They took some casualties on the way in and two transport flyers were damaged also (but repairable).

Finnish Defence Forces Annual report 2002, p. 7
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On the North coast the enemy armoured division trapped south of DEANVILLE has been all but destroyed. The infantry component has dispersed into the woods and is no longer a fighting force. The tank brigade has been reduced to a combat ineffective cadre. My two tank brigades are at about 50% strength but I have been allocated four more RMP, so have enough to re-build them.

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Megagame: Invasion from Mars 02

Dateline 3127.105-109

General Buck’s advanced HQ on West Continent, Cydonia

Operation VALKYRIE has been a major success! A successful seaborne assault by 3rd Tank Brigade has taken DEANVILLE cutting off the line of retreat of an enemy armoured division (although at a cost of 3,000 civilian casualties and ejecting an enemy infantry brigade West along the coast).

A simultaneous assault by the 1st & 2nd Tank Brigades from the front line to the North has reduced the enemy Division to less than half strength and prevented its escape.

Additionally an Airborne assault has taken place landing a sea marine force in both OLYMPUS and ENSEMBLE, threatening the enemy Air Logistics Base to the South of OLYMPUS.

The news is greeted with delight back home, and I have been awarded a medal. I also have four more RMP and reinforcements in the shape of an Infantry Brigade and the temporary loan of two shuttles to land them in OLYMPUS as soon as it can be arranged.

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Megagame: Invasion from Mars 01

Invasion from Mars is one of Megagame Makers megagames, designed by Jim Wallman and played in Anerley Town Hall in south London. The Invasion from Mars website has the game rules and the map as well as some background info on the downloads page.

I played the part of General Stanley Buck, a loyal and competent commander of the Democratic Republic of Cydonia’s Army Group West (AGW) (in reality about Corps strength, three two brigade armoured divisions plus air and sea components with appropriate logistics support). (details of some typical units)

At the game start AGW is already committed and has captured the Eastern end of the West Continent (link to map). This gives a firm jumping off point for the next phase of the offensive and the military balance shows that AGW slightly outnumbers the New Cydonia Colony (NCC) forces.

In my pre-game thinking I had decided to try an air and sea outflanking move, perhaps directed at the enemy Capital AGRIPPA (see map). One of the things that was clear though, was that the sea logistics base needed to be moved closer to the front to support operations beyond the current front line, it being at the maximum extent of the range from the current location.

Invasion from Mars

[3127.100 – 3127.104]

Operations in this period were intended to probe forwards while the logistics assets were moved forwards. Additionally some of the damaged units (two combat flyers and a tank brigade) were repaired using the available four RMP (Repair & Maintenance Points). The Operation on the Northern coast was called off as my tank brigade was outmatched by the armoured division it faced (a tank brigade, an infantry brigade and air support).

Original caption: CLOSE SUPPORT-- This is one ...
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However the deployment of the enemy was clear and it appeared that the majority of forces were in the front line to defend against further advances. There was an infantry brigade in the Capital, another with the air logistics base and a third moving on the North coast towards DEANVILLE. The cities of OLYMPUS, ENSEMBLE and ALI were empty.

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Another side of the COIN

I ran my game of being an Afghan farmer “The Other Side of the COIN” at the Chestnut Lodge Wargames Group’s (CLWG) annual conference yesterday afternoon. This was its second outing, you can see my onside report from the first run here.

Since the last outing the game has developed further to address some of the comments that the players made then. In particular I had a set of individual objective cards to drive some behaviours and give the players something to focus on that was essentially different each time the game gets played (and also makes the farmers all slightly different from each other, there is a danger that they all do the same thing). The other advantage of the cards is that it stops a purely economic rationality setting in immediately and just converting to grow poppy (because the income levels from this are a couple of orders of magnitude higher that any other sort of crops – the real reason that the Afghans grow so much opium).

