HDTenEightyP/NetNews huggingface dataset:
From: pendy@ais.org (Paul Hohn)
Subject: Re: A&A: Axis strategy
Organization: UMCC
Distribution: na
Date: Wed, 15 Apr 92 05:15:56 GMT

In article <1992Apr14.161500.27139@rayssd.ssd.ray.com> m1b@imperious.ssd.ray.com (M. Joseph Barone) writes:
>	This article assumes second edition rules and no optional or
>house rules.  Here's a strategy for the Axis that I was thinking about
>but haven't tried:
>
>	Germany go for strategic bombing against Russia to cut off
>Russia's source of reinforcements.  At the same time, go wild in
>Africa and attack Russia merely to kill stuff rather than to conquer.
>Maybe sink the British fleet but try not to lose any aircraft.

MAYBE sink the Brit fleet??!! For Germany, this is an absolute MUST! The
results of not doing this is total Allied control in the Atlantic and a VERY
real possibility of D-Day two years ahead of schedule.

>Purchases are focused on one bomber per turn and replacement infantry.
>Japan builds two industrial complexes (one per turn) in Asia and
>ignores USA.
>

Have tried the "ignore the USA" bit, using a very minimal task force to take
out Pearl, if the right units are used it is effective. But building two
complexes in a row? That'd cost Japan everything in Asia by turn 2. If the
total strategy proposed earlier in this group of the three-pronged attack to
take every Japanese holding out in turn 1 is used, there's noplace to put a
new complex other than the Philippines. Japan only has so much to spend.
Turn 1 they have 10 extra by this plan, turn 2 they have 7 extra if they're
lucky. This doesn't buy much at all, which is what the Russians and the US
love to hear.

>	The Western Allies can't do too much for the first two turns
>so by that time, Germany would have three bombers and Japan is cranking

The West (Brits/US) by turn two should have knocked the Germans out of
Africa and should be putting some serious pressure on Southern Europe.
This of course, assumes that the Brit fleet is left intact.

This isn't a flame response, just some points on the plan. Overall, its
economically aggressive, with an unprepared Allied player, this may work to
some degree, possibly nailing 20 free IPCs by turn two. Personally, as
someone who ends up getting stuck with the Axis all the time, I like the
sound of 3 German bombers and Japan cranking 6 armor in Asia each turn, but
realistically, if the Allies play anywhere near aggressive, this strategy
may be the Axis' downfall.
From: scannell@bubba.ma30.bull.com (P Scannell)
Newsgroups: rec.games.board
Subject: Re: WANTED: AH's Sturmovik
Date: 13 Apr 92 14:42:00 GMT
	<1992Apr10.150532.6445@uwm.edu> <1992Apr11.113248.5638@nntp.hut.fi>
Reply-To: P.Scannell@bull.com
Organization: Bull HN, Worldwide Information Systems, Billerica, Mass., USA

In article <1992Apr11.113248.5638@nntp.hut.fi> s35284b@puukko.hut.fi (Timo J. Pekurinen) writes:

   I wanted to try dogfights against russian bombers and fighters of WWII era.
   (On boardgame, of course!) Since I already have Avalon Hill's Air Force and
   Dauntless and knowing that AF has an ad of Sturmovik on it's back cover I 
   decided not to reinvent the wheel and obtain the game.

Sturmovik was never published, despite what the Dauntless box said.

Someone more knowledgeable about AF/Dauntless might be able to tell you
how compatible the Battleline version of the game is with the Avalon Hill
version.  If they are very compatible, you might be able to find a copy
of Battleline's Air Force Dauntless Expansion Kit, which I believe contained
the Russian planes you're looking for. (If they *are* compatible, you might
be able to get photostats of the relevant plane data cards through Avalon
Hill, even if you can't find the Expansion Kit itself anywhere.)
--
 == Pat Scannell                      Bull HN Information Systems Inc. ==
 == (508) 294-2190                    300 Concord Road   MA30-826A     ==
 == P.Scannell@bull.com               Billerica, MA 01821              ==
From: thx1138@angus.mi.org (Scott Abfalter)
Newsgroups: rec.games.board
Subject: SFB: Romulan SparrowHawk Carrier
Date: 8 Apr 92 20:02:49 GMT
Organization: North Star BBS

I tell you, for 4 BPV a fighter carrying a Type-F Plas is a _scary_
thing.  Consider that you can buy three times the cost of F-14's in 
Romulan fighters.  

