The past seven days, including this, have been quite intense. A week ago I was preparing a presentation for the Stockholm Ruby usergroup SHRUG and now I’m on my way home after a full day of regex training. Between then and now a lot has happened.

Tuesday last week: presenting at SHRUG
After some deliberation I ended up talking about a non-technical, but still important subject: how can we as a (Ruby) community ensure that more students, developers and companies turn to Ruby. The talk was well received and I hope that I at least planted a few seeds and ideas that the community can harvest in the future.

WotW (WOW of the week) #1: Getting comments such as being inspiring.

Thursday: Agile lunch on the topic of SBE/BDD
Meeting up with knowledgeable people and discussing Specification by Example and Behaviour Driven Development was a brilliant break from coding, not to mention pleasant and fun.

Friday: Customer meeting
Long story short; I had anticipated and expected conflict, but it turned out to be a really civil and constructive meeting. Yet another proof of face-to-face communication is king!

Saturday: Code Retreat
Expertly organised by Peter Lind/Valtech and Emily Bache, Stockholm’s first code retreat was nothing short of mind blowing and I know for a fact that there will be more code retreats around these parts of the world in a not too distant future…

WotW (WOW of the week) #2-7: Six pair-programming sessions with six different partners in four different languages.

Today (Monday): Regex course by Staffan Nöteberg
Copper thieves (bad for commuter trains) and senior moments (remember to get off the bus at the right stop next time) could not stop me from attending Staffan Nöteberg’s excellent regex course. It feels great to have a deeper understanding of this excellent and somewhat under-utilised tool.

WotW (WOW of the week) #8: Doing all of above with the love of my life. Thanks Kim!

 

Last week I used my Imperial Guard for the very first time and they performed beyond expectation. True, my esteemed counterpart made a few tactical errors and the dice godess smiled more in my general direction than his. Still, I’m quite happy with my overall composition and disposition of the Stahlians.

The game was 1750 points Annihilation with Dawn of War deployment and the 57th faced an Ork horde with tons of walkers and light vehicles. I knew that my only chance lay in keeping the Orks as far away from for as long as possible. For this reason I was relieved that I got to deploy first.

The board had a good spread of terrain with a fairly open center. From my point of view, the Ork deployment zone was covered by a few industrial buildings to the left, with rocky terrain to the right. On my side of the board I had ruins to the left and center with a forest of big trees to the right. As the trees were quite large we agreed that they in fact did not constitute a single area of terrain but were in fact seperate terrain pieces. This allowed unhindered movement for infantry and tanks alike.

My deployment had a single purpose: push the Orks as far back as possible. To this end I deployed a Chimera with Veterans backed up by a 21-man strong infantry squad in a line stretching from in front of the ruins to my left all the way to my center. In my center, two heavy weapon squads and my command squad gathered around a tiny ruin. To my right an infantry squad with a heavy bolter held the forest with the platoon command squad in a Chimeera deployed at the tree line. Facing them was a 30-strong Ork mob with some Gretchin in front for cover.

My confidence took a hit when the Orks seized the iniative and brought everything onboard. Three full squadrons of Buggies, three full squadrons of Killa Kans, two Deff Dreads, two Big Meks, Lootas, another mob of Orks and anoth section of mobile cover (grots) came crashing in. Luckily the Orks had little room to effectively deploy and the nine Buggies didn’t move as fast they could. Lack of reliable long range fire meant I only lost two guardsmen from my larger squad.

My first turn began with my flanks falling back before the advancing horde. At the same time my armour showed up. To my left an Armoured Sentinel stalked through the ruins while its Plasma Cannon counterpart crashed through the forest to my right. A Leman Russ with Plama Cannon sponsons and another Chimera with veterans came onboard just left of my center; a Demolisher just right of it.

For the next couple of tirns, the orks advanced while my flanks fell back. The larger infantry squad took casualties, the platoon command Chimera was disabled, the anti-tank heavy weapons squad lost a missile launcher team. However, the orks lost a few killa kans and buggies as well as quite a few foot-slogging orks and gretchins. My mortars proved themselves at this point. Also, at the start of my second turn my squad of storm troopers and my squad of (count as) Tauros enteted play. I had hoped to have my “Tauros” squadron assist my storm troopers in putting presure on the Orks’ left flank (my right), but alad it was not to be. Instead five storm troopers made a suicidal gravchute drop next to the Lootas mob. Over the next few turns the two units would be reduced to a single Storm Trooper fleeing for his life and a single Loota following a Big Mek into battle. Round later heavy bolter fire would kill the last loota and force the big mek to run away.

