HDTenEightyP/NetNews huggingface dataset:
Date: Mon,  2 Nov 92 15:55:08 MST
Newsgroups: rec.games.board
From: $stephan@sasb (Stephan Fassmann, Software)
Subject: SFB: Would you buy this ship?
Keywords: SFB
Summary: new ship
Organization: BYU

I have thought up a new ship and I would like a few opinions.

The SuperHawk-G
Hardweld G modules on a Superhawk and replace the fighters with 8xGAS and 
two of the admin shuttles with a HTS shuttle, and add 25 more BP's
The effect would be something simillar to the Fed COV but is more expensive, 
of course, it's Romulan :-). I am basing this off of a modern MAU (Marine 
Amphib. Unit). It's primary purpose is to dump marines on a planet and 
enough of them to do a good job of it too. Not all the GAS shuttles need to 
be GAS they could be one of the new Ground Combat Support variants (all guns 
no ability to carry BP's).
This would be better or at least cheaper then a SparrowHawk-G, a Skyhawk-B, 
and a Skyhawk-E ( the SKE is here because it has to be ), because it would 
only take one command slot and could even be the Flag ship, though a Condor 
would be great to have around.

Let's see what you guys think of this.

_____________________________________________________________________
|Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|The Random Acts of Kindness will Continue until Morale Deteriorates|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: rec.games.board
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Subject: Re: Monopoly Rules
Organization: AT&T
Distribution: na
Date: Mon, 9 Nov 1992 00:16:19 GMT

In article <BxDor6.DIy@acsu.buffalo.edu>, v077mdph@ubvmsb.cc.buffalo.edu (Snoopy) writes:
>
>Another person followed up this thread, asserting that the "free
>parking" variant arose from a "Stock Market" expansion set.  This is definitely
>erroneous, as the expansion set in question exists but is very recent.  My 
>room-mate says that it may have come out in the last couple of months.

Your room mate blew it.  The Stock Market expansion for Monopoly was
released by PB in 1936.  They have never re-issued it since that initial
release.  The 50th anniversay tin-can version of Monopoly has a picture
of it in the rulebook section that talks about the history of Monopoly.

Nick Sauer





Newsgroups: rec.games.board
From: prj@pyuxf.uucp (25574-jayne)
Subject: Monopoly variants
Organization: Bellcore, Livingston, NJ
Date: Tue, 10 Nov 92 13:15:57 GMT
Keywords: Monopoly

With all the postings about Monopoly variants, I'm surprised
no one has mentioned the Monopoly Cheater's Kit published by
the National Lampoon some time ago (70s?).  It had lots of
goodies, but the best stuff was on the chance and community
chest cards.  By pulling one of these cards from your sleeve,
you could:
	* Win first prize in a beauty contest
	* Break leg on opponent's property and sue (my favorite)
	* Go to jail for life
I still have the cards and extra spaces for the board (add a Steel
Pier to Boardwalk and Park Place).
	Paul Jayne
From: bsrae@csv.warwick.ac.uk (Mr D Lockwood)
Newsgroups: rec.games.board
Subject: Re: Empire Editions
Date: 9 Nov 1992 11:53:56 -0000
Organization: University of Warwick Business School
NNTP-Posting-Host: lily.csv.warwick.ac.uk

In article <1992Nov2.230217.27423@cs.ucla.edu> tek@ficus.cs.ucla.edu (Ted Kim (Random Dude)) writes:
>What editions exist of "Empire", the Napoleonic Miniatures rules put out
>	by Emperor's Press?

The versions I have seen in the UK are:
  3rd square box, red/blue Napoleonic flags, spiral bound
  4th square box, green cover, spiral bound
  5th large box, A4 loose leaf with ring binder.

>How can I tell by examining a copy of the rules, which edition it is?
>What is the most recent edition?

As far as I know, 5th. THere may be a 6th, but I haven't seen it in the UK yet.

>
>Empire seems to be the most famous Emperor's Press product. Does
>anyone have opinions on their other products (e.g., their ACW rules)?

Stars'n'Bars 3 is roughly equivalent to Empire 4. It is a sensible 
redevelopment ratehr than just a shoehorn of the Napoleonic system.

Ancient Empires is not a sensible redevelopment, IMHO, and just maps
inappropriate Napoleonic command structures on to Ancient armies. The
research looks a bit dodgy to me, and you have to buy buckets of add-on
modules to play anything but Hannibal vs. Rome.

