I still got it!

Anyone recognise the formula?

I just spent 20 minutes converting the formula…

d = M-((M/2)+7)

…into…

M = 2(d+7)

I still got it baby!

(Even if it would have taken me about a 10th of the time back in high school :))

The steps are…

d = M-((M/2)+7)
M = d+((M/2)+7)
M = d+7+(M*0.5)
M-(M*0.5) = d+7
(This one took me ages)
0.5*M = d+7
M = 2(d+7)

Now, does anyone recognise the base formula?

Warehouse 23 13

Yeah, like I’d actually call her…

Caught a couple of episodes of Warehouse 13 last night for the first time.

I’ve been meaning to check the series out for a while, it’s been getting a fair amount of good press online and hence has been sitting in the back of my head as something to watch out for. So when Channel Seven announced (with a slight amount of fanfare) last week that they were putting it on at 8:30 Sunday nights I jumped at the opportunity (sorry Spielberg, Terra Nova is quite good, but not quite enough for me to obsessively reserve its timeslot).

So, having watched two episodes last night, I have a number of questions…

What’s with starting with episodes 8 and 9 rather than 1 and 2?
The most likely explanation of course is that they’ve quietly played the previous 7 episodes in some graveyard slot and all they’ve done now is promote the show up to the top rank by moving it to Sundays, but it’s a bit disconcerting to have all these ads promoting this great new series only to drop new viewers right in the middle of the first season without warning.

Why was the pre-credits teaser cut from Episode 9?
It would have been a lot easier to understand the episode if we’d seen the intro. Was it a typically pathetic attempt to run the two episodes together into a continuous “Movie Length Episode”, or just general incompetence?

Why did the Studio 54 Mirror Ball play generic disco music rather than I Will Survive?
Yeah, I know, probably a syndication licensing thing…

What – if any – is the connection with Steve Jackson Games and their GURPs Warehouse 23 from back in the 90s?
It’s exactly the same idea with a different number.

Why are the Communicators called ‘Farnsworths’ rather than ‘Logie-Bairds’?
Zing! 🙂

Where can I get Allison Scagliotti’s phone number?
😉

All that aside, I found the show quite entertaining – even if the science was abominable – and will keep tuning in for as long as Seven deign to air it at a reasonable hour – which will probably be for about two weeks at which point it won’t have beaten Terra Nova in the ratings so they’ll swap it out for So You Think You Can Juggle Chainsaws America or whatever their next guaranteed ratings winner is.

Good News Everyone!

Good News Everyone!I am happy to report that I’ve been able to get my PC to boot into Ubuntu via a live CD and am in the process of backing up all my important data to an external drive. This means that – hopefully this weekend – I’ll be able to drop the box into a repair shop for a complete overhaul without worrying about some clueless keyboard monkey accidentally formatting the hard drive.

(Cue the comments asking my why I don’t just install Ubuntu and be done with it. Hey, do I tell you how to run your life?)

(Oh, I do. Fair enough)

The Worldwide Leman Russ Bitz Shortage

Someone doesn’t want me having a Eradicator…

So, a while back I placed an order on eBay for some Warhammer 40k bitz – including two Leman Russ turrets – from a seller that I’ve dealt with many times before without problems.

My order arrived a few weeks later – minus one of the turrets.

I emailed the seller politely asking where the second turret was, and they apologised profusely, saying they’d send it immediately.

Not long after the first order I placed an order with another seller (again whom with I’ve happily dealt in the past) that included a Leman Russ Nova Cannon. My order arrived a few weeks later, sans cannon.

I emailed the seller to point this out, and they apologised profusely, immediately refunding the cost of the cannon.

Today a parcel arrived from the first seller. It contained five 40mm bases that I never ordered, and no Leman Russ turret.

Call me paranoid but this is getting suspicious…

11/11/11

It occurred to me late last night that Plastic Bertrand’s Ca Plane Pour Moi and Sigue Sigue Sputnik’s Love Missile F1-11 share the same beat and chord progression (or at least the same something, I’m no musician…). This means that you could make an awesome mashup!

Think about it!

US bombs cruising overhead!
There’s goes my love rocket red!
Multi-millions still unfed!
Psycho maniac interbred!
(Wooo-oo-oo-ooo!)
Now shoot it up!

Shoot it up!
Shoot it up!
Shoot it up up up up up up!
Now shoot it up!
(Wooo-oo-oo-ooo!)
Shoot it up!

Yeah, I’ll shut up now 🙂

PS: Boo yah! Plain Packaging legislation has passed. Take that Tobacco industry!

Inevitable

Oh no, not again...
Oh no, not again...

If you play Warhammer 40k, it’s inevitable that sooner or later Games Workshop will completely screw you over.

In my case this happened a few months back. I’d figured out a strategy that I reckoned would – if not actually defeat Fabes and his Spess Mehreens at least give them a run for their money. I even spent some money purchasing models to do it all proper and official like. Then Games Workshop changed the rules and invalidated the entire thing.

Dang.

(I’m not going to say what the strategy was as I’m sure Fabes would be interested in playing a game using it just to see what would have happened…)

And this month Games Workshop have done it again with the release of the new Necrons Codex.

Of course they haven’t screwed me over games-wise – I’m an IG Treadhead not a Necronphile. They’ve instead completely offended my stylistic sensibilities by changing the Necrons from a ruthless, emotionless killing machine serving the omnicidal agenda of millenia-dead star gods into a bunch of bickering empire builders who no longer want to harvest the galaxy, just rule it with a living-metal fist. The latest White Dwarf even features a conversation between a couple of Necrons. A fething conversation!