By the fourth turn of the game, all Chimeras were either immobolised or completely taken out of action. The left-mot veteran squad had managed to destroy a killa kan, but was engaged in a brawl with the rest of the killa kan squadron that would be the end of the veterans. The larger infantry squad was finally wiped out by a deff dread that got close enough to bathe the unfortunate guardsmen in flames. The very same walker would wreck the second veteran squad’s Chimera, but also be melted by the veterans in return.

The anti-tank heavy weapons squad performed admirably, reducing buggies and killa kans to heaps of junk. The mortar squad and the master of ordnance kept raining death on the advancing orks. To my right the ork and gretchin mobs were halted and reduced to a few survivors that were dispatched in hand-to-hand combat.

After the orks sixth turn (before my sixth), there was no question who was the victor. I still had around forty guardsmen on the field as well as two sentinels and both tanks (of which one had had its track blown off). The orks had a single nob, two buggies (one withour weapons) and two killa kans (yet again, one without weapons). Apart from a big mek running for his life the rest of the greenskins were dead, dead, dead.

Fifth turn had been devastating for the orks as I wiped out the deff dreads as well as the remaining killa kans in the center. All of a sudden the only orks left in play were to my right where my “Tauros” squadron, Chimera and veterans had delayed and contained them.

The 57th Reserve regiment of Stahl had survived the onslaught and repulsed the ork assault. To my surprise they had done so with more than half their combat strength intact.

I learnt a few lessons from this game. First of all, an infantry squad (even combined) needs to bring a heavy weapons team along for the ride. I had twenty guardsmen and a commissar that did nothing but die as they constantly were a) moving and b) out of range. Two heavy weapon teams would’ve at least negated point ‘b’.

Secondly, heavy and special weapons is everything when it comes to Imperial Guard. The rest is just ablative wounds. I’m seriously considering deploying special weapons squads in support of my infantry next game, against better “Internet knowledge”.

Thirdly, mortars can be devastating and with enough BS 3 lascannons, any armour goes up in flames. I clearly need more heavy weapon squads.

 

More than a year ago, I took the first steps down a path that would change my life for the better. By that time, I was into my sixth year of running a lone hero IT consultancy firm (DevL Computer Systems & Consulting). Although I’ve over the years have developed a couple of systems for my clients, in all honesty, I was always primarily a problem solver that too often had to deal with the mundane and boring. Trust me, helping Windows users and fighting internal bureaucracy gets equally old, equally fast. Doubly so, when you have to fight the customer’s internal bureaucracy in order to help their own users with the simplest of things.

Finally, in the beginning of January this year, I had the opportunity to gradually phase myself out of the technical consultancy business and into full-time software development. My conscious clear and reassured by the fact that my colleagues at IT-Stil takes excellent care of my former customers, I had the privilege to turn to what my heart truly desired.

Phrased differently, I got the hell out of Dodge before invoking self.murder and I’m not looking back.

Anyway, what I turned to was software engineering or, as I like to think of it, software craftsmanship. Eagerly I dove head first into not only techniques and skills that I had yet to acquire, but also into what the local developer community had to offer. This spring has been a constant flurry of developer events, user group meetings and conferences. Ruby purists be warned – I’m not beyond upholding the virtues of programming language X, discussing the finer points of agile methodologies or pushing for deeper collaboration between developers and operators. I’ve met some amazing people, made new friends, shared beers and ideas alike. I’ve learnt a great deal about not only techniques, but also about teamwork, communities, and above all, myself. I now know what makes me tick to a greater extent than ever before.

More than anything, I’ve been inspired. Inspired to become more proficient. Inspired to become more daring. Inspired to learn. Inspired to teach.

Inspired by you.

So thank you. Thank you to everyone that I’ve crossed paths with for the last six months. Thank you  for making me a happier man.