I haven't played any of their other rules (although I own several of them :-))
-----------------------------------------------------------------------------
... a poor tale, told by an idiot, full of sound and fury, signifying nothing

Dave Lockwood -  UNIX MAINFRAME    bsrae@csv.warwick.ac.uk
                 PG TEACHING PCs   orsdl@cleaver.wbs.warwick.ac.uk
                 STAFF PCs         orsdl@razor.wbs.warwick.ac.uk
                 RESEARCH PCs      lockwo.d@razor.wbs.warwick.ac.uk

As you can see from the above, all our technical groups are fully coordinated
and of a single mind. All mail internally forwards to orsdl@razor.wbs...

Newsgroups: rec.games.board
From: nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH)
Subject: Re: Monopoly Rules
Organization: NASA Ames Res. Ctr. Mtn Vw CA 94035
Date: Fri, 6 Nov 1992 01:14:46 GMT

mdm@bnr.ca (Diane MacMartin) writes:
>The following are some variations I am aware of in the basic game
>rules - not including the short game versions:
>
>4.  Getting out of jail - if your third roll in jail is not doubles,
>you pay $50 and MOVE THAT ROLL.  This is in the rules, but some
>people play that you get one more turn in jail before having to
>move.
The way I understood it is yet a third way.  After two turns in jail,
you must pay $50 before rolling.

>5.  Free Parking - as kids, we used to either place one of each
>bill in free parking, or pay misc. dues (income tax / luxury tax /
>etc) to the center, or both; if you landed on free parking you
>got the money.  To my knowledge this has never been written in
>the rules.  How did this custom become so widespread?
Good question.  We did something similar.

>6.  Housing shortage auction - this supercedes the rule that you
>must build at the beginning of your turn.  But my husband's family
>doesn't play this rule.  Was it not in the rules at one time?
Huh?  Never heard of it.  Explain.  Also, what do you mean by "you
must build at the beginning of your turn"  (it seems abiguous)
>
>Are there other variable rules anyone else plays?
Let's see.  We always had arguments over what the minimum bid was if
someone didn't buy a property after landing on it.  (some even didn't
want an auction)

Mel
From: dodd@csl.sri.com (Chris Dodd)
Newsgroups: rec.games.board
Subject: Re: EIA: Re: Supply limits
Date: 5 Nov 92 02:15:07 GMT
Organization: Computer Science Lab, SRI International
NNTP-Posting-Host: pekoe.csl.sri.com

ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>From the AH edition of EiA, rule 12.3.1 (Supply Limits per Depot) p36 :

>"Each individual depot that is a supply source or part of a valid supply chain
>may only be used to supply a maximum of 4 corps and/or besieged garrisons."
> 
>Anyway, it seems that the edition I have is clear about the supply chain not
>being limited, but rather just the individual depots.  Fred might have a
>different vintage of rules.

Is it just me, or does this rule clearly say the exact opposite -- each
depot can only supply directly or be used as part of a supply chain
for at most 4 corps.  Thus if you have two depots in a chain (one in a
supply source and one 2 spaces away), you cannot supply 4 corps from
each, because then the one in the supply source would be supplying 8
corps (4 directly and 4 via supply chain).

The original rule was basically `each depot can supply 4 corps', with
no elaboration, leading to precisely this dispute.

Chris Dodd
dodd@csl.sri.com
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Fri, 13 Nov 1992 21:44:24 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A: New variant

>I kind of obliquely mentioned this in an earlier post, but never got any
>response, so here it is again:
>
>Rearrange the teams (!) as follows:
>
>Russia and Germany
>U.S., U.K., Japan
>
>Many people might balk at this, because the Axis are supposedly trading
>Japan for Russia (a trade down), but it actually works. Germany and

Well, some people are silly.  Russia starts with lots of units and an on
continentfactory.

>Russia start with LOTS of pieces. Since they don't have to beat on each
>other, they get to have a lot of fun. Russia can pretty much blitz
>through Asia, and Germany can work on Britain.
Pretty close.  Normally Allies pick Germany to beat on, Axis pick
Russia.  Here, both Axis demolish Britian!  Of course they fight over
the rest of the mainland, but soon Britain will be conquered, and the
"own the continent guys" win.

>Let me know what you guys think.

I think it is a lot closer to balanced, but this is the only 2 country
team that wins.

