HDTenEightyP/NetNews huggingface dataset:
From: taia_a@kosmos.wcc.govt.nz
Newsgroups: rec.games.board
Subject: BTECH: The Jade Falcon *ERROR*
Date: 23 Nov 1992 02:07:48 GMT
Organization: Wellington City Council (Public Access), Wgtn, Nz
Reply-To: taia_a@kosmos.wcc.govt.nz
NNTP-Posting-Host: kosmos.wcc.govt.nz


 Did you know that the Jade Falcon Clan is the only Clan that follows
their attacks to the letter? Who else would attack the Fedcom,
alphabeticly!(sp)
 This isn't obvious at first until you get into the Fourth Wave of
attacks. When Alyina is shown to be attacked by Kai and Vic in July
3050 and the Twycross counterattacks starts September 3050. Opps!
Does not compute! Kai is lost on Alyina in January 3052. Error!
 Plus the Naval Reserve sent back home consisted of only Monoliths,
Starlords and Invaders. There were no actual warships in the group
which was the reason that they were sent home. The Clans didn't need
the warships? Since when are Monoliths, warships?

 Plus the new mystery mechs.......
   What is a Night Gyr?    (Jade Falcon Keshik)
             Turkina?      (Jade Falcon Keshik)
             Black Lanner? (Jade Falcon Keshik)
             Fire Falcon?
     and the Atlas II?

 I found references to the Atlas II in the Star League Sourcebook along
with a Wolverine II and Warhammer II.

 Ah! The mysteries of Comstar fail againist the workings of FA$A :)

This has been....
 Tony Taia
  TAIA_A@kosmos.wcc.govt.nz
*More to come :) soon*I'm in a posting mode :)
Newsgroups: rec.games.board
From: warren@nscf.org (L3 Warren)
Subject: Re: SFB: Which Cruiser is the Best?
Organization: National Science Center Foundation
Date: Mon, 23 Nov 1992 15:45:00 GMT

$stephan@sasb (Stephan Fassmann, Software) writes:


>Which race do you think has the best heavy cruiser in the game?

>I maintain that the D7 is the best cruiser in the game. It's varients are 
>very powerful and while the standard cruiser doesn't have a lot of one turn 
>crunch power it has enough manueverablity to defeat most opponents.

>Anyone else?

I almost agree. If we can stretch the definition of "cruiser" just a tad,
I'd say the best balanced cruiser in the game is the D7C.

But the Klingon tournament ship (TD7C) is truly a wonder.

We just held a tournament this last weekend. I judged. Boy what fun. The
final was played by a Romulan and a Klingon, and the Klingon pounded the
Romulan to pieces. The Klingon actually took NO INTERNALS and precious
little shield damage. Both players were good and had about the same amount
of play time.

Warren.

Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Sat, 21 Nov 1992 14:33:00 -0500 
From: "Jonathan T. Moore" <jmci+@andrew.cmu.edu>
Subject: Re: A&A - I think the AXIS may be able to :)

Hey, a good player is always open to good ideas. AC or not, the basic
idea is still the same; I would still prefer the AC, although I see how
the all transport plan would work. You see, the AC deters the Luftwaffe
from attacking, much more effectively so than the all transport fleet. I
mean, the AC and fighters make the casualty toll MUCH higher for the
Luftwaffe. Anyway, my point is that perhaps, with the AC, you can
actually AVOID the battle, saving more transports to ship men.

Either way, Germany is in a heap of trouble.

