HDTenEightyP/NetNews huggingface dataset:
From: melody@grad00.math.ncsu.edu (Patrick Melody)
Subject: Re: Btech: New technology?
Organization: NCSU Computer Science Dept.
Date: Fri, 6 Nov 1992 02:19:17 GMT

If you are looking for more technology, check out the "Unbound" sourcebook.
It appears mostly written for Solaris, but should fit into any campaign 
fairly well, I think.  Also, there are the new missle rules (as well as other)
parts of Omega rules that might fit the bill, although you would have to 
modify them a bit to fit into "vanilla" Btech rules.  If anyone wants Omega 
rules, send email and I can mail you the lastest coherent version. (Did 
Richard Dalton at usr10131@tso.uc.edu get a copy of this? I couldn't reach
Richard.Dalton@Newcastle.ac.uk)  The latest revision is still being hammered
into a postable form, and should be ready soon.
---------------------------------------------
melod-pj@lancelot.csc.ncsu.edu
From: mcsbc3maw@dct.ac.uk
Newsgroups: rec.games.board
Subject: SFB::Tactical Problem
Date: 13 Nov 92 13:04:03 GMT
Organization: Dundee Institute of Technology



	Here is a tactical problem I'd be happy to recieve answers to
	this over Email or a Post .

	The Enemy ( Klingon )

	Class M planet center board .
		Circular 100 pt minefield between 8-12 hexes away from
		the planet . 1 unknown path clear of all but command
		controlled mines .
	3 BS on the planet's surface 2PAM/1hangar [6 ZYc]
	(sides 1-3-5)
	12 Ground bases [Phaser 4] 2 per hex side .
	2 x D5K , 1 x D5L , 1 x D5W , 1 MON(no pallets) , 1 FRD
	All within 4 hexes of the planet
	All drones are Fast , But other info on drones unknown . 

        You have 2000 points . What race/fleet composition/Tactics
	would you use

	Mark.
From: wolfone@ccwf.cc.utexas.edu (Patrick Chester)
Newsgroups: rec.games.board
Subject: Re: Book Mechs and AeroTech (was Re: Btech: Favorite Mechs--BOOK MECHS!?)
Date: 10 Nov 92 11:35:28 GMT
Organization: The University of Texas at Austin, Austin TX

In article <1df9m2INN3l7@flop.ENGR.ORST.EDU> miurad@prism.CS.ORST.EDU (D. Miura) writes:
]The Harrasser Hovertank is a great anti-aircraft tank right out of the
]book. (Altho. that's about all it's good for)

What about using it as a target drone? The SRMs would just add some spice
to a run-of-the-mill training run. :)



-- 
Patrick Chester            |----------------------------------------------------
wolfone@ccwf.cc.utexas.edu |"The earth is too fragile a basket in which to keep
Politically Incorrect      |  all your eggs." Robert A. Heinlein
Future Lunar Colonist      |"The meek shall inherit the Earth. The rest of us
#^%$!! Militarist          |  are going to the stars." Anonymous
(Of the Sun Tzu mentality) |----------------------------------------------------
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Mon,  9 Nov 1992 13:11:02 -0500 
From: "Jonathan T. Moore" <jmci+@andrew.cmu.edu>
Subject: Re: A&A - Can Allies ever win (II)
Distribution: world

Oops. Let me correct my earlier post, where I claimed you could only buy
3 inf for $12 dollars. Sorry, but since you can actually buy four, the
infantry become even better.

Sorry bout that.

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 
-----------------------------------------------


Newsgroups: rec.games.board
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Subject: Re: EIA: Re: Bidding
Organization: Indiana University
Date: Thu, 5 Nov 1992 18:47:24 GMT

In article <1992Nov5.181458.8756@cis.ohio-state.edu> farrell@pluto.cis.ohio-state.edu (christopher k farrell) writes:

>	Bidding is an extremely important part of the game, and with each 
>"high" bid you should have an idea where the VP's are coming from.  To remove
>the skill from bidding, or to make it more random, would have a very 
>deleterious effect on the game.  Sure, I would rather have a system whereby
>every player gets the country he wants, but this is a more serious game than
>that.  Every nation has it's attraction (yes, even Prussia), and they all
>can be fun to play.  Which one you get isn't *that* important, so I'd rather
>have a system that results in a fair distribution of nations with reasonable
>bids.
>
>	Just as a note, I thought I'd mention what I thought of as "reasonable"
>bids.  GB should usually go for around 40 (or more), France is a steal at less
>than 30, and Russia/Austira shouldn't go for too much more than 15 or so.  Now
>you have to weigh this with the other player's natural tendencies to beat the 
>hell out of either France or Britain, but if you bid high they *may* be less 
>inclined to do so.  However, if you play with a group where they always just 
>pick one of France or Britain and go kill them, you may wish to consider 
>finding another group.
>
I consider those bids a bit high.  One of the problems we have found with
the bidding system is that some players -- usually novices -- overbid for
countries and then quickly find that they have little chance of winning.
This tends to spoil the game for them.