>Jon
>
>-----------------------------------------------
>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 
>-----------------------------------------------


Erik
---=
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Btech: Favorite Mechs
Organization: University of Illinois at Urbana
Date: Fri, 6 Nov 1992 20:40:02 GMT

aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink) writes:

>The Widowmaker is a @#$% CURSED 'mech!  I've NEVER seen so many consecutive
>head shots scored against any one class of 'mech in so many scenerios!
>I LOVED the DW when I first saw it -- then it became the first 'mech to die
>in THREE CONSECUTIVE BATTLES (OK, it tied once).  I couldn't take it anymore.

Was it just unlucky, or did it suffer from "Holy S**T, it's so huge, we have
to kill it NOW!!!" syndrome? I've found that really tough 'Mechs tend to
draw more firepower than they are worth. Was it a case where the volume of
fire led to a higher chance of criticals, or just bad luck?

>If you want class, you want style, and you want conservative power,
>	NOTHING tops the COPPERTOP
>		That is, a slightly customized Warhammer.

The Warhammer, from what I've seen, is the basis for more customizations
and modifications of any 'Mech FASA has issued yet. I don't really know
why, but I know that I can list at least 10 Warhammer variants that I've
seen and that's 10 in 3025 and 10 in 3050/3055 era. It seems to be the
hot rod of the FASA world.

Axly
********************************************************************************
*          Axly                  *   BLAM. BLAM.                               *
*      Red Sword Targa           *   "Stop."                                   *
*    "Sword's Path: Glory"       *   BLAM. BLAM.                               *
*                                *   "Police."                                 *
*                                *       -Officer Axly                         *
********************************************************************************

Newsgroups: rec.games.board
From: bcetnar@magnus.acs.ohio-state.edu (Blake Cetnar)
Subject: Re: A&A - Can Allies ever win (II)
Organization: The Ohio State University
Date: Thu, 12 Nov 1992 20:45:41 GMT

I have found a fairly decent strategy for Japan.  Build a factory on one of the
islands NE of Australia.  Build up some defenses there and use it as a major
Naval unit maker because it should be out of aircraft range and after a few
turns of fortification the island is nearly impervious to amphibious attack.

bcetnar@magnus.acs.ohio-state.edu
Newsgroups: rec.games.board
From: djbailey@skyler.mavd.honeywell.com
Subject: Re: Monopoly Rules
Organization: Honeywell Systems & Research Center
Date: Sat, 7 Nov 1992 19:04:31 GMT

In article <lflqlpINNj77@exodus.Eng.Sun.COM>, mcgrew@ichthous.Eng.Sun.COM (Darin McGrew) writes:
> It's only been in the last couple years that I discovered that
> Monopoly is very playable when you get rid of all the house
> rules.
> 

My friends have a Monopoly variant that hasn't been mentioned here and that
seems to speed up the game. We haven't tested it a lot but I will mention
it for your information.

We start with all of the normal rules in force. When someone rolls a 7, we
switch to what we call "the Rail Barron rule" meaning that when someone
lands on an unowned property, they may buy any single unowned property and
are not restricted to buying the property they land on.  This new rule 
stays in effect until a seven is rolled again. We alternate between the
standard rules and the "Rail Barron" rule until all properties have been 
bought.

This makes it easier to get a monopoly through purchases instead of trades
which, in turn, urges the other players to make trades when someone 
does get a monopoly.

-- Don J. Bailey
From: arp2@ellis.uchicago.edu (andrew robert polis)
Subject: Re: BTECH: Us vs. Them vs. who?
Reply-To: arp2@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Thu, 5 Nov 1992 22:23:09 GMT

Rob Kamm writes:
    I write:
>>    But given the small number that escaped the trial of annihilation, they
>> couldn't really be much of a threat without nukes.  Imagine one galaxy
>> against all the clans (not much of a fight quineg?)
>> 
>> 
>> -Andrew Polis
>> 
>> arp2@midway.uchicago.edu
>> Why all this fighting?  Why can't they all just be friends? :)
>
>(Note: Alot of stuff was deleted from the above.)
>
>Not much of a fight.  Lets see, they have the survivors of a Clan trial of
>annihilation getting together with a bunch of IS survivors of the Kurita
>prison on Richmond.  Hmm, a large number of nomadic survivors of very tough
>circumstances who are then given 225 years of peace with which to develop,
>their only requirement is that they keep an eye on both the Clans and the  
>IS.  With any luck FASA thought about this and will give the Minnesota tribe
>great intelligence capabilities (time for a new game-dealing with that type
>of warfare?), self-destruct devices of all sizes and more powerful ECM.
>With even more luck, as they left Richmond they misjumped into a star some-
>where...
>:)
>                  Rob Kamm