Jon

P.S. Humor is _always_ appreciated.   :)

-----------------------------------------------
Jon Moore             (jmci@andrew.cmu.edu) 
 "What have I got in my pocket?" --Bilbo     
 "Let the truth of love be lighted,          
  Let the love of truth shine clear." --RUSH 
-----------------------------------------------
From: s666@ac.dal.ca
Newsgroups: rec.games.board
Subject: Top 10 games
Date: 20 Nov 92 18:18:09 GMT
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

My top 10 games (in no particular order):

1. Star Fleet Battles
2. Space Hulk
3. Space Marine/Adeptus Titanicus
4. Illuminati
5. Go
6. Axis & Allies
7. Federation & Empire
8. 2nd Fleet
9. Third World War
10. Supremacy


Sean Dzafovic
Dalhousie University
From: rspangle@taygete.uucp (Randy Spangler)
Newsgroups: rec.games.board
Subject: Re: BTECH:  TX-6 Thrax & Munchkin Hunchback variant
Date: 19 Nov 1992 19:18:42 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: taygete.micro.caltech.edu

In article <Bxz08s.M5A@apollo.hp.com> carlton@apollo.hp.com (Carl Hommel) writes:
%Here is a gross Hunchback that someone else in our group worked up.  We
%call it "The Medium Laser Mech From Hell".  Take the 4P, add an XL engine...
%
%NAME            Tons Pow W/R/J Arm  H  Cen Side Arm Leg HS Weapons
%HBK-4P  Hunchback 50 200  4/6/0 160  9  26/5  20/4  16 20 23  ML(8) SL
%HBK-4ML Hunchback 50 250X 5/8/5 168  9  23/8  18/6  16 24 34* ML(12) SL
%

Can we call it the MBK-4 Munchback? :-)



-- 
 --------------------------------------------------------------------------
|   Randy Spangler                   |   Get your mind out of the gutter   |
|   rspangle@micro.caltech.edu       |   you're blocking my periscope      |
 --------------------------------------------------------------------------
From: re@dcs.ed.ac.uk (Roderick Easton)
Newsgroups: rec.games.board
Subject: Re: BTECH-BAD night of rolling
Date: 20 Nov 92 10:38:54 GMT
Organization: Department of Computer Science, University of Edinburgh

In article <62200@mimsy.umd.edu>, rpfaff@umiacs.umd.edu (Ray Pfaff) writes:
> My fav has to be something that happened to another player.
  Got to agree.  Hunchback on the first turn is advancing to engage the enemy
(large battle, still out of range).  It walks across a stream, fails the 
piloting skill roll and falls onto his left side.  Location: 2.  Criticals:
YES.  And what does a Hunchback have in its left torso?
                   Ammo
                   Ammo
                   Roll Again
                   Roll Again
                   ...
NICE explosion

TTFN
Rod
Newsgroups: rec.games.board
From: dgkroll@phoenix.Princeton.EDU (David Gary Kroll)
Subject: Advanced Third Reich
Originator: news@nimaster
Organization: Princeton University
Distribution: usa
Date: Sun, 15 Nov 1992 20:24:40 GMT

I'm an occassional reader of this newsgroup and a big fan of AH's Third Reich.
I recently heard that there is an advanced version of the game, and I was 
wondering what the general opinion of this new version is.  What makes it
more "advanced" than the original?  Is it better now or is it just more
complicated?  Is it worth buying?

Thanks in advance...

-David Kroll
dgkroll@phoenix.princeton.edu


-- 
Dave Kroll                                       Why ask why?...just do it!
dgkroll@phoenix.princeton.edu                    Andy Stankiewicz in '92!
Newsgroups: rec.games.board,rec.games.misc
From: GORDONKA@ctrvax.vanderbilt.edu ()
Subject: Games Query
Organization: Vanderbilt University 
Date: Thu, 19 Nov 1992 20:26:14 GMT
X-News-Reader: VMS NEWS 1.21

I'd like to call upon the resources of the net to answer a question for
me. We're looking to buy a game for Christmas for a certain young man and
are looking at the following board games: BATTLE MASTERS and/or HERO QUEST
by Milton Bradley and/or DARK WORLD by Mattel. If anyone has any information,
recommendations or comments on any of these three games, it would be 
greatly apprectiated. Thanks!