If it really doesn't matter which country you get, then maybe choosing
-- 
Gary Charbonneau
charbonn@silver.indiana.edu
Newsgroups: rec.games.board
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: BTECH: Jap Crap
Organization: University of Illinois at Urbana
Date: Mon, 9 Nov 1992 20:19:20 GMT

lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:

>     _
>    /-\s Stephane pointed out, you oughta get a look at the art in the
> Japanese version of BattleTech.  It's absolutely gorgeous!  If FASA
> had been selling the few copies they had at Pacificon for less than
> $35 each I would have bought one myself, just for the art!  I'll bet
> that if they had brought a dozen copies with them and sold them for
> $20 each they would have had any left to bring back.  Everyone who
> saw it there was impressed.

Well, that may be so. However, the art in the Comstar book sucked eggs. 
The Mech's looked just plain stupid. If FASA wants to use anime style
drawing, that's cool but at least get good anime. 

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

Newsgroups: rec.games.board
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: Btech : LRM/SRM ammo
Organization: Netcom; Renegade User
Date: Mon, 9 Nov 1992 10:03:12 GMT

In article <1992Nov5.024302.28527@uws.EDU.AU> roleary@st.nepean.uws.edu.au (Rocqueforte OLeary) writes:
>One other thought...If LRM's are 31st century equivalent of 20th C.
>Folding Fin Areil (spelling ?) Rockets (FFAR), which I kinda seen them
>as being, then their range should be 1,800 Meter's i.e. 3 times normal.
>I then times all weapons ranges by 3, and the ranges seem quite good.
>Haven't play tested it yet, but what do you think of the idea. Makes 
>Clanners even nastier IMHO.
 
    \/\/hat I do is just say that every hex is three times as wide as
 normal.  This makes all weapons ranges a bit more realistic.  From
 this thought lead a few interesting ideas for my half-finished
 BTech revision:
 
    (_|p to six units, including mechs, can occupy one hex.  Units can
 pass through hexes occupied by enemy units.  The catch is that when
 doing so, the enemy unit can attempt to block the passing mech from
 continuing its movement.  Also, passing physical attacks are possible,
 with damage taking effect at the end of the movement phase.  An added
 physical attack for mechs being passed in the same hex by enemy mechs
 is tripping.
 
    |\/|echs that occupy the same hex before or during the movement
 phase, and end their movements in the same hex at the end of the
 movement phase, can choose to target their weapons attacks on either
 the punch or kick hit location tables (always front side for mechs in
 the same hex).  When targeting this way on the punch hit location
 table, damage to the head is split in half, with the second half of
 the damage being re-rolled for location.  Arm hits for the second
 half of head damage are counted as misses (that half went over the
 head).
     _
    (_)f course, the above rules could also be used for mechs that
 simply occupy adjacent hexes in regular BTech.  (I already have a
 lot more rules for the "passing physical attacks" part, above, that
 I just didn't want to type in.)

    |)
    |)TW, in case anyone would like to know, the name I've been using
 for this half-finished set of rules I've worked on off and on over
 the past couple of years is Conbattler.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
From: taia_a@kosmos.wcc.govt.nz
Newsgroups: rec.games.board
Subject: Re: BTECH: What would you do???
Date: 13 Nov 1992 02:46:20 GMT
Organization: Wellington City Council (Public Access), Wgtn, Nz
Reply-To: taia_a@kosmos.wcc.govt.nz
NNTP-Posting-Host: kosmos.wcc.govt.nz

In article <1992Nov11.112629.2247@gacvx2.gac.edu>, phygod72@nic.gac.edu (Phil ) writes:
>} > Objectives:
>} >   Player 1: capture the city or destroy 800 tons
>} >   Player 2: destroy Player 1 completely or force his retreat
>}    By capture the city, I assume that you mean more or less intact?
>Right.  No nuking the city--what's the point in having a city if it's rubble?
>Phil