Hmmm...  Interesting point about the intelligence capabilities...
Maybe a year from now we'll all be playing 'Battlespies'?  :)


-Andrew Polis
Newsgroups: rec.games.board
From: carlton@apollo.hp.com (Carl Hommel)
Subject: New Flashman variant
Date: Tue, 10 Nov 1992 20:54:28 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA

After using three 3050 Spiders (the ones with two medium pulse lasers) to
take out an Atlas in a 100 ton match, I have modified my Flashman variant
somewhat. I sacrifice the long range of PPC+, allowing me to drop a bunch
of heat sinks, but gain incredible knife-fighting ability.

NAME           Tons Pow  W/R/J Arm H Cen  Side Arm Leg HS  Weapons
FLS-8N Flashman 75* 375X 5/8/5 231 9 28/18 22/10 24 32 36* PPC+(2) ML(3)
FLS-9N Flashman 75* 375X 5/8/5 231 9 28/18 22/10 24 32 24* MSC PPC(2) MPL(4) SPL

The center torso has one jump jet and the SPL, the head has an MPL, one
PPC is in an arm, and the rest of the weapons are in the side torsos.

This mech can jump 5 (giving a +3 modifier) and fire both PPCs while only
going up one heat.  When the range is less than 7, it can jump 6 and fire
the 4 MPLs without gaining any heat.  Or, If it gets to range 1, it *wants*
to go up heat.  To get the MASC to kick in, just fire the torso PPC with
whatever combination of pulse lasers causes 9 heat.  This might do up to
37 points.  Then, in the physical attack phase, you could punch twice for
15 each, if you were fighting a heavy mech, or turn a light mech into scrap
with a 30 point kick.  Yeesh.  Sometimes, my munchkinism amazes myself.

Carl Hommel
carlton@apollo.hp.com
Newsgroups: rec.games.board
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Eagle & Sun counters
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Distribution: usa
Date: Fri, 13 Nov 92 03:45:52 GMT

I have a copy of FGA's Bastogne, and it came with a set of 20 counters
labelled "British & Commonwealth Counter Fixes for The Eagle and the
Sun."  There is no explanation with the counters - I have no idea if
they are extra or replacement.

At any rate, I don't need them, and it seems a shame to have them go
to waste when there is probably somebody out there who needs them but
doesn't have Bastogne.

So, the first person who e-mails me that they'll send me $1 to cover
postage and envelope costs can have the counters.   Repeat: there is
nothing else with them, just 20 counters.  I have only one set, so
don't be surprised if they're gone by the time you read this . . .

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Newsgroups: rec.games.board
Subject: Re: Games that belong on every gamer's shelf...
Date: 12 Nov 92 18:09:13 GMT
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Distribution: na
Organization: Plymouth State College - Plymouth, N.H.

Roger Leroux asks the musical question:  "If you could keep only 10 games on
your shelf, what would you pick?"  Well...

Tough question!  For me, it would have to be:

1. GURPS
2. Wiz War
3. Pursue the Pennant
4. EastFront
5. Fighting Sail
6. Silent Death (using Triplanetary movement :-)
7. Blue Max
8. East Front Tank Leader (with West Front TL rules)
9. Up Front
10. (Aaaeeeiii!  I don't want to choose!  No, don't take them away!)

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.board
From: yogi@iesd.auc.dk (Joergen H. Andersen)
Subject: [A&A](No of dice and luck)
Organization: Mathematics and Computer Science, Aalborg University
Distribution: rec
Date: 11 Nov 92 12:02:34


It is very fine all the analyses, there has been mede on this
newsgroup about chanses in defense and attack of varying types of
units. 

I find that for a simple rule of deciding the chances of an attack you
simply count the values of the units and add them. that is:

3 inf -> 3 points in an attack and 6 points in a defence situation.

The golden rule is: "the one with the most points will win" 

But if you in an attack have a lot of inf, you don't lose as many
points as your opponent during combat.

For simple calculation of odds I find this method is fine.