Email to: GORDONKA@CtrVax.Vanderbilt.Edu

==============================================================
Keith A. Gordon                 GORDONKA@CtrVax.Vanderbilt.Edu
MONDO GORDO! BBS    "The Cyberpunx Friend"      T 615.791.8050
==============================================================

Organization: Sophomore, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Mon, 23 Nov 1992 12:13:12 -0500 
From: Jeremy S Vipperman <jv19+@andrew.cmu.edu>
Subject: Re: More Rail Games summaries

When our group gets together to play Eurorails, we tend to help each
other out. Telling the most efficient routes between cities (i.e.
Milano and Ruhr) and recommending how to fulfill opening contracts.
This helps speed up the game and make it more exciting and enjoyable
for everyone involve. 

	About the Hadrian's wall problem, our group generally uses the
rule that one cannot build to a city unless a commodity needs to be
picked up or delivered to that city. Also trying to really force to
pay for expensive routes or force them to use your rails keeps people
from wanting to play a game with you ever again. This is remenant from
the "cool" rules in Icehouse.

Jeremy Vipperman
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.board
Subject: Re: A&A: IC for Allies?
Date: 15 Nov 92 18:27:00 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.board: 15-Nov-92 A&A: IC for Allies?
Eric Mullins@triton.unm. (1292)

> The only time I've ever thought building an IC for the Allies (well, for
> anybody really) was worthwhile was in the first edition rules where there
> was no limit on production.  Before the 2nd edition rules came out, I
> used to build an IC in Persia which was very effective, and unattackable
> by the axis.

	Playing by those rules, we would ALLWAYS build a US factory in
China/Sinkiang.  This is soon invulnreble, and can out-produce Japan in
Asia.  If Japan fails to take China and Sinkiang on the first turn, they
never have a chance.
	Naturally, by the same rules, Japan wants to build on the continent too.
	We toyed arround with UK factories using the old rules, and found that
it was only worth making one if Japan somehow took both China and
Sinkiang.  Otherwise, we'd go with the fleet.

ZZnew guy
From: jimfost@matt.ksu.ksu.edu (Jim Foster)
Newsgroups: rec.games.board
Subject: Re: Rail Barons
Date: 23 Nov 1992 15:26:47 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

bill@frog.CRDS.COM (auspex1) writes:

>A friend of mine made up a set of cards for playing rail baron.  Each card
>is a city.  Each pair of cards includes the data you need to calculate
>the run.  You picked cards 3 at a time and then arranged your runs 
>your runs based on the cards you picked.

>If there is interest then I could ask him how he did it.

I'm interested in it. Let me know how ,what , and why....

-- 
Jim Foster                [   At any time, at any place, our snipers can      ]
jimfost@matt.ksu.ksu.edu  [   bring you down. Have a nice day.                ]
Kansas State University   [                                                   ]
From: kayuucee@cvl.umd.edu (Kenneth W. Crist Jr.)
Newsgroups: rec.games.board
Subject: World In Flames/WWII:ETO
Date: 18 Nov 92 21:00:39 GMT
Distribution: dc
Organization: Center for Automation Research, Univ. of Md.


	Is anyone interested in getting together either a World In Flames
game or a WWII: ETO game? I don't have WIF, but would like to learn how to
play. I do have WWII: ETO and would be willing to play that, also, since it
looks to be good. I have only played a few scenarios out of it, though, not
one of the large campaigns.