The Cyberpunk
Kernel NMI
THX 1138

-----
Scott Abfalter (thx1138@angus.mi.org  -or-  thx1138%angus@teemc.tmc.mi.org)
North Star BBS, Troy, MI --------------------------------- +1 313 524 9024 ---
Newsgroups: rec.games.board
From: ace@cs.mcgill.ca (Arthur CHAN)
Subject: Re: A&A Rules (was Re: Re: Japan ...)
Keywords: A&A, Axis & Allies
Organization: SOCS, McGill University, Montreal, Canada
Distribution: na
Date: Fri, 10 Apr 1992 17:36:27 GMT

In article <18805@bach.udel.edu> barich@bach.udel.edu (Dewey H Barich) writes:
>[Stuff not related to what I'm about to say deleted]
>
>>Not really related but:  during an amphibious assault can attacking
>>cargo ships be removed as casualties?  I seem to recall a conflict in
>>the rules where two rules seemed to apply - one said you could remove
>>them, the other said you couldn't.  We've lost our rules so we can't
>>argue anymore, we just say you can't  :-)
>
>>Comments?
>
>>Kevin
>>colton@bnr.ca
>
>
>	Everything I see in the rulebook says that you _can_ lose the
>transports at any time, whether there is an amphibious assault or not.
>The only thing I can think of that you might have thought the transport
>cannot do is enter an enemy-occupied sea zone by itself.  Actually, it
>could, but the defending units would get to fire until the transport(s)
>were dead or withdrew.
>
>Dewey
>barich@brahms.udel.edu

Good question.

On a similar note, imagine this scenario :

A battleship a transport and 2 infantry decide to do an Amphib. assault
Suppose the territory they are invading is guarded by 5 infantry (
stupid I know but... ).

Attack sequence : Battleship fires the 1 shot.
                  The 2 infantry miss on their attacks

Defense sequence : 4 of the 5 infantry score hits.

Question : Do the attackers lose all their units or only the infantry
           units???

                 
                     ^                ^
                   -##\              /##-
                -######\   (    )   /######-
             -#########//  |\^^/|  \\#########-
          -###########//   (@::@)   \\###########-
        /############((     \\//     ))############\
      -###############\\    (oo)    //###############-
     -#################\\  / ** \  //#################-
   -######/-\[^]-:/:-[^]-:/ -[^]-\:-[^]-:\:-[^]-\######-
  -#/|####<=---=====---=====---=====---=====---=>####|\#-
  |/|#/\##<<^>           Arthur Chan         <^>>#/\#| \|
  ' |/  \V<<^>    ace@binkley.cs.mcgill.ca   <^>>V  \|  '
    '     <=---=====---=====---=====---=====---=>    '
          \-\[^]-:\:-[^]-:\ -[^]-/:-[^]-:/:-[^]-/
                         | |    | |                     
		        (VVV)  (VVV)
Newsgroups: rec.games.board
From: orc@u36.uucp (Richard Cornie)
Subject: battletech/general posting
Summary: just some stuff to think on...
Organization: U36 Research
Date: Sat, 11 Apr 1992 09:36:46 GMT


Expires: 

Followup-To: 
Distribution: usa
Organization: U36 Research
Keywords: 

