HDTenEightyP/NetNews huggingface dataset:
From: trent@mailhost.hsas.washington.edu (Sigfried Trent)
Subject: Free heat sinks(I stand corrected)
Followup-To: rec.games.board
Organization: Academic Services, UW
Date: Mon, 14 Sep 1992 16:59:08 GMT

In article <gcwn3kn.lunatic@netcom.com>, lunatic@netcom.com (Lunatic
Johnathan Bruce E'Sex) wrote:
> 
> In article <trent-110992134611@128.95.123.185> trent@mailhost.hsas.washington.edu (Sigfried Trent) writes:
> >> >The Supra-Locust
> >> NAME         Tons Pow  W/R/J  Arm H  Cen  Side Arm Leg HS Weapons
> >> LCT-S+ Locust 20* 200X 10/15/0 68 8 8/4 7/3 6 8 20* ML ML ML ML SL
> >> 
> >> Sorry, but you just ran out of crits.  There is a reason that small mechs
> >> don't have double heat sinks.  That 200XL engine gives you but 8 "free" 
> >> heat sinks.  You have to allocate 6 crits for the other two.  What with
> >> the 6 for the XL, 14 for Endo, and 14 for Ferro, you just plumb ran out...
> >
> >Once again I am afraid you are mistaken.  In the compendium rules
> >they changed how free heat sinks are allocated.  Under the new rules
> >all mechs get 10 free heat sinks regardless of what their engine size is.
> >And in keepikng with the locust frame the supra-locust has no hand
> >or lower arm actuators.  Thats 10 crit spaces you hadent accounted for.
> >6 for the free heat sinks and 4 for the missing actuators.  Plenty of room.
>  
>      _
>     (_ heck your Compendium again.  Nowhere does it state that you no
>  longer have to allocate any of the 10 heat sinks that come with your
>  engine.  Specifically, check p. 112 and 113, under "Complete Critical
>  Hit Tables."
>
You are right.  I was looking where it said "Every battle mech comes
with 10 free heat sinks"  and failed to read onwards.  I've been
playing a long time and didn't think to read all the rules.
Sorry.  Well, as far as the design goes I can just drop the ferro
fiborous armor since at that tonage it dosent help all that much.
 
> >By the way you missed the masc.  The speed is 10/15/20.  Thats what
> >makes it a great design.
> 
>     ___
>      |ry to show MPs with MASC as 10/15(20) or 10/15[20].  Otherwise
>  it looks like you're saying the mech has 20 Jump MPs.
> 
Thats a good idea.
> -- 
>     ________________________________________
>    /  -= Lunatic Johnathan Bruce E'Sex  (: /
>   /  lunatic@netcom.com  CI$:  76170,672  /  <----- Note new
>  /  GEnie:  LUNATIC    AoL:  <canceled>  /  Internet address
> /_______________________________________/

"We live in an age when lemonaid is made with artificial flavoring and
dishwashing soap is made with real lemons"    Alfred E Newman
Newsgroups: rec.games.board
From: elvis@netcom.com (kEvin A. Thornbury)
Subject: Re: Up Front armor penetration system
Date: Sun, 06 Sep 92 07:17:27 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

cem@Apple.COM (Carles Moylan) writes:

>Have any players of Avalon Hill's "Up Front" noticed that something 
>is out of whack concerning the armor penetration system?  IMHO, 
>Up Front is a wonderful game in all respects save this one.  The 
>penetration capabilities of small guns are greatly inflated and 
>those of powerful guns are unrealistically diminished.  For 
>example, a measly 37mm AT gun can penetrate the front armor of a 
>King Tiger (approx. 10 inches thick) 10% of the time at close range. 

I think you've misread the rules.

rule 25.4: "...(EXC: IG/AFV ordnance firing at an AFV target does not
add the to hit random number just drawn; insyead it adds a number equal
to the relative range between firer and target.)...