 Nuking is very anti-social and is not a nice thing to do :)
The Ares Conventions may be outdated and "noble", but nukes are not good
for real-estate or property values :)

This has been....
 Tony Taia
   TAIA_A@kosmos.wcc.govt.nz
From: kurtg@yang.earlham.edu (Son of Scribbler)
Newsgroups: rec.games.board
Subject: Re: BattleTech - Elementals query
Date: 11 Nov 92 21:21:30 GMT
Organization: Earlham College, Richmond, Indiana

In article <8911266.9@cuslm.ca>, 8911266@cuslm.ca (THIBODEAU MICHEL) writes:
> 
> To all true BattleTech fans:

Yes?

> 
> I have a few questions regarding elementals:
> 
> 1) In the Technical Readout 3050, on page 225, it states that "Each
> suit of BattleArmor has an armor value of 10 points." but in the
> BattleTech Compendium, on page 46, it states: "Each suit of
> BattleArmor has an armor value of 11 points."  Though the rules in
> the Compendium takes precedence over the TR3050, I think it's a
> typo.  Has anybody else noticed this?  
> 

I think the intention was that the suits alone have ten points of armor and the
warriors inside have one point on their own, which expains why the IS versions
are only ten points, the IS can make the suits, but the Clans have been
breeding the warriors for quite a while.

> 
> 2) On page 8 of the TR3050, it states that the BattleArmor "is
> totally impervious to flamers."  What I'm getting at is this: Can
> you overheat an Elemental?  Though flamers don't "slag"
> BattleArmor, it must still get pretty hot in there!  The Elementals
> have Jump Jets, an ER Small Laser plus a SRM2 launcher, it must
> have heat sinks.  If so, how many?  If you shoot Inferno Rounds and
> a Flamer on an Elemental, should there be a possibility of Ammo
> Explosion?  How about its anti-personnel weapons?  Should the Heat
> Scale of an Elemental be the same as the Heat Scale of a Mech
> (penalties to Movement and to Fire)?
> 

I think the logic behind the inferno restriction because I think it's assumed
to have a proximity fuse, and can't sense anything small than a 'mech. But I
really think flamers and fire should torch the hell (pardon the pun) out of
'em!

> 
> Or does anybody care at all about such petty trivia?  These
> questions have caused me deep insomnia last night, so please reply.
> 

The questions are legitimate. The group I play with doesn't use them because of
time restrictions.

> 
>                                                      This side up
>                                                           /\
>                                                         /_  _\
> Mike Thibodeau   | "Does this mean we have to fight?"     ||
> Edmundston, NB   |  CatWoman to Batman.  Batman Returns.  ||
> Canada           |  Ballroom scene.                       ||
-- 
Kurt Grossman
KurtG@earlham.bitnet
KurtG@yang.earlham.edu

I do not know myself, and God forbid that I should.
		-- Johann Wolfgang von Goethe

"Someone got stranded in no man's land, dancing in the spotlight
 To the sound of clapping hands, nobody knows who's side he was on,
 It's a risk that you take in no man's land, nobody knows what made him decide,
 To run for freedom and to certain suicide, when they turn off the guns
 And his fingers uncurl, he's clutching a photograph of a berlin party girl..."
From: rnlee@sdcc3.ucsd.edu (Profess'nal Agitator)
Newsgroups: rec.games.board
Subject: Re: Nuclear Proliferation
Date: 9 Nov 92 01:24:04 GMT
Organization: MAWL - Mudd Alums Without Lives

In article <6NOV199216333578@stars.gsfc.nasa.gov> colorado@stars.gsfc.nasa.gov (Martin Snow) writes:
>I just saw that Flying Buffalo has produced a sequel to Nuclear War and
>Nuclear Escalation called Nuclear Proliferation.  Has anyone played it
>yet?  Is it worth buying?  The other parts of this game system were
>getting kinda dated, but the box implied that it was a post-cold war
>update.

Hmm, I don't remember seeing the "post cold war" on the box the other day...

I had a chance to playtest Nuclear Proliferation at San Diego Comic
Con about two weeks before its release.