     I've just beenflipping through the postings on 'tech and it occurs to
  me that you guys apparently don't know what LB's are for.Just try using
  partial cover around any of the clan models.My player character in a friends 
  mechwarrior campaign was on the clan front when I saw a truly enlightening
  attack by an unidentified omnimech.We had a griffin in partial cover and it
  was on the receiving end of an LB-20x attack.About thirteen or fourteen
  fragments hit and it took five to the head.The pilot was badly shaken
  needless to say.(he died at the hands of the mad cat next turn)I know that
  none of the omnimechs as printed carry the awesome LB-20x,but my referee 
  came up with some of his own pods to account for the clan adapting to the
  inner sphere mecha.I hope that none of you ever encounter a mad cat with
  a targeting set up on its twin erppc's!!!!
    As the for the inner sphere's LB-10x,I had a unit specially configured
  with two centurion,one centurion maximus,and a warhammer.The LB-10x is
  perfect for damaging an elemental's armor enough for the warhammer to
  kill them.(The lance can also cope reasonably well against other mecha
  by grouping their fire one one target like any good mech lance)
    By the way,does anybody have any ideas about the stats' for the clan
  headhunter class elemental.Acorrding to the sourcebook for the wolf clan
  they are supposed to be faster but with less weapons and armor.
    Also,could I get some new ammo types from anybody out there?I have access
  to the Solaris rules and Unbound and I'm just wondering if any ref's have
  some home brew ammo for lrm,srm,lrt,srt,gauss,ac,LB or even new weapons.
    I,m gonna include a few that I'm working on for my own campaign.
                (don"t flame me these are no where near official)
    a.c.Standard not lb series
           -armor piercing rounds.cost twice as much,get 1/2 the number
            of rounds to the ton due to different loading and storage
            damage is 150% that of listed,ammo explosion is also 150%....
    variable laser system
           -can fir eas any tpe of laser(not ppc) weight 8,size 5
    variable missle system 
           -capable of launching either lrm or srm,but needs ammo that
            costs twice as much.weighs 11,size 8,cost 465000 cb's
            (big expensive but worth the shock of an lrm5 dumping 20rnds..)
            (I highly recommend missle counts,not reloads counts)


    Just adding my bits of insanity to this already hectic world.
    We may not get what we want,as long as we don't get what we deserve!
                                   ----orc----


Newsgroups: rec.games.board
From: tjz20735@uxa.cso.uiuc.edu (Tom Zych)
Subject: Re: Looking for game based in 1066
Organization: University of Illinois at Urbana
Date: Thu, 16 Apr 1992 18:13:30 GMT

c9106225@cc.newcastle.edu.au (Matt McLeod) writes:


>Is there a game based on the events of 1066, preferably taking into account not
>just the English/Norman conflict, but also the Norwegian-Scottish offensive in
>the North, and the various political pressures in Western Europe at the time?


There was a Strategy & Tactics 3-4 years ago that covered the Battle of 
Hastings as the game. (Sorry, don't remember the issue #)  I don't know about
any other games on the subject.

Tom   tjz20735@uxa.cso.uiuc.edu
From: whutchis@sol.tmc.edu (wade hutchison)
Newsgroups: rec.games.board
Subject: Game Auction -- Update #2
Date: 6 Apr 92 12:02:20 GMT
Organization: Bucknell University, Lewisburg, Pa.


	More Games for Sale !

A friend of mine recently sold off his collection of games.  The following
games from that collection are for sale via auction.

All games, unless otherwise noted, are punched and (may) have been played. 
As far as I can tell, the games are complete.  The SPI games are in the flat 
tray.  The Avalon Hill games are also all boxed, most of them in the old-style 
large box.  I have not listed descriptions of the games, so please feel free
to email me if you have any questions on the contents or condition of any 
of the games.

The bidding will run until May 1st.  At that point, ties will be resolved by
a 10 stage blind bid-off.  Bids that come in past the deadline because of 
mailer problems, time zones, etc. that top the current bid will be treated 
like ties.  Postage will be paid by the buyer at the rate of $3.00 for the 
first game, and $1.00 per additional game.


	Game           Min Bid  Curr Bid	Bidder
_________________________________________________________________________

SPI GAMES

Atlantic Wall		$75
Highway to the Reich	$75
Bloody April		$50	$55	eheilman@warper (Eric)
Terrible Swift Sword	$50
Wellingtons Victory	$40
Descent on Crete	$40  ** new addition **
Pea Ridge (unpunched)	$30	$36	collier@lacerta (mikwe)
Drive on Washington	$25	$32	hannon@umbc3 (Scott)
West Wall Quad		$25	$29	hannon@umbc3 (Scott)
Drive on Stalingrad     $25
Up Scope (Box)		$20
Musket and Pike		$20	$25	sos@oz (Steffan)
				$25	p.polli@att (Phil)
Sniper			$20
Mech War "77"		$15
El Alamein		$15
Combined Arms		$15

AVALON HILL GAMES

Guadal Canal		$30
Gettysburg (1964 ed.)	$25
Anzio (original)	$25
Bismark			$15
D-Day			$7.50	$8	mboone@taurus
Battle of the Bulge	$7.50	$8	mboone@taurus
Waterloo		$7.50	$8	mboone@taurus
Stalngrad		$7.50	
France, 1940		$7.50	$8	mboone@taurus
PanzerBlitz		$5	$7	poirier@dg-rtp (Charles) 
PanzerLeader		$5	$7	poirier@dg-rtp (Charles)
Tactics II		$5

MISC.