The King Tiger's armor is i9/s10/k11 Flank: i4/s5/k6
the American 37mm is boxed effect of 2
at rr5, the 37mm will only affect the King Tiger on a flank
shot, where it will kill it unless the tank receives a TEM

Now the ATR has a shot at killing it, because it adds the
relative range and an RNC reading red as negative and black
as positive, so at RR5 vs the King Tiger, if it could hit
it, and draw a black 6, (after getting reasonably lucky
to hit, and ungodly lucky to get that close) would kill it,
but this wouldn't happen often enough to worry about. I do find
the ATR to be a bit too effective, since at long range it
has a better chance of destroying some AFVs than many IG's, but
I can live with it since it is so rare.

kEvin
Newsgroups: rec.games.board
Subject: SFB, Spam, InterNet, and sales...
From: phygod72@nic.gac.edu (Phil )
Date: 8 Sep 92 13:19:21 -0600
Distribution: usa

What do these four things have in common, you might ask???

Absolutely nothing.

BUT, since I have you here, reading this message, I am wondering if perhaps  
there might be a soul out there that has SFB, and:
 a) is sick of it
 b) bought the game, tried playing it, and hates it
 c) has five friends who also own the basic rules and is willing to part with 
     it for a few koepecks (or however that is spelled)
 d) just wants to get rid of it

because I am an individual who is in quest of this game...

my friends back home got me addicted, and now there is no one who has it to  
play with...

Please mail replies, nasty comments, Spam, or whatever to me, and I might be  
grateful!!!

Phil aka just a land shark ma'am
From: peter@techbook.com (Peter Sarrett)
Newsgroups: rec.games.board
Subject: G.O.O.T.M.U.
Date: 7 Sep 92 10:18:18 GMT
Article-I.D.: techbook.1992Sep7.101818.29945
Distribution: usa
Organization: TECHbooks --- Public Access UNIX --- (503) 220-0636



Does anyone have ordering information for G.O.O.T.M.U. (Get Out of the Maze
Unit), the new one from Jolly Games (makers of Wiz-War)?
 
 My local game store doesn't carry the game, even though they carry Wiz-War.
I assume I could write to Jolly Games at the address listed in the Wiz-War
instructions, but I'd rather than write a letter of inquiry and wait for a
response, I'd rather write a check for the cost of the game plus shipping and
handling and just send that.

So, has anyone ordered G.O.O.T.M.U. from Jolly Games, and if so, what was the
total cost?

While I'm on the subject of Jolly Games, does anyone know anything about
a game called Knots?  According to the G.O.O.T.M.U. rules, it's another game
by Jolly.

===============================================================================
Peter Sarrett          |   "You don't stop playing games when you get old--
peter@techbook.com     |    you get old when you stop playing games."
(503)579-0873          |                                        - O. W. Holmes
===============================================================================
From: dv52151@uxa.cso.uiuc.edu (Axly)
Newsgroups: rec.games.board
Subject: Re: Battletech
Date: 13 Sep 92 15:30:10 GMT
Article-I.D.: news.BuIwEB.1sy
Organization: University of Illinois at Urbana

skyblade@qed.cts.com (Dennis Ma) writes:

>        1)  When an ammo explosion occurs, it does the damage amount of the 
>remaining ammo * the damage potential of the weapon.  So a full 200 rounds 
>of MG ammo would do 400 points of damage when it explodes, correct?  So will 
>{the mech automatically explode, since no matter where the ammo is placed, 
>no amount of Internal structure and armor (legally) prevents critical 
>overdamage to the Center Torso area?

Yes. A Machine gun ammo hit will destroy your 'Mech. The CASE was invented
to prevent this sort of thing. 

>        2)  Regarding damage transfer, is damage transferred to the internal 
>structure of the adjoining element or the outer armor?  

The damage goes to the armor of the section it transfers to.

>        3)  Regarding fires:  When fires spread across the battlemap, do the 
>fires ever go out?  When I was playing with friends, all we could find were 
>rules that pointed to how the fire spread,{ and none which indicated 
>whether fires would burn themselves out.  Any insight?

Remember, Btech rounds are only 10 seconds. Most grass fires will burn
for a while, and forest fires even longer than they. The longest I've
seen a Btech fight of reasonable size take was 18 rounds. That's still
only 3 minutes, long before the fires would go out for lack of fuel.


