HDTenEightyP/NetNews huggingface dataset:
From: woods@colossal.Eng.Sun.COM (Don Woods)
Newsgroups: rec.games.board
Subject: Re: Conquest - Anyone know this one?
Date: 10 Sep 1992 16:10:24 GMT
Organization: Sun Microsystems
NNTP-Posting-Host: colossal

Carl Schnurr writes:
| I was in a bookstore the other day and saw a boardgame I'd never
| seen before.  It was called "Conquest" (if I'm remembering right).
| It looked like a two-player wargame set in vaguely roman times,
| ...
| pieces were designed so that units can actually sit inside the boat,
| on the horse, etc.
| 
| My question is, has anyone heard of/seen/played this game?  

I've played it once; I forget which of my friends owns it, but it must
be one that doesn't come over for games as often since it was an okay
game but I haven't seen it again since.

It's actually closer to an abstract board game, i.e. it's a "war game"
about as much as chess is.  The fact that the pieces stack is not just
a cutesy feature, but is important to the play.  I.e. stacked pieces
move as a single unit, transporting stuff across water requires the
pieces fit in the boat, etc.

It's been a while so I don't remember more than that, but I do remember
it being an interesting and fun game.
--
--	-- Don Woods.				[*** Generic Disclaimer ***]
--				    ...!sun!woods.eng -or- Woods@Eng.Sun.com
Newsgroups: rec.games.board
From: fullmer@rice.edu (Robert Fullmer)
Subject: Re: Titan - who does NOT like it?
Organization: The Bavarian Illuminati
	<1992Sep7.164528.15364@muddcs.claremont.edu>
Distribution: na
Date: Tue, 8 Sep 1992 06:10:43 GMT
Return-Receipt-To: fullmer@rice.edu

In article <mumble> irilyth@fenris.claremont.edu (Josh Smith) writes:

:In a prior article, Gerld Siek (jerry@uni-paderborn.de) writes:
:> [Tell me why I shouldn't buy Titan.]

: The main problem I have with Titan is the huge amount of "dead
: time" [tons of intelligent observations deleted]

Actually, it was this reason more than any other that persuaded me to
write an X version. I figured people could get real work done when it
wasn't their turn.

Well, I guess another big reason was that Titan is an excellent game.

My advice would be to get it, and play through the novice period. Tips
to speed things up include thinking ahead about where you want to move
on die rolls (this is more difficult with more players in the game, when
collisions and revisions are more likely), and bargaining instead of
fighting on small, insignificant battles. Of course, it might be argued
such battles are best for practicing tactics, but I find they mostly
just waste time, unless one player gets exceptionally lucky, which
pretty much sucks anyway.

: original text by Josh Smith    ::   Comments, questions, etc. welcomed
: irilyth@fenris.claremont.edu   ::   #include <std.disclaimer>

Robert Fullmer    :    fullmer@rice.edu    : celine@athena.mit.edu
Newsgroups: rec.games.board
From: hal@HQ.Ileaf.COM (Hal Wadleigh)
Subject: Re: BTECH - machine gun mechs
Keywords: mechs BattleTech machine guns rules
Reply-To: hal@HQ.Ileaf.COM (Hal Wadleigh)
Organization: Interleaf, Inc.
Date: Thu, 10 Sep 92 13:10:25 GMT

The rule of 2 weapons per magazine has been there from the beginning.  It is
often missed because it is mentioned under the limits of construction and
component placement, rather than under weapons.

I don't like the munchkin approach of designing a 'mech for one specific 
situation and the munchkinizer who realizes that he can only fire two of his
30 machine guns gets so frustrated that he never does it again.
From: zst@ecl.psu.edu
Newsgroups: rec.games.board
Subject: Re: BTECH - machine gun mechs
Date: 11 Sep 92 13:51:57 GMT
Organization: Engineering Computer Lab, Pennsylvania State University