/Joergen
Newsgroups: rec.games.board
From: dpipes@spica.srg (Dave Pipes x4552)
Subject: Re: looking for Squad Leader info
Organization: just me
Date: Thu, 12 Nov 92 15:36:39 GMT
Followup-To: rec.games.board

In article <1992Nov11.095732.11129@walter.cray.com> lrg@crud.cray.com (Lee Gordon) writes:
>
>     I am new to the game of Squad Leader (I've played the first scenario
>*once*), and I'm looking for more information and/or tools that might exist
>on the net somewhere.  I saw there is an Advanced Squad Leader mailing list
>and archive, but to me it seemed like giving a child a book on Calculus when
>he's trying to learn division...  Is there a mailing list/support group for SL?
>Also, is there an archive site for SL tools, maps, and scenarios?
>
Well, maybe it is just me, but I feel that ASL is *easier* to learn than
SL plus all those follow-ons.  SL itself is excellent, but goes rapidly down-
hill after COI...which means that you will find yourself stalling with COD,
and screaming when you see GI.  Whereas all this stuff is covered *better*
in ASL.  The system is more smooth, fewer holes, more unit types, more 
chrome...and the detail you see in the rules is just that - detail.  Once
you get the idea of a rule, you'll understand its' applications and you 
don't usually have to memorize the exact wording.

So I think that if you plan to stick with SL alone, you are right, but if
you want to do armor, air support, extreme weather and terrain, amphib stuff,
Pacific Theatre, etc., you really should think about ASL.  The one thing I
really miss from SL is the player-character leader RP aspect.  And you can
kind of do that on your own with ASL.

If you can handle SL, you'll be fine with ASL despite appearances.  So why
not go for it? :-)

	David Pipes
Still a 7-1, or maybe 7-0...sigh...


Newsgroups: rec.games.board
From: crusader@lut.fi (Crusader ,the Holy Soldier of Metal)
Subject: Re: BTECH:The Bounty Hunter
Date: Thu, 12 Nov 1992 20:27:54 GMT
Distribution: rec
Disclaimer: You can't bring me down
	<1992Nov11.234723.7160@pimacc.pima.edu>
Organization: Lappeenranta University of Technology, Finland

> In article <1992Nov11.234723.7160@pimacc.pima.edu>, ppugliese@pimacc.pima.edu writes:

> In article <CRUSADER.92Nov11132808@surukuku.cc.lut.fi>, crusader@lut.fi (Crusader ,the Holy Soldier of Metal) writes:
>> 
>> Ok. We know the green Marauder with credit symbols, and the notorious 
>> pilot, the Bounty Hunter.
>> 
>> We know that he betrayed Natasha Kerensky and captured her Marauder 
>> ( he had a Griffin at that time ).
>> 
>> He met Natasha again in the 4th Succession War.
>> 
>> After the death of Minobu Tetsuhara, his assistant Michi Noketsuna
>> began to hunt down the persons responsible for his master's death.
>> During this, we find out that M.Noketsuna has become The Bounty Hunter.
>> 
>> When Mr.Noketsuna gives up his revenge ( for at time ), one of his 
>> companions takes the role of the Bounty Hunter and the green Marauder.

> Didn't Michi eventually return to service with the Combine & , by 3050,
> eventually rise to the rank of Warlord?

Yes, he did. Eventually he was about to kill Takashi Kurita, but in the
chain of events, he did not, but ended up actually defending T.K. from
ISF.

>> After this, I haven't been able to find any references to the Bounty
>> Hunter.
>> 
>> Who was the Bounty Hunter before Michi Noketsuna? How did Noketsuna
>> become the Bounty Hunter? How is the Bounty Hunter doing in 3053 ?
>> 
>> --

> Wasn't there also a discrepancy between the book _Wolves_on_the_Border_
> & _The_Wolf's_Dragoons_Sourcebook_ relating to the chain of events that
> resulted in Kerensky's loss of her Marauder to the Bounty Hunter? I also
> wonder why the Bounty Hunter , in the book, was so anxious to track down
> Natasha. What was the point?

Discrepancy? The way I remember it, N.K. lost her Marauder during Wolf's
Dragoons service to Marik. The incident in "Wolves on the Border" happens
somewhere in the Davion/Kurita border. In it Natasha is forced to 
co-operate with the Bounty Hunter.

But back to the original topic: 

Who is / Who was / Who have been the Bounty Hunter(s) ?????? 

--
I crusader@kannel.lut.fi I    /              I How can you call me evil ?
I Mikko Hy|kki           I (==I-Crusader---> I Have you spoken to God today..
I Laserkatu 3 AB 222     I    \              I       ...And what did he say ?
I 53850 LAPPEENRANTA     I                   I          - Suicidal Tendencies