And the C’Tan! Now it turns out that the Necrons overthrew the C’Tan and split them into “shards”. Shards? What pantheon are we talking about here?

The Necrons used to represent an important aspect of the grimdarkness of the 40k universe – make deals with things more powerful that yourself and you’ll lose everything. Now you can apparently make deals with things more powerful than yourself, overthrow them, and walk away with cool metal bodies covered in bling. That’s not 40k. That’s not even close to 40k. But I suppose it does mean Games Workshop can sell a bunch more cool looking models, which is the main thing*.

Oh well, time to invoke the MST3K mantra….

* Yes, of course selling models is the main thing, it’s always been the main thing, and if Games Workshop wants to alter their IP to sell more models they’re perfectly within their rights to do so. It just hurts to have it shoved so obviously in our faces, that’s all.

Salvation’s Reach

Yeah, what the hell is going on with Yoncy?

It’s Halloween! Boo! Hooray! Boo! Hooray! Call me when you’re finished…

In addition to all the other exciting things that I did over the weekend I also picked up a copy of the latest Gaunt’s Ghosts novel, Salvation’s Reach. Since I’ve got nothing else to blog about right now I figured I’d share my thoughts about it in a sort of review (what? I bought it on Saturday, do you honestly think I wouldn’t have finished it by Monday? ;))

I’ll do my best to keep spoilers to a minimum, but caveat lector.

Well, first up, it’s a Gaunt’s Ghosts novel, which means I’m pretty much guaranteed to like it. As long as it’s by Dan Abnett and it involves vaguely-Celtic Ninja-Commandos firing off lasguns in people’s faces while making the occasional wisecrack, I’m a happy man. However there were a few things about Salvation’s Reach that meant I didn’t enjoy it quite as much as some others in the series.

The first is that we’re introduced to a lot of new characters. The Tanith First is finally getting reinforcements and that means a whole lot of new blood into the regiment (including of all things a… nah, I’ll leave you to read it yourself ;)). On top of that there’s new Commissars and an unexpected arrival from the past. This is well and good, but having introduced all these new people not a lot is done with them. The actual action focuses on the tried and true characters from the other books, which (while I certainly have no objection) leaves the book feeling unfinished. Like it’s Salvation’s Reach Part One rather than a book in its own right. I have no doubt that the newcomers will get their days in the sun in future novels, but it almost feels like Dan bought all these extras on board and then couldn’t think what to do with them.

Another problem for me was that unexpected arrival from the past. The whole thing feels like a cliche. To his credit Dan hasn’t used the character for cliched things, but having them there feels kind of trite – as if he’s running out of ideas so went with a really obvious one. And accelerated aging? Deux Ex Machina anyone? But hey, nothing heinous storywise has happened with the character yet, so we’ll just have to see how the series continues.

But enough about my nit-picking. What’s good about the book you ask? Two words. SPESS MEHREENS!!

Yes, the Astartes make their first on-screen appearance in Gaunt’s Ghosts (or at least the first I can remember, which is all that counts). I haven’t read any of Dan’s work with Space Marines before, but I really like what he’s done with them. Seen from the perspective of the Imperial Guard the Space Marines assigned to the mission are intimidating, frightening, and just alien. The way they talk, the way they behave and the way they think is so different that you get much more sense of just how changed a Space Marine is from an unaltered human. The Ghosts – who in the past have exchanged jibes with Chaos Magisters and taken out corrupted Dreadnoughts using only lasguns and cacti (seriously, Sound and Fury, look it up) are scared to even approach them. They’re the godlike sons of the Emperor, and they really seem like it.

There’s nothing wildly special about the plot, but it gets the job done. The MkRedshirts are present and accounted for (any newly introduced Ghost with a name starting with “Mk” will be dead within four pages – I guarantee it), there’s action, explosions, gunfights and heroic sacrifices. Shoggy Domor (one of my favourite second stringers) even gets some lines. All the ingredients are there for a good, action-packed read. Including, of course, character deaths.

That’s the big thing in any Ghosts novel of course, who (if anyone) dies? (well apart from MkTan, MkKonnor, MkMapp, MkSal, MkGillikudie…). Well, brace yourself, there are two character deaths in this one. One expected, one out of the blue. They’re both pretty heroic and Dan grants the unexpected character some closure before they go, which is good to see since they were another of my favourites. Some nice last words too, sticking the middle finger up at the enemies of the Emperor in true Ghosts fashion. Good, albiet sad, deaths.

Finally, there’s a throwaway reference to a mystery that’s been hanging around since Necropolis. It’s a small thing, such a small thing that I wondered if it was a typo in my copy, so I can’t tell if Dan’s preparing to drop a second shoe that’s been hanging since the Ghosts were at Vervunhive, or if he’s just having a laugh at something the editors missed. He doesn’t do anything with it in this book, but I’m intrigued as to what the next novel will bring.

So, that’s it. Salvation’s Reach. More of a His Last Command than a Necropolis, but still a bloody good read. Bring on the next one Dan! 😉

(PS: Also meant to say that someone obviously handed Dan a Forgeworld catalogue. The story is littered with Forgeworld spacecraft, Forgeworld vehicles, and Forgeworld Spess Mehreen boarding armour. Get a hold of your own copy and tick them off as they come! :))

(PPS: Oh yeah, there’s also a third character death, but it’s a minor character who probably had it coming. So there.)