Showing posts with label Santa Fe Good Taste Factory. Show all posts
Showing posts with label Santa Fe Good Taste Factory. Show all posts

Sunday, August 8, 2010

I Played with Birds on My Staycation

The Santa Fe Good Taste Factory was in the area, so he decided to spend a few days with us. Which is awesome. He is always fun to be with, and when someone visits, I usually look around and find something interesting and local to do. This time, I asked if he was interested in taking a lesson at the local branch of the British School of Falconry.

And he said yes.

So there we were, 11AM, scrungy as we usually are, walking up to this nice little barn. A very nice guy (Rob, I think) told us he would be our instructor, and we both hauled out our cameras and listened very carefully.



The first thing I noticed when I had a Harris Hawk sit on my wrist is that the talons are very sharp, and so is that beak. While the plumage is beautiful, and even more attractive up close, these attributes do not command immediate attention. I found it disconcerting, at first, to be so close to those huge claws on dinosaur-like feet. Did I mention his name was Mycroft? That took a couple of minutes to sink in.



Harris Hawks are unique among raptors in that they hunt socially. This gives them a huge advantage over non-social hawks as far as falconry goes, because they won't get all pissy if two or more go after the same target. Also, they're a fairly small for a raptor--three and a half foot wingspan, between one and a half and two and a half pounds (the females are larger). But up close, Mycroft is clearly a death machine.

Attached to the bird's legs are three devices. One, some jingle bells so you know where it is. Second are the jesses, leather thongs so that you can hold onto the bird until you're ready to let him go. Think of them as bird-reigns. The bird steps onto your gloved hand, and you make a fist, clasping the jesses between your middle and ring finger. This keeps the bird in check if it decides to take off at the wrong moment. The third device is a radio transmitter with antenna, just in case the bird flies off.



I learned that you have to walk so that the bird is always facing into the wind--otherwise they get agitated. Walking backwards is a small price to pay when you're keeping the Massive Sharp Beak of Death calm.

Once we learned the basic tips, we were ready to receive the bird. Rob would cast the bird, it would go to a downwind perch. Then I raised my gloved arm, and Mycroft took off, and headed for me. Mycroft, apparently, flies lower than many of the usual birds, getting a bit of ground effect. Then he perfectly, every time, came up and landed on my arm. Stuck the landing even as he grabbed the little beefy treat the trainer put on my glove as a reward. Watching a bird land on your arm is really amazing, so much energy conserved, and yet each one is absolutely perfect (unless I screw it up).



After a couple of landings, we learned to cast. This is something like throwing a rock or a baseball. You hold the jesses for a quarter second as you throw, giving the hawk a bit of a boost. So we managed to get the hawk off my glove and back a couple of times, and each time, Mycroft got a tasty treat.



We did a little ranging after that, walking along, and the bird would make quick flying hops from, tree branch to tree branch to keep up with us. We could hear it only because of the jingle bells attached to its legs. So when you hear the jingle over your roof... it's probably not reindeer.

Our hour was over far too quickly. Falconry is hugely entertaining, because you've got this raptor doing its thing off your wrist. That last bit is incredibly strange, because we seldom get close to birds, let alone anything as magnificent as a medium-sized raptor. I got a real appreciation for the complexity of hawk flight, as well as for the difficulty in training hawks.

I don't think I'll want to participate in the hunting aspect of the sport. It's the next logical step, and the next lesson, but I'm a lot more interested in the bird for itself than it coming back with a squirrel.



Special thanks to the Queen of Science for the wonderful pictures.

Sunday, February 28, 2010

Splinter Fleet Mordiggian: First Encounter

Warning: This is an ENORMOUS NERD POST!

The Imperium of Man has received reports of a heretofore unencountered strain of xeno, hereafter designated Splinter Fleet Mordiggian.

After three months of painting and learning the system, I put five hundred points of Tyranids on the table. And I enjoyed myself a great deal.





You're looking at 10 Termagants, 10 hormagaunts, 3 warriors, 1 zoanthrope, 5 genestealers, and a Crocodile Games Scarab Ogre standing in for my Tyranid Prime.