In article <JKOI.92Sep11012208@hulk.hut.fi>, jkoi@niksula.hut.fi (Jari Koivikko) writes:
> In article <1992Sep10.161453.15542@organpipe.uug.arizona.edu> dddawson@lpl.arizona.edu (Doug Dawson) writes:
> 
>>Once more, just where is this rule?  I have just scoured my Compendium's
>>costruction rule without seeing it.  I went back to my basic rulebook
>>and found the old rule about 1 ton per weapon, but that seems to have
>>been overruled pretty conclusively.  Can you give page number?
> 
> In Compedium: 		page
> For Mechs:		112 chapter 9
> For Vechiles:		125 chapter 8
> For Installations:	126 chapter 7
> For Fighters (both):	127 chapter 9
> In BattleTech boxed set:page
> For Mechs:		39 chapter "Add weapon..."
> 
> What we have to do that people starts to understand what they have just read?
> 
> In case of constructing mech is following rules:
> In Compedium At least one ton (1/2 ton for MGs) of ammo must be 
> purchased for each class of missile launcher or ballistic weapon
> (expect one-shot weapons, which have no additional ammo).
> In BattleTech At least 1 ton must be used for each missile launcher's 
> or ballistic weapon's ammunition.
> Compedium is newer and so it is right when rules are against each
> other. And it is very clear in this case. So those mechs are legal 
> but you can always use house rules that prevent that kind of problems!

Just as I thought.

> 
> Many Mech designer forget that all .25 tons are rounded up to .5 ton
> BEFORE counting total tonnage. In Compedium page 119 for ENDO and page
> 122 for XL.
> 
> Hope that help :)

Not! If that is true, many _more_ mechs from TR3050 and TR3055 would be
classified as illegal.  While the above may have been common practice for some
people (doubtlessly mech designers from Inner Sphere, heh, heh,) I don't
believe it has ever been in the rules.   An example just out of the top of my
head that keeps all fractions of .25 and .75 is the Axman (since I just looked
up this mech last night after reading the improved design in this group.  An
very unpleasant consequence, if the above were true, is that now all clan
machine guns will weigh .5 ton instead of .25, which is bad because then I
won't be able to build a 20-ton omnimech with 40 machine guns (grin) , oh well.

> 
> 
> 		Jari
> --
> *******************************************************************************
> *   Jari Koivikko		    * 		Well planned job,	      *
> *   jkoi@niksula.cs.hut.fi	    * 		not even started.	      *
> *****************************************************************************
**


Zachary Tseng
Khan, Clan Ghost Bear
Commander, Sigma Galaxy, Clan Ghost Bear
From: markhof@ls12r.informatik.uni-dortmund.de (Ingolf Markhof)
Newsgroups: rec.games.board
Subject: A&A - A Balanced game?
Date: 9 Sep 1992 12:33:58 GMT
Organization: CS Department, Dortmund University, Germany
Distribution: world
NNTP-Posting-Host: ls12r


After playing Axis & Allies several times, I've got the feeling that this
game might not be balanced one. In the first year, Germany can easly destroy
the english see force, Japan does the same with the american ships. After
that, England and the USA are almost out of the game and it's hard the
rebuild a sea force to protect the required transports. But if the Axis
powers get Moskow while America and England are still building ships, the
Axis powers will win easyly. In all but one of my games, the Allies resigned
due to the hopeless situation. There was only one game won by the Allies.
And in this game, the German attack against the english sea force failed due
to worse dice results.

Are there any comments or articles about A&A?


------------------------------------------------------------------------------
      ____                                                                    
  UniDo  /  Ingolf Markhof  University of Dortmund, LS Informatik XII         
 ___/   /                   P.O. Box 500 500, D-4600 Dortmund 50, F.R. Germany
 \  \  /                    Phone: +49 (231) 755 6142, Fax: +49 (231) 755 6555  
  \__\/                     Email: markhof@ls12.informatik.uni-dortmund.de    
                                                                              
------------------------------------------------------------------------------

Newsgroups: rec.games.board
From: bkdavis@eos.ncsu.edu (B K DAVIS)
Subject: Grand Titan the (giggle atlas killer)
Originator: bkdavis@c00059-100lez.eos.ncsu.edu
Reply-To: bkdavis@eos.ncsu.edu (B K DAVIS)
Organization: North Carolina State University, Project Eos
Date: Tue, 8 Sep 1992 10:04:34 GMT


I have looked at the stats of the atlas and the stats of the grand titan.
Given the same skill levels the atlas is going to whomp the hell of the grand titan.
I think that the fight MUST HAVE BEEN RIGGED. The atlas is the Monster of all Inner 
Sphere mechs. Even the 3025 atlas would kill a titan. I am just wondering who out there
agrees with me.
I took out a grand titan with an atlas, true it was slightly modified, but jump
jets are neat. 


