HDTenEightyP/NetNews huggingface dataset:
From: pietu@lut.fi (Petri Regina)
Subject: Re: Epic Space Marines
Date: Tue, 15 Dec 1992 18:46:42 GMT
Organization: Lappeenranta University of Technology, Finland

jrzorn@garnet.berkeley.edu () writes:

>     Does anyone out there play Epic Space Marines and want to hash out
>the inevitable(?) problems in the GW rules?

Well we have had problems too. That's why we have made many house rules
which are based on Space Marine 1st edition rules.

>     What effect does the wave of an eldar wave serpent's wave have when
>the unit runs into a titan or gargant? Is the t/g pushed to the trailing
>edge of the wave and disrupted like regular infantry/vehicles, or does
>it just take a hit, or is there a third option?

Titan just gets disrupted. That's the way we play it.

>     Epic is actually pretty fun, it just needs to have some rules ironed
>out.

-pietu

-- 
*--------------------------------------*
* email: pietu@lut.fi * tel: 953-29385 * 
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
From: alsandor@Micor.OCUnix.on.ca (Michel Boucher)
Subject: ADQ Trade
Organization: M.B. Cormier INC.
Date: Sun, 13 Dec 92 23:09:42 EST

I sent a note on that a week ago, but our feed has been shut down since 
then and just reopened today.  So in case anyone tried to reply, or it 
didn't get through:

I am interested in trading my copy of ADQ 4-2 (DUELTRACK) for a copy of 
ADQ 6-3 and/or ADQ 6-4.

Please e-mail me directly at the above address.

Michel

C. Michel Boucher              | alsandor@micor.ocunix.on.ca
Private user                   |
Ottawa, Canada                 | member, Christina Amphlett fan club
CANADA                         |
Newsgroups: rec.games.board
From: mcclure@NEBULA.SSD.LMSC.LOCKHEED.COM
Subject: OGRE miniatures
Reply-To: mcclure@NEBULA.SSD.LMSC.LOCKHEED.COM
Organization: LMSC, Sunnyvale, California
Date: Tue, 15 Dec 92 20:55:38 GMT

For those of you who might complain about similarities between the
Paneuropeans and tne NA Combines, try this for variety once you
become familiar with the rules.  Look through your local hobby store
for other types of sci-fi micro-armor miniatures.  Then adapt OGRE
type weapononry to those figures.  That could give your forces a more
individualistic flavor.  The other lines that you can micro armor from
are the Battletech series, the Centurian series from FASA (may be a bit 
more difficult.  I think they dropped the miniature line for this game), 
and Scotia.  Heck, even some of Citadel's Titan series stuff could work.
With these you could expand also to cover what might be called the 
early OGRE days (Mk.1 and pre Mk.1) or even "alien armor".

My current forces includes miniatures from all of the lines mentioned 
above plus some very old Superior castings that were out in the 70s.  
I have yet to work out the stats simply because I'm having too much 
fun painting and devising color schemes.  Once I get all the bugs worked
out I will post my results and give a run down on the various schemes I
have used.  They may not be as wild or vibrant as those in the rulebook,
but they might just be interesting (like a dazzle scheme similar to that
used on World War 1 ships).

Kent M. McClure
Auto racing afficionado and member of San
Jose IPMS chapter.
My views are what they are, like them or not.
Newsgroups: rec.games.board
From: jdoucette@venus.cc.hollandc.pe.ca (Jingle bells, mortar shells, VC in the grass...)
Subject: Re: F&E: # players to use?
News-Software: VAX/VMS VNEWS 1.41    
Organization: Holland College - Charlottetown PEI
Date: Wed, 16 Dec 1992 14:33:00 GMT