Another development was the introduction of a set of cards to represent improvements or capabilities that the farmers can invest in. for example, securing a fuel supply, or building schools etc. These were supposed to form a pyramid of improvement, in that each of the items was allocated a level, and to buy a level 2 improvement then you need to support that with two level 1 improvements. Some of the improvements had pre-requisites, but apart from that it was simply building your pyramid that counted. Each improvement had some icons on the bottom that told you what sort of improvement it was, whether it benefited the whole community or just an individual. It also told you whether or not it promoted the Islamic lifestyle and/or used fuel. The individual briefings, and the farming mechanics, remained completely unchanged from the previous run of the game. I also didn’t get an opportunity to properly document some of the changes.

The improvements were all documented on the cards I produced, and there was a price list to make it easier to know what was available. In this run of the game the valley was a lot more peaceful. We played through two years of farming and in that time two of the four played farmers decided to grow opium, one on a small scale (a couple of fields) and the other as his major crop. In addition there was a bumper crop on the first summer.  This injected quite a lot of money into the game, and so resulted in some significant improvements in the town, a new well and a Madrassa were established as well as regular fuel & medical supplies and a specialist seed supply.  A shortage of time and players meant that there wasn’t any external tension to make different decisions about things, and the local cleric focussed on good works (establishing the water supply and madrassa from the funds raised).

Lessons learnt from this session:

  • the amount of money needs some careful calculation and appropriate denomination notes produced to make it easy to count out the correct sums;
  • the farming mechanisms need to be significantly streamlined to make them work faster, and the task allocation piece removed (or at least built into other mechanisms unobtrusively) as it wasn’t a real constraint on activity;
  • I need longer than two hours to run the game, at least double that, and I also need more players, at least seven, with clearer briefing for the police and the taliban as well as an external agent to foment trouble (or be the catalyst for it);
  • the mechanisms need to be properly collected into a well signposted reference document, ideally quite short. There also needs to be a revision of the play aid for farmers to put all the key mechanics on it.
  • I need a mechanism (or at least a trigger) for involving external authority in the area should there be a widespread growth of poppy. So some research on the eradication programmes and their timings would be useful.

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What you missed at CLWG in September 2011

Three interesting games and a load of cake! We started with Peter Merritt’s 1814 political game which looked at how Napoleon’s Marshals dealt with the oncoming defeat of France and the transfer of power. Following that Andrew Hadley brought out his game about the Athenian invasion of Sicily. We then finished with Rob Cooper’s game about the seizure of the Mecca Grand Mosque in 1979, complete with head-dress.

1814 and all that

Peter put on this game to try out some ideas about how you could run a game about the decline of the French First Empire. The players were mostly Napoleon’s Marshals (although Jim Wallman was Napoleon). There was an interesting mechanic of collecting cards to show which of the likely candidates for ruler of France you could evidence support for (five in total, including Napoleon, Louis XVIII, Bernadotte, Napoleon’s son and A.N.Other-Bourbon). The decisions per turn were relatively simple, and the operational game was quite abstract, so no real need to pay attention to it as a Marshal.

We had a good post-game discussion for this, helped by Jim’s notes which he’d made as Napoleon was under-worked. I’m not familiar with the actual politics of the period, so will confine comments to some of the mechanical aspects rather than the rest of it. There could be an interesting game to be had with the Marshals deciding to attribute their actions to either military or political activities (with enough actions per turn to be able to do a little of both when required). Without a played Napoleon the Marshals have to work collaboratively initially to keep France in the war long enough for them to build some support for a likely new ruler. They also need to try and choose (as a small faction) how to prosecute the war in a way that will bring their chosen favourite to the top of the list for the allies.

One of the ways to modify the current game to support this would be to explicitly get the Marshals to club together in the Paris crisis phase to work collaboratively to deal with the crises, perhaps using a hidden card in the pool way to resolve it, like the Battlestar Galactica board game. For those that haven’t been lucky enough to play BSG each crisis has a value and a suit (colours in BSG) that are needed to resolve it. Cards that don’t help add to the difficulty of resolution (allowing players to secretly sabotage things). This would allow them to either club together to resolve things while they want to prolong the game, or to swiftly end things when the time has come for Napoleon’s end.