This picture shows a bit more of the detail of my paint scheme, which was inspired by Destroyah in Godzilla vs Destroyah. Also, the Santa Fe Good Taste Factory told me that no matter what I did, I had to kill Space Wolves. So a few of my bases have remnants of a Space Marine chapter, the Rune Bearers. The pieces are taken from a Space Wolves set. I got close to fifty heads on sprues, which will make excellent gristly trophies for a long time to come.

I was massacred in the first game because I had nothing to penetrate the armor of his Kans once my Zoanthrope was gone. In my second game I managed to pull out a tie against the Sisters of Battle in a very enjoyable and even game. I think I like Warhammer's declaration that some battles are not victories; it's entirely acceptable for neither side to win. God knows there have been enough inconclusive battles in history.

I'm enjoying Warhammer's feel. It's more of a wargame than Warmachine. Yes, the buy-in is significantly higher, but there's more a feeling of Clauswitz's "everything is more difficult in war" philosophy. When the dice roll, I calculate what should happen. But the dice (reality, fate, miscommunication, the incompetence of subcommanders, the ammunition got wet, etc...) tell me what did happen. I don't think the "fists full of dice" mechanic is particularly elegant, but it seems to insert an acceptable amount of random into the situation by dispersing it.

Warmachine, now that I've got the experience of two minis wargames, feels much more game-y, on the Gameist-Narrativist-Simualtionist spectrum. If you line up these three special abilities, you should be able to massacre the other guy's Warcaster. Warhammer tells you that you need the right tools that should take down the enemy (you really need armor piercing attacks against tanks, for example). Heroes are present, but they aren't the overwhelming power they are in Warmachine.

I had a good time.

Friday, November 20, 2009

Trifecta of Excellence: A Game, A TV Series, and A Book

Despite several near-disasters, it's been a good week. Wednesday could have been very bad, but it turns out I am competent enough to replace the motherboard of my own desktop.

This week has been very good to me is the excellent media I've been soaking in. It's difficult to get excited about new stuff these days, because so much stuff out there is crud. I'm pleased to mention three excellent examples of the media I spend a lot of time with: a books, a television series, and and a computer game.

The Fallout Game of the Year edition has been wonderful. I have already played through the main plot of Fallout, but I missed a large number of the side-quests, and the additional content offered by the downloadables has been amazingly fun. Killin' inbred hicks from Maryland? Yeah, I can get behind that. Murdering slavers in the industrial wasteland that was once Pittsburgh? Surprisingly fun. Me and my Power Armor getting abducted by a giant tin-toy alien mother ship? That was pretty cool. The game has a lot of interesting story and development. The plots and subplots are solid, and are sold to you in different ways. Not a lot of repetition in Fallout 3, although sometimes, the combat is a little overdone. Random encounters add length to the game, but not a lot of interest. Fortunately, it never becomes a Diablo grind of waves upon waves of monsters that exist solely to die, give you experience, and drop stuff for you to sell.

Rome is one of the best TV series I've ever watched. Although it's got some historical inaccuracy, mostly for the sake of drama and the convenience of keeping the same actors, it also is steeped in history. It's the little details that are so fascinating: watching the Town Crier read out the news and then pause to advertise a sponsor; seeing the swirl of ethnicities and peoples in the dirty streets of Rome; feeling the rise and fall of family prestige based on so many minor factors. It's delightfully complex and horrible and relentlessly human all at the same time. The sets are gorgeous, the acting top-notch. The plots got a little bit soapy toward the end of season two, but entirely enjoyable. This is excellent television.

When the Santa Fe Good Taste Factory recommends something, I listen. If he recommends something, it's usually quite good. Not that my other friends don't have good taste, but the Good Taste Factory suggests it, I'm guaranteed to like it. The Gone-Away World arrived in the mail during a period in which I was having trouble reading books, partially because I was reading some crap I felt obligated to read and report on. And I'm having trouble with my own writing, which always effects my reading. The Gone-Away World is not the sort of book I usually read. I like strong plots with muscular prose, something with a sense of where it's going. Gone-Away World is loaded with digressions, strange introspection, a semi-halpess protagonist who wanders through his own life. However, the prose is brilliant. A quote: "Garbage in, garbage out. Or rather more felicitously, the tree of nonsense if watered with error, and from its branches swing the pumpkins of disaster." I went on this ride with author Nick Harkaway because I was seduced by his prose, and the funny, strange, human way he has his protagonist think and put things together. An excellent book, probably the best one I have read this year.