In article <1992Dec16.041737.3809@leland.Stanford.EDU>, stanford@leland. 
Stanford.EDU (Scott Stanford) writes...
>Well, seeing as F&E seems to be crawling up on the net, I guess there
>ARE a few people who play it (I tend to get frustrated with all the
>bookkeeping (any good tips?)).  Anyway, maybe I'll have to dust it off
>and play it again.  My question is for people that are playing the
>historical game (General War).  How many people do you have on a side?
>Just one person running the allies and one the axi...coalition?  Or
>one to a race, several to a race?  How do you like playing with that
>number of people?
> 
	Right now, I play with one player a side.  This is more due to lack 
of gamers than preference.  Our turns are a bit slow during the heavy 
combat surges, but even so, we've found a way to speed up the paperwork.  
Or maybe it isn't, we just do a lot of concurrent activity.  Our standard 
practice is to start doing the economics of a race once all enemy retro in 
the race's area is done.  The other thing that helps is we've done this so 
long that we know by heart what each race's capital gives them, etc.  We 
really haven't noticed the peperwork because when one of us is doing his 
production, the other one is pouring over the map going "oh God I'm in 
trouble".

John Doucette
From: jeff@maggot.gg.caltech.edu (Jeff Goldsmith)
Newsgroups: rec.games.board
Subject: Re: Blackbeard
Date: 18 Dec 1992 23:24:14 GMT
Organization: California Institute of Technology, Pasadena
Distribution: all
NNTP-Posting-Host: maggot.gg.caltech.edu

>Constraints:
>	Group is 3-4 (or 5) players; smart, but not into rules-a-thons

Only 1-4 players possible.

>	Ideal game plays in 3-4 hours, i.e. an evening

That's about right, once you master the mechanics.

>	We already play & like `18xx', Acquire, CE, Kings & Things

It's at a similar complexity level to K&T, I'd suggest.  It's
not as complex as 1830.

>Info. wanted:
>	Number & quality of bits & pieces (counters etc.)

Not that many.  They are pretty sturdy since they need to be
randomly drawn a lot.  I suggest getting a package of the little
plastic containers that are used for salsa; each type fits into
one of those just about right.

>	Complexity level

Medium to medium low, about a 4 on 1-10.

>	Player interaction level (the more the better)

Not much.  Later in the game, you will get pieces that can go
kill the other players, but early on, it's just a race to the 
more lucrative things lying around.  

>	Fun level (i.e. how many times can you say "Arrr Jim lad!"?)

Lots.  Try "Yo ho ho," and "Avast, ye mateys," and rounds of "A drunken
sailor," and so on.  It's not hard to role-play pirates, and you really
do what seems like piratical stuff.  This is, perhaps, the strongest 
point of the game.  Perhaps the best move I've ever perpetrated is to 
sieze the governor's treasure ship, capture and torture his daughter,
sell the plunder (and his daughter) back to him, then go raze the town.
(It takes a King's Pardon to do this, by the way.) I've also replaced 
razing the town with retiring and marrying said daughter, but that 
isn't as much fun.

>	`Mythic realism' level: i.e. is it like a (good) pirate movie in
>				the same way that `Gunslinger' is like a 
>				good western?

It's ok about realism.  Pirates' lives were typically pretty short and 
usually depressing, which comes through just fine.  Only once in awhile
does a pirate start having the good life, which is, perhaps, the weakest
part of this game.  If you aren't good at it, everyone loses a lot.

>Don't care about:
>	Solitaire playability (I'd rather read something)

The solitaire scenario is pretty deadly, but you can try it anyway.

>	Real realism ("...finally, roll for the effect of the Force 5 wind
>			on your mizzenmast standing rigging which has taken
>			5 points of chain-shot damage...")

Not all that much detail.  There was some in pre-publication versions
of the game, but the AH produced version is pretty streamlined.  I think
that's for the good.  