					Ken Crist
					kayuucee@cfar.umd.edu
Newsgroups: rec.games.board
From: kermits@ikaros.cc.uch.gr (Aggelos Keromyths)
Subject: Hitler's War
Organization: Computer Science Department, University of Crete HELLAS
X-Newsreader: Tin 1.1 PL3
Date: Sun, 22 Nov 1992 22:23:27 GMT

I have just bought this Avalon Hill game and only played the first scenario
 provided (Operation Barbarossa) a couple of times. What i want to ask (if 
 anyone out there has played this) is if there is even the slightest 
 possibility for the German army to win.I mean, if Russia just builds armies
 with infantry only strength points and tries to keep Stalingrad-Moscow-Lenin
 grad, he can just wait there and let German mechanized armies get losses.And
 then in winter he can even attack and have almost no fear for casualties,
 because of the penalties in German die rolls (-4,-2,-1).The only possibility
 would be to have three mechanized only armies break into Russia behind Russian
 lines and go for the three cities and only for them.But then the -1 penalty on
 each successive advance makes this almost impossible.
Any opinions on this ?
Aggelos

-------------------------------------------------------------------------------
| "War does not belong to the  | Aggelos Keromyths        | Dreams born of    |
| field of arts and sciences,  | Computer Science Depart. | desire, shaped    |
| but to the one of social     | University of Crete      |  and forged       |
| existance. It is a fight of  | Heraclion, Greece        | within the fire   |
| great interests, and in this | Tel. (081) 212595        | Twisted, warped   |
| only does it differ from the | E-mail:                  | deranged i see    |
| other conflicts."            | kermits@ikaros.cc.uch.gr |  the world's      |
|   Karl von Klausewitz        | kermit@crete.csd.uch.gr  | corrupt insanity. |
-------------------------------------------------------------------------------
Newsgroups: rec.games.board
From: dci@cs.washington.edu (Donald Chinn)
Subject: Re: Any experienced Junta players?
Keywords: junta
Organization: Computer Science & Engineering, U. of Washington, Seattle
Date: Tue, 24 Nov 92 00:30:39 GMT

In article <lh2gl4INN9qt@exodus.Eng.Sun.COM> elric@imryrr.Eng.Sun.COM (Rick Heli) writes:
>Playing a game recently and ran into a problem interpreting the rules.  The
>coup ended with 2 power centers controlled by the Pro-President forces, 2 power
>centers controlled by Pro-Junta forces and the remaining power center occupied
>by both Presidential and Junta forces.  How should control of this contested
>area be resolved?  The only applicable rules section we found was under "40.
>Coup Victory":
>
>	The Junta controls an area if it is occupied 
>	by at least one unit, and the occupying units
>	belong to players who declared themselves 
>	"Pro-Junta."  If even one unit belongs to a "Pro-
>	President" player, the area is controlled by the
>	President.
>
>I interpret this to mean that in the situation described above the 
>Presidential forces control the area, that is, that the rules mean
>that the Junta controls the areas they occupy only if they have managed
>to drive out all the Presidential units.  If even one Presidential unit
>remains though, the President retains control.  
>
>What do other players think?
>--
>						Rick Heli
>						Internet:  rheli@sun.COM

Yes.  pro-Junta forces control exactly when pro-Junta forces (only)
occupy a control center.  As a side note, if NO ONE occupies a center,
then it is pro-Presidential.

I don't see any other interpretation.

-- Donald
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.board
Subject: Re: Stratego
Date: 22 Nov 92 21:54:52 GMT
	<By4ts9.C1t@usenet.ucs.indiana.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.board: 22-Nov-92 Re: Stratego Alec
Habig@bigbang.astro (1229)

> Another tactic I like to use is to set up a fake flag somewhere where one might
> logically put a flag.  People find the bomb wall, then mount an expidition to
> take it, only to have their point 8 ambushed by the 7 pretending to be a flag.

> Another setup rule of thumb - put your 9's near the back.  They are much more
> useful in the open field of the later game (due to their large movement
> capability).


	Both important points.  7s make the good scouts early in the game.
	I often have my spy with a 3 rather than the standard 2.  Not always,
of course, but if they're expecting the peice trailing the 2 to be a
spy, it makes them less careful arround the 3s.
	Sometimes I have so many fake flags that I end up putting the flag
somewhere weird.  I've actually done quite well with the flag in the
front row next to a lake.