Axly
Newsgroups: rec.games.board
From: cf324@cleveland.Freenet.Edu (Lawrence C. Vogt)
Newsgroups: rec.games.board
Subject: Looking for: STOCKMARKET WESTN PUBLISHING
Date: 13 Sep 1992 13:19:17 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I am looking for a game called STOCKMARKET by WESTERN PUBLISHING
the game is about 20 years old.It simes the stockmarket
I would be willing to pay $20 for it for educational purposes.
I know it is no longer in print because I wrote the publisher
about 5 years ago.
Thanks  Larry
Newsgroups: rec.games.board
Subject: Re: BTECH: After GenCON92 Report ... sorta
From: taia_a@kosmos.wcc.govt.nz
Date: 14 Sep 92 16:19:15 NZST
Organization: Welligton City Council, Public Access.
NNTP-Posting-Host: kosmos.wcc.govt.nz

In article <4932@daily-planet.concordia.ca>, kgnome@cs.concordia.ca (MATIS stephane) writes:

> Ok, Axly and others have asked me about this one. I usually woudn'y want
> to go into it, but heck :

> 1. The icing on the cake is Mr. Pardoes use of HUGE 'Mech
> designations, like HNR-WO-R4L Huron Warrior. It infuriates me, beacause
> 9 out of 10 times, he messes up his total tonnage on these same 'Mechs,
> and everyone at FASA get's blamed. I like some of his writing,
> especially ComStar (which you guys haven't seen yet), but out of the
> three new 'Mechs in ComStar, not a single one added-up! Sheesh!

 Just great a writer who can't add! As if Battletech hasn't enough
problems with incorrect designs :( But doesn't anyone check on them?
I question poor followups. I have to get things checked twice for
certain compiling procedures, so do they just let authors material
through without a check?

> 2. Mr Pardoe didn't chnage my feelings with his comment about : "And I'm
> the one who finishes what you guys don't." Exsueeze-me ? What was that ?

 Statements like this, seem to show a first class A*seh*le type. But
I'm wondering what he meant by that?

> 3. Mr. Pardoe's editors (sorta including us playtesters), always wonder
> what he thinks are "fun" for BTECH. Like Bloodright. Like his idea about
> Clan Wolverine... he liked it ... we stayed very silent around the table.

 Clan Wolverine? ARGH! Let it remain the "Boggieman" of the Clans. Who
needs it? I think that following these lines would result in a lot of
crap like the Wolf Dragoons' Sourcebook! That was a real waste of paper!

> 4. Finally, a small ping of jeoulussy fuelled the whole mess.

 Further amplifies my opinion of statement 2. I'll watching his Comstar
with great interest then. I can't wait to buy it, but my wallet can :(

> I hope this answer is satifying... if not ... well.

 Thanks Stephane for the Gossip and maybe we can enjoy more of Battletech
ASAP. But being in New Zealand means at least a six month wait :(

This has been....
 Tony Taia
  TAIA_A@kosmos.wcc.govt.nz, tai-shu@kauri.vuw.ac.nz
3068: The Unification of the Inner Sphere as the new Draconis League :)
Newsgroups: rec.games.board,rec.games.frp.advocacy
From: drevik@utkvx1.utk.edu (Drevik, Steve)
Subject: Re: BTECH - machine gun mechs
News-Software: VAX/VMS VNEWS 1.41    
Keywords: mechs BattleTech machine guns rules
Organization: University of Tennessee Computing Center
Date: Thu, 10 Sep 1992 15:11:00 GMT

In article <1992Sep9.175632.21876@magnus.acs.ohio-state.edu>, rday@magnus.acs.ohio-state.edu (Robert E Day) writes...
>In article <1992Sep9.153622.1388@HQ.Ileaf.COM> hal@HQ.Ileaf.COM (Hal Wadleigh)
>writes:
>>Check all those massive machine gun 'mechs for legality.  A magazine can feed
>>no more than two weapons and must be at least 1/2 ton minimum.  I doubt that
> 
>I do not remember this rule. Which book is this from?
> 
>>those munchkin machine gun purcupines follow this rule.  Also remember that a
>>'mech can jump no farther than it can walk.
>>
>>These are the most frequently-ignored rules.  It's great fun in a game against
>>a munchkinner to let him put his 'mech on the board, then restrict it to the
>>rules.
> 
>It seems to me that it would be _much_ better to trash the "munchkin mech" with
>good play and a stock(i.e. book version) mech, rather than using the "rules"
>against them. H

Hey, the offending muchkin is using a twist of the rules, too (the fact 
that MG's have more punch per ton and build up no heat).  Why not use the
rules against him?  I doubt the BTECH designers intended for a porcupine
to be the most dangerous mech on the table...