The chief feature is the addition of sixteen countries, among them
Popula (increased population during peacetime), Bagmad (the
terrorist--can set off a nuclear device during peacetime without
starting war), Nippyo (can inititate a trading session [a new action]
instead of drawing a card), Itty Bittyland (may demand "foreign aid"
in the form of another players' cards), and Radonia (uses dirty bombs,
extra 2 million killed).

They have added new secrets and new weapons, notably the nuclear sub
and the nuclear cannon.  The sub works sort of like the space platform
except it has a set target.  The target can be changed by bringing the
sub "back to port" for a turn.  The nuclear cannon fires a warhead
(without a delivery system) at one of your two neighbors.

The "post cold war" probably refers to the fact that two of the new
missiles are the Scud (works like the Atlas or any other 20M missile)
and the Patriot (works like any other 20M interceptor) as well as a
Stealth Bomber.  There may also be a Stealth Fighter, but it didn't
emerge in the two games we played.

The incorporation of the different countries make the game more
Illuminati-ish, but the spirit of the game remains.  As a Nuke War
fan, it is definitely on my own prio list for future purchases (along
with the other two  :-).

Agitator
  #->

*Diplomacy-Illuminati-Civilization-Shogun-Nuclear War-Rail Baron-Merchant*
*of Venus-1830-Cosmic Encounter-Empire Builder-Junta-Acquire-//-Skitgubbe*
*------------ R E M E M B E R   B E I J I N G --------------//-----------*
*IBM PC - Who wants a politically correct computer?     \\ // Only AMIGA!*
*================================ Bring Back the Caltech \X/ Cannon!! ===*
*Roderick Lee, HMC '91    "The Professional Agitator"   agitator@ucsd.edu*
Newsgroups: rec.games.board
From: crusader@lut.fi (Crusader ,the Holy Soldier of Metal)
Subject: BTECH:The Bounty Hunter
Date: Wed, 11 Nov 1992 18:28:08 GMT
Distribution: rec
Disclaimer: You can't bring me down
Organization: Lappeenranta University of Technology, Finland


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.

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 ?

--
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
Newsgroups: rec.games.board
From: u8901744@cs.uow.edu.au (Daniel Robert Farnan)
Subject: Re: BTECH: Comstar Review
Organization: Dept of Computer Science, Wollongong University, Australia
Date: Fri, 6 Nov 1992 01:56:14 GMT

kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger) writes:

>The basic layout is a history section detailing the lives and actions of
>Comstar's Primuses starting with Blake followed by a section on the "Word
>of Blake" splinter group in the Free Worlds and then the current military
>status of Comstar forces.  This is an electronic document transmitted along
>the HPG network so various chummers er. "Word of Blakers" have left their 
>comments on the accuracy/heresy of this revisionist history.  I only noted
>one serious logic error where Capella was supposedly under the "Treaty of
>Kapteyn" in 3010 but I'm sure a dedicated search will find other discrepancies
>:(.

	Somebody called?... Well, when it's available in Australia and I get
	my account back next year some time, I'll do what I can.


-------------------------------------------------------
Daniel Farnan,	InterNet: u8901744@wraith.cs.uow.edu.au
Wollongong Uni

"I am NOT too picky! I am a pedant! That means I'm too
picky by half!"	-- me.
-------------------------------------------------------
From: miurad@prism.CS.ORST.EDU (D. Miura)
Newsgroups: rec.games.board
Subject: Re: BTECH: two questions on targetting and leg destruction, and a design
Keywords: multiple targets, leg destruction
Date: 5 Nov 92 22:59:04 GMT
Article-I.D.: flop.1dc8voINNs1h
Organization: Oregon State University, Computer Science Dept.
NNTP-Posting-Host: prism.cs.orst.edu

In article <Bx8uos.2HB@dcs.ed.ac.uk> re@dcs.ed.ac.uk (Roderick Easton) writes:
>In the Mech design what is the furthest right column?  I haven't got a clue what it
>is.

Looks like critcal spaces used to me.

>In article <Bx8JAv.I8v@cs.vu.nl>, rfvhout@cs.vu.nl (Houten van RF) writes:
>
>> My second question deals with a totally different issue. Ever
>> since I've controlled a mercenary batallion, I started to hunt
>> for legs, not heads to increase the salvage value of Mechs.
>> So against a Clan unit a marauder with TSM can kick a Loki
>> leg cleanly away. 
>> But my question is: if after loosing a leg a Mech automatically
>> falls, and if a legless Mech has 1 MP, and getting up costs
>> 2 MP, how does he get up? You can't run with one leg, and even if
>> a Mech has jumpjets, I doubt he could use them lying down.