ZZnew guy
Newsgroups: rec.games.board
From: james@cs.UAlberta.CA (James Borynec; AGT Researcher)
Subject: Btech: Dollar for dollar, IS wins! 
Organization: University of Alberta, Edmonton, Canada
Date: Tue, 17 Nov 1992 22:53:12 GMT

After re-reading the compendium, I don't understand why the Clans
are considered such a threat.  They don't use vehicles, and they
are bound by the silly 'clan honor' rules.

The cost effectivness of small FE (with their 10 free heat sinks)
makes small fast vehicles masters of the battlefield.  A combination
of hidden units spotting for LRM vehicles behind hills and hover mounted
artillery are devastating to attacking clan warriors.  Further fast 
vehicles can concentrate to pick off isolated mechs.  Sure, a clan mech
can vaporize a vehicle (or two) a round but 10 vehicles can vaporize
a clan mech in a round.  I can build 10 effective vehicles for the
price of an omni mech.  The economics are clear.

Of course, I keep a few small fast mechs around (mostly mounted with
AC2 peashooters).  These play footsie with the clan mechs at max range
while the dirty deeds are done by hidden and fast moving vehicles.

Mechs are like war elephants - effective but too expensive to be
a serious threat on the battlefield.  
 
Also, warriors ALWAYS lose to industrial soldiers.  The Gauls and the
Germans were taught that lesson by the Romans, and the Apache were 
taught that lesson from the Americans.

j.borynec james@cs.ualberta.ca
From: damartin@zeus.calpoly.edu (David Martin)
Newsgroups: rec.games.board
Subject: Re: CWJ special annual WiF edition.
Date: 18 Nov 92 03:56:21 GMT
Organization: California Polytechnic State University, San Luis Obispo

(Brian Gregory) writes:

>So, has anybody seen this, or better has it?  It was supposed to be
>out mid-Oct., which is when I recieved the Fatal Alliances games I'd
>ordered with it... but no Canadian Wargamers Journal has appeared.
>
>Respond here, or to me.
>Brian
>

When a friend of mine, Robert Norse, called CWJ about a week and a half ago,
the word was that they would be finished with it in 2 or 4 weeks.  What
that means with respect to anyone recieving a copy, your guess is as good as
mine.

Nothing to fear, but fear itself...

David Martin
damartin@nike.calpoly.edu
Newsgroups: rec.games.board
From: oberland@vax.sonoma.edu
Newsgroups: rec.games.board
Subject: Re: A&A - I think the AXIS may be able to :)
Date: 24 Nov 92 01:28:53 GMT
Organization: Sonoma State University

Reply to Mr. Lauer:

the 100 comes from NOT building a factory.
use transports, and ship to Asia(7-8 tanks by turn 3)
I figure about 7-10 tanks there from turn 1 and 2, and
another 8 by turn 4
Move them into position, and by turn 5, you have a LOT of power.

I figure about 25-30a and the fighters attack.
Quite sufficient, IMO :)

Joe
From: djh@siesoft.co.uk (Duncan Head)
Newsgroups: rec.games.board
Subject: Re: WRG Renaissance Fast play rules
Date: 18 Nov 92 12:40:10 GMT
Organization: Siemens Nixdorf Information Systems Ltd.
X-Newsreader: Tin 1.1 PL4

mcclure@force.ssd.lmsc.lockheed.com writes:
: I heard a rumor that WRG was going to adapt the Renaissance rules to
: a fast play version, a la their De Bellis Antiquitatis ancients rules.
: Does anybody have any knowledge or other rumors about this, especially
: you English folks out there.
: Kent M. McClure
: Auto racing afficionado and member of San
: Jose IPMS chapter.
: My views are what they are, like them or not.

I saw a version of this being play-tested about two years ago.
I asked Phil Barker about it the weekend before last; he says that
the "Renaissance DBA", and also the 19th-century version, have
more or less bogged down due to other committments, and because
play-testers aren't comng up with criticisms or constructive
comments.