How hard is it to stay outside of 3 hexes away from an unit?  In 
>one-to-one battles, I have found that this is an easy thing to do.
>-- 
>If the price that I must pay to obtain my *  Robert E. Day/Syr Otto von    *
>freedom, is to acknowledge that the Gov-  *  Schwartzkatz, Shire Mugmort   *
>ernmet was granted the power to infringe  *  Barony Middle Marches,        *
>on them, then I am not free. Paul Anderson*  Middle Kingdom                *
Newsgroups: rec.games.board
From: woodc@aix.rpi.edu (Christopher A. Wood)
Subject: Civil War Strategic games
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Tue, 8 Sep 1992 02:34:35 GMT


  I have recently been looking at some sort of Strategic level
Civil War game.  I had my eye on VG's The Civil War, but I happend      
to notice another one from a small company which name escapes me
at the moment.  It had something like "The war that pitted brother
against brother" or somesuch  in the title.  I remember this one 
looked more impressive on the stuff covered, but was also about $15
more.  
  The question is :  What do people out there recomend for someone who
wished to fight the entire Civil War?  Is the VG game any good?  Are there
others out there I should be looking for?  

  Thanks in advance....

 
-- 
 Chris Wood
  woodc@rpi.edu
   "All Men Are Equal in the Eyes of Fish" - Herbert Hoover  

Newsgroups: rec.games.board
From: bas@phys.uva.nl (Bas de Bakker)
Subject: Re: A3R : Canadian Ship Builds
Organization: Institute for Theoretical Physics, Amsterdam, the Netherlands
Date: Thu, 10 Sep 1992 13:09:52 GMT

>>>>> On 4 Sep 92 15:46:28 GMT, bakerj@gtephx.UUCP (Jon Baker) said:

jb> I have a simple question about British ships built in Canada.  I don't
jb> have the rules with me, so I can not quote rule #'s.  Basically, UK is
jb> allowed to build 2 factors per turn in Rosyth, and 1 per turn in Canada
jb> (possibly increased to 2 by a variant).  Ships that are reconstructed
jb> are placed on the board immediately.  Obviously, ships built in Rosyth
jb> are placed in Rosyth.  Where are ships built in Canada placed?

In the US Box, from where you have to use Initial Deployment to get
them to Europe.

Bas de Bakker.
Newsgroups: rec.games.board
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: Postscript Diplomacy with Positions
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Wed, 16 Sep 1992 00:20:07 GMT

mikes@biochemistry.oxford.ac.uk (Mike Smith) writes:
> I don't suppose anybody knows of a proggy that prints the diplomacy board
> with armies/fleets on (presumably in color).

I've sort of spiffy-ed up a set of scripts written by liam@dcs.qmw.ac.uk
(William Roberts) but it's not really ready for non-local use right now.

My final goal is to write a real parser that does some parsing on the local
machine before sending the Postscript stuff to the printer.  Right now, if
there are any mistakes in the text with map positions, only the Postscript
parser will notice and you don't get any printout without any error
messages. :-(

For now, you can get the original version in any comp.sources.games
archive.  It should be archived as "dip_maps - PostScript code to print A4
Diplomacy maps".