Added to this there could be some stacked decks with support for each of the candidates, allowing players to take cards to suit their chosen candidates. It would also support attempts to get rid of support for other cards and having a broad range of cards for dealing with crises but at the players choice rather than being dealt completely randomly.

On the operational side, I broadly agreed that the map could be further simplified from a point to point system to a track for each of the main armies, although possibly with some cross over points to allow forces to be shuffled from track to track. The mechanisms could be relatively simple, some sort of stacking limit for the allies, units move one spot at a time (or even the die roll mechanism allowing 0,1,2 spaces according to weather, command allocation etc). Any track with Napoleon in it would remain static (assuming Napoleon is supported by troops and the odds aren’t too great against the French) but with the cost to the Marshals that Napoleon in the field makes it harder to keep control of Paris. Some simple battle rules to show whether or not contested advances happen would also be useful, and then one or two French Marshals could probably handle the whole thing on their own (although others may be required to allow sufficient military actions to happen).

Lastly the end game piece probably needs some thinking about, and perhaps a way to be influenced by the players.

Athenian Invasion of Sicily

I didn’t quite catch the proper name of this game. Andrew Hadley continued his series of ancient Mediterranean themes games with this one about the Athenians invading Sicily around 415 BC during the Peloponnesian war in the late 5th Century BC (431-404 BC). We were randomly dealt some key characters from the Athenian assembly and given a few pages of background telling us what happened, key arguments for and against the invasion and some intelligence of the cities on Sicily and nearby (allegiance, attitude to Syracuse, military forces etc). We then engaged in a debate to agree a plan, commit force levels and appoint command.

Once we’d sorted that out we began a campaign, although time pressure (and having a third game to play) meant that we had to wrap up relatively early into the execution of the plan. There were some interesting aspects to this, but in a lightly implemented way. There were pre-printed cards with a variety of words (one per card, e.g. Treachery) which could be used to get a +1 to a relevant die roll. Only one of these could be used per turn unless the action was planned, committing you to it regardless of other events. There were also some personal bonuses, e.g. +2 military for generals. Each situation was assigned a difficulty score by Andy to be beaten on a d12 plus any bonuses. For our small game this didn’t present any problems, but in a larger game there would need to be more guidance on probabilities and scores etc to ensure consistency and players being able to resolve some of it themselves.

Certainly this was a fairly workable and enjoyable game that needs a longer time slot to do it justice.

Seizure of the Grand Mosque (1979)

Our third and last game was a kriegspieled scenario run by Rob Cooper about the seizure of the Grand Mosque in Mecca in 1979 (on the first day of AH 1400) by some Islamic dissidents claiming to be the followers of the Mahdi.

In the scenario we were all playing either members of the Saudi royal family (and by extension the Government) or, in Jim Wallman’s case, the senior cleric on the Ulema and spiritual adviser to the King. Daniel was King Fahd, Richard Hands as the Crown Prince, Peter Merritt as the second in line, Dave Boundy as the Minister of the Interior, Andrew Hadley in command of the Saudi Arabia National Guard (SANG) and myself as the Defence Minister. Giles also arrived about now, but decided to observe rather than participate.   To add flavour and get us all into the appropriate spirit for our characters Rob had brought along some headgear, you can see the pictures that Daniel took on facebook. We also had to stop every now and then for prayers, underlining our devotion.

There is a good account of the historical events on wikipedia, and I’m not going to repeat that. However the scenario opens with a group of Islamic dissidents (variously numbered from 30-40 up to about 500) seizing control of the Grand Mosque during prayers, locking the gates and shooting some policemen. At the time there were somewhere in the region of 50,000 pilgrims inside the complex, which is vast, several hundred metres across in each direction.

The Saudis have two initial problems, the first is that they don’t have appropriate resources close enough to respond immediately, it takes time to assemble a response force. The second problem is that violence is not allowed in the Grand Mosque, and also the Ulema (the religious council) are unsure whether or not the chap claiming to be the Mahdi is an apostate, or the real thing.