Blackbeard is really a mildly complicated Beer and Pretzels game.  The
strategies are not deep, not can you afford to take the game too seriously.
A player plotting for 5 minutes is not in character with the game.
				--Jeff
From: mcsbc3maw@dct.ac.uk
Newsgroups: rec.games.board
Subject: Re: SFB: Upgrading Rules
Date: 10 Dec 92 14:04:39 GMT
Organization: Dundee Institute of Technology

In article <1g37m0INN7q4@bigboote.WPI.EDU>, bengalt@wpi.WPI.EDU (Thomas Lee Russell) writes:
> Hi,
> 
>   I've gotten some interest in starting up an SFB campaign out here.  I have
> the old rule set (Commander's Edition I believe?) and I'm not too gung-ho
> to spend more $$$ on a new rule set most of which I already have.  I remember
> seeing a boxed set that would upgrade the Commander's Edition rules up to
> the new Captain's Standard.  Can someone post or mail me the name of that set
> so I can order it?  Also, what else should I get with that to fill out the
> new rules (I was planning on getting the fighter and fast patrol ships modules
> along with the tactics manual. Anything else I need?)?  Thanx in advance.
> 
> later
> bengalt@wpi.WPI.EDU


	The product was called the captain's rulebook , but i don't know
	if this is still in production .

Mark
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Fri, 18 Dec 1992 21:38:29 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: A&A - I think I found it!!!!
 <BzC7F2.A1v@NeoSoft.com><b#arqbk@lynx.unm.edu> <WYATTW.92Dec17130427@tekig1.pen.tek.com>
	<1992Dec17.220335.1@vax.sonoma.edu>


>> ...Original complexes (ones you started the game with) give you
>> unlimited capacity - you can place any number of newly purchased items
>> in a territory with such a complex; new complexes (ones you purchased
>> and place or captured) give you limited capacity per turn...
>>            ^^^^^^^^

>I never liked this rule.  I have aVERRRY strong suspicion that the original
>rules allowed the AXIS to win more often(largely due to this and multiple
>flak) and they got a lot of flak about "NAZI's WINNING WWII" from somewhere.
You have no idea what you're talking about.  The main problem with the
Allies is that Britain and the U.S. need naval units to get into the
war on the main continents.  To a lesser extent this is true for Japan
(it's not quite as true for Japan because their transport fleet
doesn't have to move, and isn't usually attacked).  Allowing the
British and Americans to build as much as they want in Europe/Asia
crushes Germany instantly.  Consider the ramifications of a Complex in
Gibraltar for the British cranking 10 inf a turn.  Or Persia to help
the Russians against the Japanese or the Germans.  And of course the
US builds in China to immediately crush Japan.  


>The new rules seem to make it almost impossible(and I DO mean that) as
>the game is originally set up.  You HAVE to resort to something like
>the No-Russia first-attack rule JUST to make it MORE even(It still is
>not quite).
Sadly enough, it's more even now.  I'll check with Erik, but I'm sure
he'd be glad to play you with the old rules...

	joe
Newsgroups: rec.games.board
From: jmb@oclc.org (James Blight)
Subject: Squad Leader information wanted
Summary:  questions...
Keywords: scenarios, AFV counters,  help!
Organization: OCLC Online Computer Library Center, Inc.
Date: Fri, 18 Dec 1992 20:47:57 GMT

  A friend and I have started playing Squad Leader recently as a prelude to
  learning and playing ASL.  We were looking through the stuff we bought and
  were wondering a few things...

  1) We have scenarios 1-40 from Squad Leader and the expansions and a booklet
     of scenarios 91-100 from GI Anvil of Victory.  We were wondering where
     scenarios 41-90 are and how to get our hands on them.

  2) We bought a lot of SL and ASL stuff in one large package.  There are
     apparently some AFV counters missing or incorrect.  Specifically, for
    scenario 3B with some Russian T-34s and German Sturmgesutz IIIs.  Some
    kind soul was nice enough to email me a description of scenarios 3 & 9
    but we cannot find the counters for the AFVs.  Could someone please email
    me the stats for the AFVs in this scenario?  If these matches the one we
    got the the counters are missing.  The STGIIIs both had the 105mm howitzwer
    and the 75mm(?) guns.....

  3) Can you convert Squad Leader scenarios to use ASL counters/rules?  We
     haven't checked out the ASL stuff much,  other than note that the counters
     had more values on them.