They did have a problem with representing pike-and-shot units;
separate elements of pikes and shot didn't seem to work too well.
One solution was a composite troop-type, but I don't know if that
was adopted in the end.

Duncan Head
djh@siesoft.co.uk
Organization: University of Maine System
Date: Monday, 23 Nov 1992 12:18:34 EST
From: <IO10184@MAINE.MAINE.EDU>
Newsgroups: rec.games.board
Subject: Warhammer novice seeks tips.....

Hi All,
     As the subject line says I'm a newbie when it comes to
Warhammer. I've played one full session and sat in on a few
others. I'm pretty expeirienced with war games in general
but was wondering if anyone had some warhammer-specific
tips to pass along........please e-mail me your responses.
All help is welcome,
               Thanx in advance,
                        Pat

*********************************************************
* The difficulty, my friends , is not to avoid death,   *
* but to avoid unrighteousness;                         *
* for that runs faster than death.      -Socrates       *
*                                                       *
* Pat Is IO10184@Maine.Maine.edu                        *
*********************************************************
Newsgroups: rec.games.board
From: james@cs.UAlberta.CA (James Borynec; AGT Researcher)
Subject: FASA Btech artillery rules are a joke
Organization: University of Alberta, Edmonton, Canada
Date: Tue, 17 Nov 1992 22:43:41 GMT

The recent discussions on artillery made me smile.  Not
only  are the artillery rules clumsy but they also defy
the law of Gravity.  It takes 10 turns for artillery rounds
to fly 20 boards.  This works out to a velocity of 100m/sec
On a 1g world, a round fired at 45 degrees would have a flight
time of 14 seconds. (neglecting air resistance, etc).  
Thus, a bullet fired could have gone forward 1000 meters (2 boards).
And that is ALL.

In the "real" world, you need a muzzle velocity of about 350m/sec
to go 10,000 m (20 boards).  FASA obviously didn't want artillery
to be too useful (it could challenge the mechs dominance).

J.borynec james@cs.ualberta.ca
Newsgroups: rec.games.board
From: CLF@ECLX.PSU.EDU (Christopher L Frame)
Newsgroups: rec.games.board
Subject: Tomorrow the World (3W) 2nd Edition
Date: 20 Nov 92 21:53:17 GMT
Distribution: usa
Organization: Penn State Engineering Computer Lab
X-News-Reader: VMS NEWS 1.24


	I heard the 3W was about to publish a Tomorrow the World 2nd Edition? 
Anyone heard anything of the sort?

SS
Newsgroups: rec.games.board
From: graham@keystone.arch.unsw.edu.au (Graham Hannah)
Subject: Re: BloodBowl: Suggestion for Magic
Reply-To: graham@keystone.arch.unsw.edu.au
Organization: Faculty of Architecture, University of New South Wales
Date: Mon, 16 Nov 1992 02:31:55 GMT

We play a rather casual game here and one thing we were looking for in a new
magic system was only the smallest increase in 'during game' complexity.  There
are already piles of things to remember, record, maintain, strategize, etc while
playing, so having an easily tracked system would be nice.

There is talk of having a wizard or mage on the roster, we had this for a bit. So
will PLAYERS still be able to cast spells, what about the throwers out there with
Spellcaster and VeryIntelligent.

Speaking of these unused stats, has anybody expanded or refined the Star Player
abilities?  Has anybody ever used Heroic Leap, How often has distract ever appeared???

Cheers, Graham.
---
------------------------------------>
 _--_|\     Graham Hannah           graham@cad10.arch.unsw.EDU.AU        :-)
/      \    School of Architecture, University of New South Wales, Australia
\_.--._/<-------------------------------------------------------------------
      v   "or are we just simply spiraling coils of self-replicating DNA" MP
------------------------------------>
          

Newsgroups: rec.games.board