So there was a soft start to the game, during which I ordered up all my airborne special forces and also a company of tanks and some APCs just in case. Although the latter would take some days to arrive.

The first response was from the police, being locals. All they could do was herd the fleeing pilgrims away from the Grand Mosque. Any time that they went close they got shot at from the minarets. Shortly afterwards some of the local SANG turned up and tried unsuccessfully to approach the Grand Mosque. About six hours in a company of my Airborne turned up and set up Observation Posts all round the Grand Mosque to see where the terrorists were positioned. We also tried to get some helicopter recce done, but the terrorists used a .50 cal on the helos, so they quite reasonably gave that up as a bad job.

A family conference call took place while all this was getting under way. There was a unanimous agreement to censor all media and cut off all communications with Mecca other than official government lines. We also refused to even acknowledge to the outside world that there were any problems.

Also after some deliberations the Ulema decided that we could use force to eject the terrorists from the Grand Mosque, although we had to be careful not to damage the Grand Mosque and also to avoid harming any of the pilgrims inside. Certainly attacking the minarets to take out the snipers was off the table.

By the following day we had a few hundred police, a similar number of SANG and just over a Battalion of Airborne forces. So I decided to make an attempt on the long gallery which was a panhandle to the main part of the Grand Mosque complex. This meant that there was some cover from fire on the approach to it from the street on the outside as it was in dead ground from the minarets. Waiting until dark we brought each of the minarets under small arms fire while two companies of Airborne forces made their way into the Grand Mosque. Initially things went well, an entry was effected using explosives and both companies passed inside, when radio comms were lost because of the thickness of the walls. Follow on SANG and police were then met by the survivors of an ambush retreating back out of the complex. Apparently the supposed ‘Mahdi’ had ambushed them, he had been seen to be immune to small arms fire, escaping being hit under intense fire, and also had been picking up grenades and throwing them back.

By now we were coming under pressure to get the Grand Mosque cleared in time for Friday prayers (it was Wednesday night that the first assault went in). The Ulema decided, after much more deliberation, that while the Grand Mosque was inviolate, this only really applied to the original area and not the entire complex. So the only area we couldn’t use violence in was the central courtyard.

Early on Thursday morning another Airborne Battalion arrived, as did two companies of APC mounted infantry. The tanks were en route on transporters and were due for early afternoon on the Thursday. SANG and the Police also had their commandos in Mecca as well. The gloves were off, which the family council reluctantly agreed. My Airborne support companies used TOW missiles on the minarets and each of the three doors. Not waiting for the tanks to be ready, we put APCs through each of the main gates and followed through into the complex en masse. This co-ordinated response seemed to work and we rapidly gained control of the complex, although it was clear after an hour or two that we didn’t have the number of prisoners (or bodies) that we had expected, and that some of the notable personages were missing.

It transpired that they were in the undercroft, which fortunately was on a suitably massive scale that we could use the APCs to break through the barricades to get into. At this stage time stood against us and Rob hand-waved the second stage of the game to get us to a wash-up where he told us how we’d done compared to real life. Surprisingly to us it turned out that my ‘gloves off’ approach had been far more restrained than had happened historically!

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Condor Blues – British soldiers at war

A very interesting book about the British Army experience from the point of view of two platoons embedded in training the Iraqi Civil Defence Corps (ICDC) in the aftermath of the invasion (so the first half of 2004 approximately). Both platoons belonged to the Argyll & Sutherland Highlanders, but one was on secondment from the PWRR.

From the content of the book it is clear that it was not authorised by MOD as it is highly critical in places. Also none of the main players come out of it looking terribly good, you see their flaws and the bad side as well as the bravery and the compassion in places (as well as other emotions at other points). For example,  after a severe contact two of the Iraqi insurgent casualties were found to be carrying ICDC identity cards – which spelt the end of the Argylls trying to teach them military skills.