   Thanks for your interest,

        -Jim 

  
Newsgroups: rec.games.board
From: am@bogart.inmet (Atin Malaviya)
Subject: AH: Panzerleader / general learning question
Organization: Intermetrics, Inc.
Date: Tue, 15 Dec 1992 15:39:08 GMT

Hi,

Someone gave me AH's Panzerleader but I find that I am not doing very
well learning by myself.  Is there someplace I can find actual example
games for Panzerleader that I could play along and learn from?  Playing
with others doesn't seem to be a possibility right now.  Also, I read
somewhere that there are hidden movement rules for the game, as well
as other variants -- where can I get my hands on these?

Finally, do any of these games ever get programmed on a computer a'la
Chess?  I realize that the computer wouldn't be very good -- but heck,
the chess programs I've seen can usually beat me at their better
levels and I don't need a Gary Kasparov of Panzerleader to play with
when I am just learning . . . :-)

Thanks,

--
----
Atin Malaviya                  |   am@inmet.camb.inmet.com
Software Engineer              |   733 Concord Ave. Cambridge, MA 02138
Intermetrics Inc.              |   (617) 661-1840 x4575
Newsgroups: rec.games.board
From: sks1@Ra.MsState.Edu (Sujay Shaunak)
Subject: SFB : scenario question
Organization: Mississippi State University
Date: Mon, 14 Dec 1992 22:04:52 GMT



	Hey all, our group was thinking about running a large
scenario along the following lines :
		1) Each player has close to 600 points in ships.
		2) Each player will have ships unique to one race.
		3) We will have a "drawing" for objectives (we will have
                   premade objectives for a variety and the drawing will be
                   random so that no one knows what the others' objectives
                  are).
		4) We were thinking about either giving one person a large
                   base, or some Tholians/Neos with some asteroids. And
                   have it be possible for multiple players to draw the
                   objective of taking out the base or tholians....
                   (of course, the tholians would have their own objectives
                   as well :)

	We were planning on making it an all day (and possibly night)
thing.  Has anyone else out there run something along similar lines?


		Also, does anyone have any ideas for objectives ?

	Thanks,
		Sujay S.
		sks1@ra.msstate.edu
--

'Sooge'
sks1@ra.msstate.edu

Newsgroups: rec.games.board
From: cal@fang.att.com (Charles A. Licata)
Subject: Any more news on HOT LEAD!
Organization: AT&T Tax Systems Development, Maitland FL
Date: Wed, 16 Dec 1992 15:05:44 GMT


I was just wondering if anyone would care to comment on what stage
Hot Lead by SJG is in.  I drool as I wait :-)

Chuck
Newsgroups: rec.games.board
Date: Sat, 12 Dec 1992 09:59:02 -0500 
From: "Shawn P. Williams" <sw2z+@andrew.cmu.edu>
Subject: FOR SALE:WWII-ETO+PTO 

I'm hoping to sell my copies of the SPI series games (from TSR) WWII
European Theatre of Operations and Pacific Theatre of Operations as a
set.  The games are unpunched and normally sell for $40 each.  I was
hoping to get $60 for the two together (and I would pick up the postage).
                                              -spbW

Shawn P. Williams: Carnegie Mellon University, Pittsburgh, PA (opinions
expressed are my own)
From: dxb105@huxley.anu.edu.au (David Bofinger)
Newsgroups: rec.games.board
Subject: Re: SFB: Frax
Date: 16 Dec 1992 00:49:59 GMT
Organization: Australian National University
Distribution: world
NNTP-Posting-Host: 150.203.3.32
Keywords: sfb

In article <3NZDVB4w165w@swob.nullnet.fi>, maxxon@swob.nullnet.fi
(Mikko Kurki-Suonio) writes:
|> If vessels are fast enough, frontal weapons are more natural and
|> probably better

Since SFB warships fly as well backwards as forwards, frontal
weapons can be used like rear-firing weapons. Side-firing weapons
have no corresponding extra flexibility.

|> barring full 360 turrets ofcourse (does SFB have these?