 

Today I received what I ordered from Old Crow a while back. Very nice models, but I realize now that I haven’t fully appreciated the difference in size between the Old Crow Gecko and an Imperial Guard Sentinel. Not even being half as high even with a gunner standing on the flatbed, I’m having a somewhat hard time getting away with using these as “count-as” sentinels. However, there are two more alternatives.

The first one is hardly surprising: model the Geckos and use them as Forgeworld Tauros Assault Vechicles. 45 points for a Tauros with a double-tapping grenade launcher is certainly quite poorly armed compared to a Scout Sentinel with an Autocannon for 40 points. Being fast, having a smaller footprint (thus making it easier to get cover saves) and ignoring being immobilized on 4+ somewhat offsets this and the lack of close-combat capabilities (then again, you don’t want to use a Scout Sentinel for close-combat since it only has AV10).

The second alternative is to use the Geckos as Heavy Weapon Teams. Why have the poor guardsmen carry heavy guns when you can mount them on a technical instead? The footprint of a Gecko with a gunner is more or less the same as that of a normal HWT except for being perhaps 50% higher (that’s mostly a bad thing).

Anyway, I’m all out of plastic glue so I’m not getting anywhere with these until I’ve resupplied. For now, back to coding it is then!

UPDATE: Noticing that I can field no less than seven complete Heavy Weapons squads without using the Geckos as such. Since I only have a single standard Infantry platoon I won’t be able to field more than five out of those seven HWS. Forgeworld Tauros conversions it is then.

 

Earlier this week, Maelstrom Games announced that Games Workshop are changing their reseller policy in such a fashion that sales to countries outside Europe are prohibited for European resellers. To soften the blow, and to ensure e maximum amount of sales before the new policy comes into effect, Maelstrom Games offers a substantial discount (18% compared to Games Workshop) until Monday. Of course, I’m a good consumer so I just had to order some more Imperial Guards.

In total, I now have another Cadian Battle Force, a Leman Russ Demolisher and two sets of Empire Pistoliers (to be converted into Rough Riders) inbound. With the bits already at hand I expect to be able to put together another 8 heavy weapon teams and a full squadron of 10 Rough Riders. My Armored Sentinels will be joined by a third, as will my Leman Russ tanks. Still, this leaves plenty of bits for another Company Command Squad. The only downside is that I need more heads from Pig-Iron Productions. Oh well, time to buy some more toys I guess. :)

 

This week I had the privilege to attend Michiel de Jong‘s presentation on Unhosted held at Crisp‘s office. This was not the first time I heard Michiel talk about Unhosted, but since he shared his vision at Dyncon 2011 Unhosted has gone from concept to proof of concept.

The first version (0.1) of the Unhosted protocol is out the door and while it’s not something to bet your business on, it shows promise – if nothing else than for the simple fact that the basic idea of Unhosted makes sense. Why should user have to agree to more or less draconian EULA:s to be able to use a web service such a social media site or an online photo gallery? More interestingly for purveyors of such web services, if the service could be separated from the actual contents there’s less need for putting said draconian EULA:s in place simply to safeguard against being sued by a third party based on a perceived responsibility for the content. But I digress. This post was meant as my take on the technology Unhosted leverages today, yet it is intrinsically linked to a philosophy about empowering the individual, and thus the many.

Michiel started of the presentation with a brief of history of computers and Internet. Starting at the pointing time when life on Earth just had come into existence he created a convincing argument that the very latest trend of moving data into the cloud, and especially into the hands of Google, Facebook et al actually limits the end user. If and when you seamlessly can move your data from one vendors cloud to another without having to perform massive export-convert-import operations, then the vendor lock-in issue might have been overcome, but we’re nowhere near that.

Cue Unhosted.

In its most basic form, the Unhosted concept decouples the data storage from the application server by having the application connect to a storage node that the user is in control of. This way, a user can access his or her data from different applications. Don’t fancy the online photo library you’re using? Just go the brand new shiny one and connect to your storage node. Or maybe thou do like your photo library application, but would like to edit a couple of the images which the current application does not support. As the data is stored on a separate storage node you can do so without having to export the photos you want to edit, import them into the image editor application, edit them, export them and lastly import them into the photo library again.