1. Leg loss is only 50% movement loss BUT the 'Mech can only move one hex.
So a 10-15 losing a leg becomes 5-8 for movement, i.e. attempts to stand/
turning in place, with the ability to hop one hex total per round. Attempting
to jump after standing is good for distance, but the landings are a bit of
a problem :).

>    The Battletech rules state that a unit can always make 1 move per turn regardless
>of movement points.  This means that your Annihilator can run up a hill into heavy
>woods if its the only thing he does that turn movement-wise.  Thus a one-legged mech
>can make one attempt to stand up per turn and then move off at a rate of one hex per
>turn.
>    BTW that Endo-steel only weighs 3.75 tons so you can add a couple of points of
>armour to each leg (0.25*16=4), and depending on the engine maybe even more.

:) Technically you aren't supposed to add quarter tons of armor. (I did post
a 'Mech with it tho... but that was all of it's armor!)

-- 
-miurad@prism.cs.orst.edu
If there is a method to my madness, then I must be mad.
Newsgroups: rec.games.board
From: griffin@sage.cc.purdue.edu (Zack Thompson)
Subject: Re: BTECH-Gamer/Player  which are you?
Organization: Purdue University Computing Center
Date: Wed, 11 Nov 1992 15:19:08 GMT

In article <10NOV199223485287@zeus.tamu.edu> elm4252@zeus.tamu.edu (MOORE, ERIC LEE) writes:
>
>
>is there ANYONE left who still campaigns and does not use clan?
>
>					Mok
>
>

Howdy-

ZT here.

Yes.  Me.  And that's because after getting used to inner sphere stuff, it's
  frusterating to try and make a clan 'mech.  That's because you have all 
  this wonderful sh*t to use, but you WILL run out of crit spots.  I've tried
  it a couple times.  'Hey, I just got a great idea for a 'mech!  OK, get  
  the sheet... weapons... armor... um, ok, smaller engine... heat sinks... oh,
  great, no endo steel... well now I don't have the tonnage left over I need 
  for that weapon, so I don't need those heat sinks, so I have the crit spots,
  so I guess I can put the endo-steel back, now, um... 5 tons and nowhere to
  go... oh, f*ck this!' crumple, crumple.  And the fact that IS stuff lets a
  game go on for longer.  And I don't want to hear anything from anybody about
  'Well, I use my own special blend of tactics, and my clan games go on plenty
  long,' cause if you used IS equip with the same tactics, your games would go
  on even longer.

Just for the Record.

                       The Crystal Griffin
Newsgroups: rec.games.board
From: 8911266@cuslm.ca (THIBODEAU MICHEL)
Subject: BattleTech - Elementals query
Summary: see title
Keywords: BattleTech query elementals
Organization: Centre d'Informatique, Centre universitaire Saint-Louis-Maillet
Date: Tue, 10 Nov 1992 15:36:33 GMT


To all true BattleTech fans:

I have a few questions regarding elementals:

1) In the Technical Readout 3050, on page 225, it states that "Each
suit of BattleArmor has an armor value of 10 points." but in the
BattleTech Compendium, on page 46, it states: "Each suit of
BattleArmor has an armor value of 11 points."  Though the rules in
the Compendium takes precedence over the TR3050, I think it's a
typo.  Has anybody else noticed this?  


2) On page 8 of the TR3050, it states that the BattleArmor "is
totally impervious to flamers."  What I'm getting at is this: Can
you overheat an Elemental?  Though flamers don't "slag"
BattleArmor, it must still get pretty hot in there!  The Elementals
have Jump Jets, an ER Small Laser plus a SRM2 launcher, it must
have heat sinks.  If so, how many?  If you shoot Inferno Rounds and
a Flamer on an Elemental, should there be a possibility of Ammo
Explosion?  How about its anti-personnel weapons?  Should the Heat
Scale of an Elemental be the same as the Heat Scale of a Mech
(penalties to Movement and to Fire)?


Or does anybody care at all about such petty trivia?  These
questions have caused me deep insomnia last night, so please reply.


                                                     This side up
                                                          /\
                                                        /_  _\
Mike Thibodeau   | "Does this mean we have to fight?"     ||
Edmundston, NB   |  CatWoman to Batman.  Batman Returns.  ||
Canada           |  Ballroom scene.                       ||
Newsgroups: rec.games.board