Yes, but they're unusual. They represent weapons (always phasers)
that are mounted on the "top" or "bottom" of a ship so that they
can fire in the entire horizontal plane. And shuttles and some
seeking weapons can launch in any direction.


|> Why not?)

Well anticipated. :-) The real reason is it makes the tactics more
interesting, if you want a justification here goes. SFB is a two
dimensional game, if one wishes to view it as a (lousy) approximation
to a three-dimensional game then restricted firing arcs make sense.
Given what SFB warcraft look like it's hard to see how one could place
a turret that would fire into (nearly) all the solid angle (4pi
sterradians, or 128400/pi square degrees :-)) around the ship (though
you should be able to do better than the designers have). A weapon
mounted on the top or bottom of a Fed saucer would be never restricted
in SFB, whereas it would frequently be restricted in a 3D engagement.
So having all the weapons in 360 mounts would be a system-driven
abuse of the game.
---------------------------------------------------------------------
David Bofinger                                 dxb105@phys.anu.edu.au
From: 2huwbeach@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Opinions Wanted on Mac WWII comp games
Date: 20 Dec 92 13:38:34 CST
Organization: University of Kansas Academic Computing Services



	I've seen these 2 Mac computer games in a catalog and am looking for
opinions on them.  The titles are V for Victory and V for Victory II: Velikiye
Luki.  I realize this isn't alt.computer.games but figure that anyone
interested in SL and ASL, etc might have played these WWII comp games.

		Thanks

		Matt Rose
		Univ of Kansas
		Remote Sensing Lab
Newsgroups: rec.games.board
From: gwd@unislc.uucp (Greg Davis)
Subject: AH games for sale
Organization: Unisys Corporation SLC
Distribution: na
Date: Mon, 14 Dec 1992 18:51:08 GMT

The following Avalon Hill games are for sale, $10 each, plus postage.
Postage in US: $3 for 1 game, $1 per game for each additional.
P = punched, U = unpunched.

P  Afrika Korps
   Civilization
   Diplomacy (wooden pieces)
U  Down with the King
P  Dragonhunt
U  Frederick the Great
P  Luftwaffe
P  Magic Realm
U  Origins of World War II
P  Starship Troopers
P  Tactics II
P  Wizards Quest
P  Wooden Ships and Iron Men
-- 
Gregory W. Davis
UNISYS Corporation, MS: B1C05 |  Internet: gwd@unislc.slc.unisys.com
322 North 2200 West           |  UUCP: ...!{sun, uunet}!unislc!gwd
Salt Lake City, UT 84116      |  Voice: (801) 594-5410
Newsgroups: rec.games.board
From: awkerr@zia.aoc.nrao.edu (Alan Kerr)
Subject: Re: SFB: Starbase Augmentation Modules
Keywords: SFB, Starbases
Organization: National Radio Astronomy Observatory, Socorro NM
Date: Mon, 14 Dec 92 23:30:51 GMT

In article <1992Dec10.165118.3934@colorado.edu> wolniewi@boulder.Colorado.EDU (WOLNIEWICZ RICHARD H) writes:
>Doesn't the Fed SB generally have one of its modules converted to hold
>12xF-14 (and some A-10s, if I remember correctly)?  With 4xHBM this gives
>36xF-14, not a bad force in itself.

nope, module number 4 on a Fed starbase has a hangar for 12 A-10s.
All the other fighters are in aug. mods.