Michiel let us experience this firsthand by having us devise into groups and setup the My Favourite Sandwich application on Unhosted development server (for good measure I setup a copy of the app on Itstil’s development server as well). A couple of squashed bugs, deployed fresh code and some confusion followed by the grasping of the concept later, a group member could register an account on the group’s server, enter some data and then access the same data from a different deployment of the application (yes, it works nicely between servers as well).

Now, first of all we need to keep a few things in mind. Unhosted current take on solving the above issue, while at the same time putting the enduser in control of his or her data is to have us all code JavaScript applications. Well, that might not be completely accurate, but for now it’s the result of having the client run the actual application. I’ve seen an experimental Java implementation of the Unhosted protocol for Android, but for the time being we can assume that Unhosted equates JavaScript hacking.

Another consequence of keeping the data separate from the applications is that the connection speed and quality is paramount once you move beyond simple proofs of concept. On the other hand, since the application server merely delivers a chunk of JavaScript to your browser which in turn connects to the storage node it becomes cheaper to provide web services.

Thirdly, most of the software Unhosted depends on was not of production quality even a year ago. WebDAV is certainly tried and tested and OAuth is getting there, but the same can not be said for JavaScript encryption libraries or WebFinger.

That said, it’s going to be very interesting to see Unhosted evolve and mature as I consider the basic idea to be sound.

By lunch the presentation and hacking session concluded. Many thanks to Mats Henricson and Crisp for organizing and hosting the event (not to mention inviting me!), and a big round of applauds for Michiel and the Unhosted team for the vision and the hard work!

 

Well, the title isn’t quite right. It should read “Incoming: Warhammer Empire Pistoliers”, but they’ll be converted into Rough Riders once I’m done. Actually, this latest orders is mostly a test of how well Maelstrom Games perform when it comes to delivering the goods. If it works out nicely, I’ll be ordering more plastic from them soon enough.

 

And thus they were four. Four little Wave Serpents for my Eldar of Thaine. Now, if I only could get the idea of getting another trio of War Walkers out of my head…

 

Put together the second sentinel. I really hate the part of the sprues holding the knee sections. Those pieces are quite hard to cut lose without damaging them. Anyway, this sentinel has been gifted with a few magnets so that it can switch between an Autocannon and a Lascannon. Also added a Heavy Stubber to one of the Chimera Multi-Laser turrets and started magnetizing the third Chimera.

Total fieldable army points: 1324

 

Chimera Two is now assembled. Once again I opted to not use any magnets so it has got a basic loadout of a turreted Multi-Laser and a hull-mounted Heavy Bolter. Used spare plates from this and the previous Chimera kit to completely cover the gunports. It gives the Chimera a rougher look as if extra armour has been bolted on. When I was at it, I also put together the tracks and hull for both Leman Russ Battle Tanks. These two are going to require considerably more work as I intend to magnetize all the available options. That’s three different hull-mounted weapons (Lascannon, Heavy Bolter, Heavy Flamer), 2×4 different sponson-mounted weapons (Heavy bolter, Heavy flamer, Plasma cannon, Multi-Melta) and 7 different turret-mounted weapons (Battle Cannon, Vanquisher battle cannon, Eradicator noca cannon, Exterminator autocannon, Demolisher siege cannon, Punisher gatling cannon, and last but by no means least, the Executioner plasma cannon). Keeping in mind that the sponsons themselves should be optional (i.e. magnetized) I’ll be spending quite some time magnetizing my tanks.

In all fairness, I plan to primarily use the standard Battle Cannon, the Demolisher siege cannon, and the Executioner plasma cannon. Once in a while I can see the use for the Punisher gatling cannon, but the rest will probably no be fielded for quite some time. Also, I quite like the look of the Vanquisher battle cannon so I’ll most likely use it as the standard battle cannon. As for the sponsons, Plasma cannons and Heavy bolters are at the top of the list whereas Lascannon and Heavy bolters are priority for the hull-mounted weapons.

However, before going further with my Leman Russ tanks, I’m going to finish the third Chimera, this time magnetizing the turret and hull weapons so that at least one Chimera can be somewhat flexible.

Total fieldable army points: 1244

© 2012 Voice of the DevL Suffusion theme by Sayontan Sinha
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