--
Eiji Hirai <hirai@cc.swarthmore.edu>    :     :    :   :  : :: ::: :::: :::::
Unix Geek for Swarthmore College        :     :    :   :  : :: ::: :::: :::::
Information Services, Swarthmore, PA, USA.      Copyright 1992 by Eiji Hirai.
I don't speak for Swarthmore College.                    All Rights Reserved.
Newsgroups: rec.games.board
From: bkdavis@eos.ncsu.edu (B K DAVIS)
Subject: Re: b-tech anecdote
Originator: bkdavis@c00059-100lez.eos.ncsu.edu
Reply-To: bkdavis@eos.ncsu.edu (B K DAVIS)
Organization: North Carolina State University, Project Eos
Distribution: rec
Date: Tue, 8 Sep 1992 09:58:14 GMT


In article <1992Sep7.153701.14787@vax5.cit.cornell.edu>, i6p@vax5.cit.cornell.edu writes:
|>Path: taco!rock!stanford.edu!ames!sun-barr!cs.utexas.edu!uunet!newsstand.cit.cornell.edu!vax5.cit.cornell.edu!i6p
|>From: i6p@vax5.cit.cornell.edu
|>Newsgroups: rec.games.board
|>Subject: b-tech anecdote
|>Message-ID: <1992Sep7.153701.14787@vax5.cit.cornell.edu>
|>Date: 7 Sep 92 15:37:01 EDT
|>Distribution: rec
|>Organization: Cornell University
|>Lines: 13
|>
|>I've been inspired by the many posts about Battletech.  I play on occasion
|>and do enjoy the game.  I don't play campaign games (or at least haven't).
|>I have only played once with tanks and infantry.
|>Anyway, the point of this post is to tell of a mech I created called the 
|>Drone (because it was expected to sting once and die).
|>I don't remember the specifics.  Only that it was 10 tons, had 2 center torso
|>mounted medium lasers and a walking speed of 10.  No armor as it would have
|>slowed them down.  With them I managed to kill a Spider and an Atlas while
|>only suffering about 5 losses.  By tonage that's about 1:3 I think.
|>My friends now call taking lots o small things against one big thing "pulling
|>a Vince."
|>(BTW I also had an Atlas from the book and one shot to his amo loaded torso
|>took him out before he could fire a shot)  
|>
Hmm you are lucky, really lucky. Most people would have pegged you with the lrms
, large laser etc before you got to close. You are almost talking about
a pre-elemental type thing.

Brian
aka
Brebane





I have a sign on my locust reading

My other mech is an atlas

:)
Xref: sparky rec.games.board:8510 rec.games.frp.advocacy:2059
From: beowulf@cbnewsm.cb.att.com (john.a.foley)
Newsgroups: rec.games.board
Subject: Tyranno Ex?
Keywords: Review Wanted
Date: 14 Sep 92 21:33:12 GMT
Organization: AT&T

What's the good word on Avalon Hill's Tyranno Ex
(the so-called game of evolution)?  Physically
it looks super.  How does it play?  Is it just
for family, is it good for B & P, or even more?
Thanks!

John A. Foley
Xref: sparky rec.games.board:8677 rec.games.frp.advocacy:2173
From: elm4252@zeus.tamu.edu (MOORE, ERIC LEE)
Subject: Re: BTECH- machine gun mechs
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Fri, 11 Sep 1992 02:45:00 GMT


hello again.  the discussion of what a munchkin mech is seems
to dissolve into the setting you are playing.  i personally
play in a running campaign that takes place outside of cities
most of the time.  (the indigs HATE when you play in their 
backyards.)

a munchkin mech to me is anything that you would not normally
see without common sense.  the line between munchkin and 
bad allocation is pretty easy.  FASA's poorer designs are
victims of bad allocation.  i love running across mechs that 
have two hatchets or outragous speeds.  with hatchets, i can
outgun them and those with speed i can out armor them.  i 
do not see maxing armor as bad.  as a matter of fact, any
mech i design or redesign, gets the max armor possible as
a base just like the cockpit and gyro.  the mech is incomplete
if it does not have it. 

there are only three clan homedesigns that i have run across
so far that i consider blatantly unfair.  

1.  any clan mech that uses a targeting computer hooked up
    to only pulse lasers.  a -5 from your to hit is very
    hard to over come.  (-2 due to pilots, -2 due to lasers,
    and -1 due to the computer.)