Alan

-- 
Alan W. Kerr                               awkerr@aoc.nrao.edu
National Radio Astronomy Observatory       awkerr@nrao.bitnet
Socorro, NM, USA                           uunet!nrao.edu!awkerr
Newsgroups: rec.games.board
From: helen@pulua.hcc.hawaii.edu (Helen Rapozo)
Subject: Re: SFB: Frax
Organization: Honolulu Community College
Date: Sat, 12 Dec 1992 20:45:57 GMT

In article <1g02eeINNg0e@usenet.INS.CWRU.Edu> wah2@po.CWRU.Edu (William A. Humphrey) writes:
>
>   Could someone please post, re-post, or e-mail a basic description of the
>Frax?  Having come into this thread half-way through, it might help me understanthe discussion if I knew whatthe bleep was being argued.  Specifically, who
>(or what) are the Frax, where were the rules for them introduced, where are
>they located, and what is the general "theme" behind their ships?  I get the
>impression that they have unusual (bizarre?) weapon arcs, also what are their
>main weapons?
>-- 
***************
The FRAX was introduced to the general market under Module P1 (the
date escapes me but it was on GEnie before that).

The ships are typical armed with Phaser-I, Disrupters, Phaser-III and B drone
racks.  What's unique about these ships is that the weapon arcs
are in the FX or RX arcs (hence the name FRAX).  For example
if memory serves a FRAX CA would have the following weapons arangement:

Type of		# in		# in
Weapon		FX arc		RX arc

Phaser-I	4			2
Disrupter	2			2
Phaser-III	2			2

plus 2 B drone racks.

This makes the ship to use it's broadside to bring all weapons to
bear.

As it stands right now, there is no race descriptions on what the
FRAX looks like.

Honolulu Community College            cs_rapozo@hccadb.hcc.hawaii.edu
874 Dillingham Blvd.                  helen@pulua.hcc.hawaii.edu
Honolulu, HI 96817                    rapozo@uhunix.uhcc.hawaii.edu
Ph#: (808) 845-9202
Newsgroups: rec.games.board
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Subject: Re: Review of "The War for the Union" (was RE: VGs Civil War question(s))
Organization: Indiana University
Date: Wed, 16 Dec 1992 17:37:41 GMT

In article <16DEC199216025715@vxcrna.cern.ch> casper@vxcrna.cern.ch (CASPER,DAVI./PPE) writes:
>In article <1992Dec15.172639.1@cubldr.colorado.edu>, gregory_b@cubldr.colorado.edu (Brian Gregory) writes...
>>I've read a few questions about this, my favorite Civil War game, and
>[...long review of Victory's The Civil War omitted]
>>In my opinion, the best CW game I've seen.
>>the words of Dave Casper "the only CW game worth playing."
>                           ^^^ ^^^^ ^^ ^^^^ ^^^^^ ^^^^^^^
>
>Did I really say that?  A House Divided is good too, but is aimed at the
>beer-n-pretzels crowd.  I usually recommend it to newbies.
>
>If I did say that, I have to amend it - about a month ago I got Clash Of Arms
>Games "The War For The Union" (TWTFU), and I have to say it looks better than
>TCW in many ways.  I've been meaning to post a first-impression review of the
>game, so now looks like a good opportunity...

... Most of post deleted....

>Dave

Much obliged for the review -- I've been waiting for one.  I agree that
the graphics of The War for the Union (hereafter, TWFTU) are better than
those for The Civil War (hereafter, TCW).  You think they are MUCH better,
while I think they are only SOMEWHAT better -- obviously a matter of taste.
I do think the map is somewhat more accurate.  However, there is no Far
West map, as in TCW (perhaps no great loss if you play TCW without the
Far West option).

I've only skimmed the rules.  I was actually disappointed that TCW's
command control system wasn't carried forward.  I consider that to be
the heart and soul of TCW's charm.  It's partly for that reason that I
haven't dug into TWFTU yet.  I was also disappointed by the disappearance
of the "state conversion" rule, which I very much liked.  The notion of
different levels of troop quality seemed nifty at first glance, but I
wonder whether it wouldn't add a lot of complexity (particularly with
regard to combat resolution) with very little gain in either enjoyment
or realism.

I've toyed with the notion of combining the two games in some way
(e.g., playing mostly by TCW rules, but using the TWFTU map), but
I think the games are sufficiently different that you really couldn't
do it.

Please -- anybody out there who has actually PLAYED both games who
can do a comparison?

- Gary Charbonneau
  charbonn@silver.indiana.edu