Brian 
aka
Brebane



The pilot in his griffin looks down at the shadow he is suddenly in and then
looks up. He sees and atlas Coming down on his mech with jump jets Flaring.
He then wakes up in a cold sweat. 
Xref: sparky rec.games.board:8799 rec.games.board.ce:1474
From: bz556@cleveland.Freenet.Edu (Joshua E. Randall)
Newsgroups: rec.games.board,rec.games.board.ce
Subject: Re: Cosmic Encounters needed
Date: 13 Sep 1992 18:01:13 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: bz556@cleveland.Freenet.Edu (Joshua E. Randall)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, dcrosgr@uoft02.utoledo.edu () says:

>Does anyone know where to get Cosmic Encounters modules?
> 
>Or, would be willing to sell them?
>
>DC
>
>

The proper place for this post is rec.games.board.ce

-- 
Joshua E. Randall
bz556@cleveland.freenet.edu
My motto:  "So little time, so little to do."  --Oscar Levant
From: cjs@phy.duke.edu (Carl Schnurr)
Newsgroups: rec.games.board
Subject: Battletech Posts
Date: 15 Sep 92 14:02:00 GMT
Organization: Duke University Physics Dept.; Durham, N.C.

To all battletech posters,

When you post, please put some indication that it's battletech related 
in the subject line (B-tech, Mech, whatever).  This will help people
both interested and not interested in the topic.  This hasn't been a
problem in the past, but recently there's been a flurry of postings
with titles like "LAM", "Gunslinger", etc.  I just thought I'd point
this piece of netiquette out to those posters who might be new to this 
group.  Thanks.

-Carl

-- 
	Carl J. Schnurr					1-919-684-8256
	Duke University Dept. of Physics        	cjs@phy.duke.edu
	Durham, N.C.      27706			
Newsgroups: rec.games.board
From: mwasson@uhunix.uhcc.Hawaii.Edu (Michael Wasson)
Subject: FAT MESSIAH GAMES
Keywords: FOR SALE
Organization: University of Hawaii
Distribution: usa
Date: Thu, 10 Sep 1992 01:33:43 GMT

		 	   FAT MESSIAH GAMES
                                presents
                             SHAPESHIFTERS

Wield the magical power of a transforming wizard, as you open the
gates to the animal kingdom in SHAPESHIFTERS, Fat Messiah Games'
new tactical board game for 2-4 players. Soar through the air as 
an eagle, then swoop in and become a tiger to hunt down your prey. 
Attack as a ferocious tyrannosaur, or escape into the water as a sleek 
manta ray. From ant to whale, all the creatures of the world are yours.

SHAPESHIFTERS is available now at better hobby stores throughout the
nation. Or you can order direct from Fat Messiah, for the low price of
$8.00 plus $1.50 shipping and handling. California residents, add 8.25%
sales tax [sorry!]
_______________________________________________________________________
SHAPESHIFTERS Game Data:	|     SHAPESHIFTERS Components:
  Players: 2 - 4		|       16-page rule book
  Complexity: Easy		|	17"x22" color map
  Playing Time: 30-90 min.	|	11"x17" transform chart
  Game Scale: 10 m. hexes,	|	1 counter sheet
     5 sec. turns               |       
________________________________|______________________________________

FAT MESSIAH GAMES: Mail order P.O. Box 341136, Los Angeles CA, 90034
  or send SASE for catalog
FMG On-line: Look for us soon on America Online. Till then, e-mail
to this address (mwasson@uhunix.uhcc.hawaii.edu) for more info