It is a warts and all portrayal, which makes it all the more convincing. Life in the camp appears to be well described, and feels honest in its descriptions of what the Jocks get up to in combating the boredom they suffered from. I can’t be sure not having been there myself, but having grown up in the same area as some of the Argylls (with references to places I went to as a teenager myself) I can see some of the soldiers I met as a territorial 20 years ago in these men. The perceived authenticity of the camp life makes the stories of the contacts with insurgents more believable.

However although there are proper war stories in here, the book is as much a lament to the lost opportunity to get a peaceful settlement and a sort of disbelief that the British Army apparently abandoned its own doctrine and instead pursued a heavy metal retaliation to incidents, which drove the locals to be insurgents.

Definitely worth reading.

 

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Company Training by Gen. Haking

When in Southport last week I found an antiquarian bookshop in a very small gap between two other shops. It was very much like the fabled ‘magic’ shops that when you go back to it isn’t there. (Although I hope it is if I get a chance to go back, it had a fantastic collection of books, archaeological artefacts and sea shells!)

General Sir Richard Cyril Byrne Haking, comman...
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I bought three books from there, but the one that intrigued me most was ‘Company Training’ by Brig-Gen R. C. B. Haking, C.B., p.s.c which looked like it had spent some considerable time in the pocket of someone engaged in using it (complete with underlined passages in pencil in places). I’m a sucker for infantry training manuals and this one was pretty cheap because of the battered nature of the cover (although internally it was fine, personally I view the pencil as adding to usefulness rather than damage).

Turns out, on a little googling, that General Richard Haking was also the Divisional commander for the first battle of Fromelles and then the Corps Commander for the second battle of Fromelles in 1916. I’ve been following the Commonwealth War Graves Commission‘s recovery of the bodies from that battle and the re-interring them in the new cemetery at Fromelles. I also recently bought a copy of Paul Cobb’s ‘Fromelles 1916‘ which covers both the battle and the recovery of the bodies and building of the new cemetery.

So I’ve got a couple of linked books, although a quick read through the contents and the preface etc, makes the Haking book clearly the work of someone who has seriously thought about soldiering and what it means. Looking at his service record, even by 1913 he was a combat veteran, including some very modern counterinsurgency in the Boer wars. I doubt he’d be very much out of place in today’s British Army and I’d think that his book would be worth reading by junior officers and NCOs (and even private soldiers who aspire to be career soldiers). I’ll write a proper review when I’ve read it all.

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Economics of New Colonies

I often play in Jim Wallman’s hard SF games set in the universe he’s created. I’ve been thinking about how new colonies get set up and the sort of funding they need.

There is a lot of infrastructure required to build a viable colony on a new system. Firstly you need to survey it to find a good spot with a reasonable confluence of resources, mining sites, farming space, fresh water, building land and a suitable area for your drop zone and spaceport. Once you’ve done that some cheap housing, utilities, early resource processing plants and factories for essentials have to be built. Once you get to that point you might just start exporting valuable things, although you’ll still need to import lots of essentials, not to mention more people.

I reckon that it is a minimum of two years to get to the point where the exports cover the costs of the imports. At that point the colony investors are probably starting to think about seeing a return on their investment. Using the macro campaign rules as a guide a two year subsistence colony has probably racked up about 200 million credits in debt. The tax take of local government is no more that enough to service the interest and provide some basic leadership and policing. The overall economy of the colony is probably only a little bigger than the debt, perhaps 300 million credits a year. There are probably about 150,000 colonists on the planet (maybe more if there are many dependents with the workers).

So in the normal course of things one would expect the economy to grow with migration and in due course the extra tax revenue would pay back the capital and also provide the additional services that the colony’s people required. There may even be pump priming investment in infrastructure to keep things moving. That said, the people might not come, or the govt could make poor decisions, or there could be some natural disaster. If the colony collapses what happens then? In total failures the banks / investors will just need to write off the debt, while perhaps keeping a nominal ownership of the assets left behind in case a subsequent colonisation effort wants to take over.