2.  a 100 ton mech with 4 lrm 20s with artimis systems.  with
    the no min (or real short i dont use them so i do not remember
    off hand) on clan lrms, it is VERY deadly.

3.  a 100 ton mech with 4 erPPCs and 3 er Lar Las with a lot
    of double heat sinks.  this mech is one of the nastiest
    i have seen in pure death value.  the armor, the weapons,
    the heatsinks, it can level many mechs before it gets into
    trouble.

if i was playing in the solaris campaigns, i think that it would
be a bit different.  the way it is set up, most of the combat is 
at real short ranges that favors the high recycle rates that 
short range weapons have.  a 25 ton mech armed with just a 
large laser, would probably have his head handed to him by
stingers and wasps because they have a higher recycle rate than
he does.  on the open field, i would say that the 25 ton mech
has a better than 50% chance of killing the wasp or stinger.

this is only my opinion.  send any rebuttles or flames my
way.

                                        Mok

a.k.a.  Mjr Kessel
        CMDR 537th Heavy Company
        (2nd Company on the horizon...<WHOA Salvage>..)
        Mercs employed by Federats

        How can you expect to outwit a maniacal genius on an
        empty tummy?   
                                        -Eve
                                         Mann and Machine


Newsgroups: rec.games.board
From: quirk@pioneer.unm.edu (Gym Z. Quirk)
Subject: Re: JUNTA - can someone summarize this game???
Date: Sat, 12 Sep 92 02:55:48 GMT
Organization: Nit-Pickers for a Better Tomorow Afternoon

In article <BuFHE7.D41@sti.com> chris@sti.com writes:
>wesdia@sniap.mchp.sni.de (Wolf-Eckart Schmidt) writes:
>|> Hello,
>|> 
>|> I just have read the postings about JUNTA.
>|> Can someone post a summary of the game via email? Perhaps I'll buy the game.
>
>[snip!]
>There is a segment of the game that involves moving counters as in a wargame.
>However, this is mostly a maneuvering exercise with little actual combat.

Little actual combat?

I've rarely seen a coup occur where either one or two of the army
brigades aren't ravaged by airstrikes (or each other ;-), or where the
mobs in the streets aren't brutally shot to pieces by the police.
Guess I have a more bloodthristy gaming group than most. ;-)

>	Chris

-- 
Capt. Gym Z. Quirk  (Known to some as Taki Kogoma)  quirk@pioneer.unm.edu
 I'll get a life when someone demonstrates that it would be superior to
                          what I have now...
Newsgroups: rec.games.board
From: mpbodlae@cs.ruu.nl (Maarten Bodlaender)
Subject: Re: A&A - A Balanced game?
Date: Fri, 11 Sep 1992 12:10:56 GMT
Organization: Utrecht University, Dept. of Computer Science

In <18kqvmINNr0u@fbi-news.Informatik.Uni-Dortmund.DE> markhof@ls12r.informatik.uni-dortmund.de (Ingolf Markhof) writes:

>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 sea force, Japan does the same with the american ships. After
This isn't a real problem. In the first turn, England builds a carrier and
a transport. In that same turn USA lands his fighters on the English carrier
(which is permitted by the rules). Now the sea force in the atlantic, if
kept together, is to strong for the Germans to wipe out. USA forgets about
Japan all together, building transports and infantry to reinforce Russia and
kick Germany out of Africa (ever seen the movie ?).

In this manner, the allies almost always win, so indeed the game is
unbalanced. In the other way than you proposed, though.

>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.

Maarten Bodlaender - Long past A&A.
From: ppugliese@pimacc.pima.edu
Newsgroups: rec.games.board
Subject: Re: Stellar Conquest
Date: 11 Sep 92 14:14:01 GMT

In article <nn6ydwl@rpi.edu>, cleggp@aix.rpi.edu (Paul Jason Clegg) writes:
> Does anyone still play Stellar Conquest from AH?  Anyone still have the
> original MetaGaming copy from who-knows-when?  I was disappointed they
> changed the "Dreadnought" to the "Death Star"...
> 
> ....Paul

I have the original but no I haven't played it for over a decade.

PHIL
Newsgroups: rec.games.board