Newsgroups: rec.games.board
From: maboyiny@ccvax.as.edu.tw (Bo-Yin Yang)
Subject: Re: Titan - who does NOT like it?
Summary: BIG OOPS!
Originator: boyiny@kovalevskaya
Keywords: rule, titan, expansion
Reply-To: maboyiny@ccvax.as.edu.tw (Bo-Yin Yang)
Organization: The Cosmic Titan
Date: Fri, 11 Sep 92 23:26:19 GMT

[About the Bo-Yin Expansion set]
>	Demons and Dryads sound like very powerful peices for defense.  If you
>have 5 of them in a group, you can push up all the way to 5 row and
>force your opponent to face you with only 4 non-flyers.  Skill 5 pieces
>can be very mondo that way.

MEA CULPA, MEA MAXIMA CULPA

The Skill-5 Entry Rule:
	When entering skill 5's on defence, one cannot enter in such a way
that decreases the number of pieces that the opponent can bring on board.
One can, however, set up in a manner that restricts the opponent's options.


Newsgroups: rec.games.board
From: m91kgh@tdb.uu.se (Karl-Gunnar Hultland)
Subject: Re: BTECH: After GenCON92 Report ... sorta
Organization: Dept. of Scientific Computing, Uppsala Univ.
Date: Tue, 8 Sep 1992 22:39:21 GMT

dv52151@uxa.cso.uiuc.edu (Axly) writes:
: kgnome@cs.concordia.ca (MATIS stephane) writes:
: 
: >Nothing against Mr Pardoe, but even in person I didn't get to like him.
: >He received massive criticisim form all of the other writers for
: >Bloodright. 
: 
: Hmm. What didn't they like about it specifically? 
: 

I guess an adventure where the only plot was to kill innocent
relatives of a traitor just to be allowed to form your own
bloodname irritates some people...


			Karl

	
-- 

Karl-Gunnar Hultland              Vox Dei, Vox Populi
m91kgh@bellatrix.tdb.uu.se
From: ajr@pug.hri.com (MFHorn)
Newsgroups: rec.games.board
Subject: Re: Speed Circuit
Date: 11 Sep 92 20:40:32 GMT
	<1992Sep9.074626.21055@uni-paderborn.de>
	<1992Sep10.200922.29122@riacs.edu>
Reply-To: ajr@hri.com
Organization: Horizon Research, Inc.
In-reply-to: nicholso@pioneer.arc.nasa.gov's message of 10 Sep 92 20:09:22 GMT

In article <1992Sep10.200922.29122@riacs.edu> nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
> This game is starting to sound very interesting.  Could someone please
> post a review of the general mechanics in terms of player interaction
> with the game (i.e. what sort of things does the player control?  is it
> a card game?  a board game? some of each?  how much of each?)

It's an Avalon Hill board game for 2 to 6 players (at least 4 recommened;
more than 6 can play if you have little tokens you can use as extra
cars).

Each person has a car with 5 characteristics: start speed, top speed,
acceleration, deceleration and "wear" points.  Each car has a base value
for each of these and you get 5 more points that you can add however you
like (no more than 2 to any one characteristic).

The race track is broken up into squares which will fit at most one car.
Turns have posted speed "limits" (wear points are used to go through a
curve faster than the posted limit and trying to brake harder than your
car's deceleration allows).

Each turn everyone writes down how fast they will be going and then moves
their car the appropriate number of squares.  First car to cross the
finish line wins.  The best variant is to run the same car across
multiple tracks to determine the winner.  This way you have to design
your car more evenly (you'll be racing on very straight and very twisty
tracks), so the game tends to focus more on driving skill than (simple)
car design.

Included in the rules are what happens if you crash, stall your engine,
spin out in a turn, slipstream, etc.

The rules are simple and the strategies are pretty easy to master, but
it's a fun game that can easily be played in a half-hour or four hours.
The board has three tracks on it, but you can buy several more from AH.