There might not be a total failure, in which case a restructuring of debt would be required. Although depending on the reasons there might be difficulty getting more money.

Another thing that could happen is a conflict with another colony in the same planet, especially when better developed worlds realise that they would be better off as a large single entity in gaining access to trade agreements with other interstellar groups.

What happens to state debt when another state takes it over?

In the case of a hostile takeover (either a war or a share buyout) there will be an expectation that the structural debt will be taken on by the new management. The banks will insist on this, and if the new management doesn’t agree then they will treat it the same was as defaulting on the loan payments.
Refusing to make payments against a loan has serious consequences and it is to be avoided. If times are difficult it is expected that the colony management will talk to the banks and/or investors to either extend the payback time or raise sufficient funds through other means to ensure that they continue to properly service debt in an agreed fashion.
Any colony that defaults can expect the following to happen:
  • no further lines of credit will be opened, so all capital expenditure will need to be paid for up front, also future interest rates will be higher to represent the increased risk of default
  • imports may not be possible, except perhaps at black market rates for items
  • prices on exports may be lower than expected (and indeed cargoes may be seized in lieu of debt interest and/or capital)
  • Enforcement action may be taken to seize colonial assets, especially movable ones (although a colony with strong armed forces may find this won’t happen)
  • Other colonies in the same system may come under pressure not to co-operate, similarly trade agreements may be suspended or even revoked.
  • In extreme cases an interim management may be installed, possibly by a major polity if the colony is sufficiently well off to have attracted attention.
  • Immigration is likely to slow down, and colonists are more likely to leave the colony

 

 

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The Defense of Jisr Al-Doreaa

This is an excellent update of an old classic.

Two books in one, the author’s have brought Swinton’s Duffer’s Drift and re-written it for the modern conflicts (which bear more than a passing resemblance to the Boer War). Swinton’s book is in the second half of the volume.  The basis for Duffer”s Drift (if you aren’t familiar with it already) is that a young officer en route to the Boer War has a series of dreams about his first independent command. In each dream it all goes horribly wrong, but on waking he learns some lessons which he then takes with him into the next dream (without remembering the details of the previous dream). Over the course of six dreams he manages to learn enough lessons for a successful outcome.

The scenario is well set out, with appropriate maps and there is a good logical flow through the dream sequences where the young officer progressively learns from the situation. Although the situations and capabilities are not identical, you can easily compare the Boer War situation to its more modern counterpart about a century later. The lessons are broadly similar, and for those interested in how to train young officers or soldiers then it makes a worthwhile read.

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Ars Magica – Lumen

Recently Lumen has been on a trip to Waddenzee with several of her friends from the covenant at Triamore. (See myweb.tiscali.co.uk/thelemur/ars/ars%20wus/1224b_april_wu.html for the write up).

From her perspective the journey was mostly uneventful apart from:

  • premonitions of the attack on the ship they were using (during which she mostly made attackers fall asleep);
  • some searching on a swamp near Waddenzee where she realised that she could spontaneously cast to power the punt they were using; she also made a bird;
  • the visit to Waddenzee itself, where she rescued one of the local women from ill use, employing her as a second maid;
  • a night excursion just on the mainland on return where a lot of time was spent searching in the dark for a particularly unpleasant creature, which was later found to be called a Lamia.

So what does Lumen take from all that experience? Before she went off she had a desire to learn to read Greek, she also had some fondness for getting out and meeting people between her winter study sessions. So she has spent the journey up getting to know something of the places she has been. A little of that will also have been reflection on her Parma as she was going to visit a covenant that may have been unfriendly. She also spent a three encounters searching for things (two of those in the dark) and she spontaneously cast at least three spells. On the way back she spent some significant time trying to communicate with her new maid, so some language skills there. She also used her second sight.

So her autumn/winter study priorities are likely to be:

  • learn to read greek;
  • read some sort of bestiary to find out more about lamia (and similar sorts of creatures);
  • read up on parma magica, ignem and terram (in that order)
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