--
Andy Rosen (ajr@hri.com)  |  "The most valuable commodity I know of,
Horizon Research, Inc.    |   is information."   -Gordon Gekko, "Wall Street"
1432 Main St.             |  "I got this guitar and I learned how to
Waltham, MA 02154         |   make it talk."   -"Thunder Road"
From: yousten@atlantis.CS.ORST.EDU (Ken Yousten)
Newsgroups: rec.games.board
Subject: Re: Tyranno Ex?
Keywords: Review Wanted
Date: 15 Sep 92 18:48:52 GMT
Organization: Computer Science Outreach Services - Oregon State University

In article <6388@transfer.stratus.com> hship@sw.stratus.com (Howard Ship) writes:
>In article <1992Sep14.213312.1624@cbnewsm.cb.att.com>, beowulf@cbnewsm.cb.att.com (john.a.foley) writes:
>I think AH bought this game from someone.  I noticed it at Games People Play
>(Cambridge, MA, USA) from AH.  Right next to it was same game, same name,
>German rules from a German Company.

The German company is Moskito Games, according to a friend of mine who 
owns the German version.  I've never played either version (he lives in
another state), but have played Eon's "Quirks" and from what he told me,
they are not at all the same.  I'll wait for someone who knows more than
me about Tyrrano Ex to talk about it, I just thought I'd throw those
comments in.
--
Ken Yousten  (Currently living in Champaign, IL)  yousten@atlantis.cs.orst.edu
	 "Her voice-- I know other words, but we'll stick with this
	 	   one-- was nice."   -- Dashiell Hammett
Newsgroups: rec.games.board
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: BTECH: Jump MPs (was: Re: BTECH - machine gun mechs)
Date: Fri, 11 Sep 92 07:36:41 GMT
Organization: Netcom; Renegade User
Keywords: mechs BattleTech machine guns rules

In article <BuBxM7.3Ev@undergrad.math.waterloo.edu> cpbeaure@undergrad.math.waterloo.edu (Chris Beauregard) writes:
>In article <1992Sep9.153622.1388@HQ.Ileaf.COM> hal@HQ.Ileaf.COM (Hal Wadleigh) writes:
>>Jumping farther than a walk results in an uncontrolled fall of the
>>number of levels of the jump.
>
>Did they actually document the effects of jumping further than you can
>walk?  I always thought that it was just plain illegal to build a mech
>like that...

    ][t is.  BattleTech Compendium, pg. 112:
 
 "A BattleMech cannot be constructed with Jump MPs greater than its
 Walking MPs."
 
    ][n the very first version of the BattleTech rules, it wasn't
 documented under the construction rules.  The only place it was
 mentioned was under movement, on pg. 5.  Of course, this very first
 version also only had .5 ton jump jets, for all mechs.  The largest
 mech they had at the time with jump jets was 55 tons, so they made
 that the upper limit for .5 ton jump jets, and added the 1 and 2 ton
 jump jets for heavier mechs.  (Note that this is the rules for the
 first version of BattleTECH, not BattleDROIDS -- i.e. edition v2.0.
 1 and 2 ton jump jets were added in what I consider v2.1.)
 
    |\|ow, my last comment is that FASA themselves violated their own
 rules (not as if THAT'S uncommon) in the Black Widow Company supplement,
 with the GRF-2N Super-Griffin.  It's a 60 ton mech with a movement of
 4/6/9, using jump jets that only weigh .5 tons each.  It also has 10
 standard heat sinks, plus 3 double heat sinks, so it's illegal by
 Compendium rules in 3 three different places.

-- 
    ________________________________________
   /  -= Lunatic Johnathan Bruce E'Sex  (: /
  /  lunatic@netcom.com  CI$:  76170,672  /  <----- Note new
 /  GEnie:  LUNATIC    AoL:  <canceled>  /  Internet address
/_______________________________________/
Newsgroups: rec.games.board
From: caraher@pn32.petnet.med.umich.edu
Subject: Re: World in Flames/Planes in Flames
Organization: pet/cyclotron
Date: Fri, 11 Sep 1992 17:35:48 GMT

In article <1992Sep11.055032.23108@honte.uleth.ca> std_wilson@hg.uleth.ca
writes:
>the WiF Annual has indeed been delayed until at least October.  However 
>the WWI variant (and Scandinavian add-on) is now available to those of
>us that did not get to Origins, unlike Planes in Flames which sold out 
>there leaving none for general sale.
>
Wow, I didn't realize that it had *sold out*. Has anyone actually received the
Scandinavian map yet? I ordered it at Origins and expect it any day...
Newsgroups: rec.games.board
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: BTech: Marauder II Variant
Organization: Student Pool, CSD, University of Erlangen, Germany
Distribution: rec.games.board
Date: Fri, 11 Sep 1992 16:09:26 GMT

Hi everyone!

Now that I've been playing with my Mech Designer, I've had a few
ideas about new Mechs, and (if no one objects too strongly) will
post them here.

First one is a Marauder II Variant. Take the 'normal' 100t 
Marauder II, take out the Jump Jets and add another Large Laser.

Suddenly we have a large, hrd-hitting Mech with long-distance capacity
who needn't worry about running out of ammo...
Since I use the two ML for close-in defense only (I see myself more
as a long-distance sniper than a close-combat fighter) I rarely have
a problem overheating.
In testing the Mech out, I found that very few Mechs even got close 
to him before being blown apart...

Any comments on this?

BTW, none of my Mechs use (ugh) Clan Technology, (gasp) Gauss Rifles,
(grunt) XL Engines or (shudder) Double Heat Sinks...

Ciao,
Klaus

PS: How many of you play only 3025 Technology (perhaps with some
3050 added, like the C3 computer or AMS)? I mean, Double Heatsinks
remove the heat problem, XL Engines remove the space problem and
Gauss Guns are Long-Range-High-Kill-Low-Heat Weapons whos Ammo
can't really explode (come on, what's 20 points?). What fun is
left designing a Mech like that?
Newsgroups: rec.games.board
From: dv52151@uxa.cso.uiuc.edu (Axly)
Subject: Re: Btech/Mechwarrior - Clans
Organization: University of Illinois at Urbana
Date: Mon, 14 Sep 1992 19:35:55 GMT

taia_a@kosmos.wcc.govt.nz writes:

> C'mon Axly! read the rules, Clanners don't buy/pay for their meks!
>They just get them assigned to them by the GM :)
 
 Okay, so how do you explain to one character why HE has to drive
 the little small 'Mech? Giving everyone equal weights leads to
 a boring Star, but you tend to get some pretty sore feelings from
 the guy who draws the Dasher.

Axly
From: c9106225@wombat.newcastle.edu.au (Matt McLeod)
Newsgroups: rec.games.board
Subject: Re: Multi-player Civ-like games (was Re: Computer Games)
Date: 14 Sep 92 10:38:13 GMT
Organization: University of Newcastle, Australia

On a slightly altered note (but still related to computer games) I'd *really*
like to see a game similar to Civilization (the MicroProse version, rather than
the AH) for several players.  Over a LAN?  Or maybe over the Internet!

I know there is Empire, but the interface (for the PC, anyway) is too
annoying...  :-)

Matt


---
Matt McLeod
Programmer, Freelace Computer Journo and ASP Approved Vendor
c9106225@alinga.newcastle.edu.au
Newsgroups: rec.games.board
From: urban@sideshow.jpl.nasa.gov (Michael Urban)
Subject: Re: Conquest - Anyone know this one?
Reply-To: urban@sideshow.jpl.nasa.gov (Michael Urban)
Organization: Jet Propulsion Laboratory, Pasadena, CA
Date: Thu, 10 Sep 1992 20:09:13 GMT


For whatever it is worth, the inventor, Donald Benge, may or may not
have designed a good game, but he does not seem to be real bright
about marketing.  Conquest has been around for at least 20 years, but
has never been widely available, and Benge still seems to be going
around to conventions selling the thing one-on-one to players like
someone selling a new product.  

An anecdote about the inventor:  at a local gaming convention
(Pacificon or some relative), I was wandering around the open gaming
area with an armload of things to play, including Risk.  Benge
buttonholed me, and tried to persuade me to look at Conquest as an
alternative to Risk, because `Risk is a stupid game.'  Now, whatever
you may think about Risk, or Conquest, you have to wonder about the
marketing acumen of someone who tells someone that a game that they
evidently enjoy is `stupid'.



	Mike Urban

	urban@cobra.jpl.nasa.gov