Conquest of the Empire  $50

S&T Magazines -- 
all with games unless
marked

#51 World War I		$10	$15	Gregory_B@UBLDR (Greg)
#52 Oil War		$15
#54 Dixie		$10
#58 Conquistador (unp)	$20	$25	inb@creare (Ian)
#59 Plot to Assasinate
	Hitler (unp)	$20
#61 October War (unp)   $20
#67 Stonewall		$15
#68 Kharkov (no game)	$5
#70 Crusades (unp)	$20	*
#80 Wilson's Creek(unp) $20	$20	inb@creare (Ian)

NOTE: (unp) = unpunched

General Magazine (Avalon Hill):

Vol 9, #'s 3,4,5,6		$5/ea.	truitt@apollo (Jim)
Vol 10, #'s 1,2,3		$5/ea.	truitt@apollo (Jim)
Vol 25, # 6		$5

I also have a selection of old Fire & Movement (between #'s 14 and 50).
Email me a request for a specific number, and I'll see if I have it. 

Mail Bids to: whutchis@sol.bucknell.edu

Please note "game auction" or some-such in the subject line if you can.
I will post updates every monday on rec.games.board

 	Wade Hutchison
	Bucknell University
From: rfvhout@cs.vu.nl (Houten van RF)
Newsgroups: rec.games.board
Subject: BTECH: Clan LAM's for Urban combat
Date: 13 Apr 92 09:51:04 GMT
Organization: Fac. Wiskunde & Informatica, Vrije Universiteit, Amsterdam

While refitting a captured Masakari(C) clan Mech with 4 ER l laser and
a Gauss rifle to fully use the 6 ton targetting computer, I got
the idea to design Mechs with tremendous damage capabilities to
augment elementals in urban combat. I have used 55 ton LAM's with
great success against clan Mechs, especially the Terminator II,
which equipped with 7 Clan medium pulse lasers and the heat sinks
to use them, and can destroy smaller Clan Mechs with one salvo.
The weaponry will mainly be put in the arms of the LAM's, and have
CASE. The cost is relatively low at around 7.5 M C-bills and the
different configurations allow for different tasks within the
urban environment.

					With Regards,

					RFVHOUT
P.S. comments are appreciated.
P.P.S only Clan with access to these machines is 
the Ghost Bear Clan.

			tons	crits
UrbanLAM(A)  	        55.0	47+4
------------------------------------
Engine	110		3.5 	 0
Walking MP:	1 (2)
Running MP:	2 (3)
Jumping	MP:	6 (2)
IS Endo			2.75	 7
Converion gear		5.5	 0
Cockpit 		3.0	 0
Gyro 			2.0	 0
Heat Sinks 10(20)	0.0	12
Armor FF	101	5.25	 7
------------------------------------
Weapons & Equipments:
Jump Jets 		2.0	 2
LB 20-X		       12.0	 9
LB 20-X		       12.0	 9
ammo (LB 20-X) 15	3.0	 3
ER l laser		4.0	 1
------------------------------------
		       55.0	50 

			tons	crits
UrbanLAM(B)  	        55.0	47+4
------------------------------------
Engine	110		3.5 	 0
Walking MP:	1 (2)
Running MP:	2 (3)
Jumping	MP:	6 (2)
IS Endo			2.75	 7
Converion gear		5.5	 0
Cockpit 		3.0	 0
Gyro 			2.0	 0
Heat Sinks 10(20)	0.0	12
Armor FF	101	5.25	 7
------------------------------------
Weapons & Equipments:
Jump Jets 		2.0	 2
ammo (Gauss) 16 	2.0	 2
Gauss rifle	       12.0      6
Gauss rifle	       12.0	 6
Targ Computer		5.0	 5
------------------------------------
		       55.0	47 

			tons	crits
UrbanLAM  	        55.0	47+4
------------------------------------
Engine	110		3.5 	 0
Walking MP:	1 (2)
Running MP:	2 (3)
Jumping	MP:	6 (2)
IS Endo			2.75	 7
Converion gear		5.5	 0
Cockpit 		3.0	 0
Gyro 			2.0	 0
Heat Sinks 10(20)	0.0	12
Armor FF	101	5.25	 7
------------------------------------
Weapons & Equipments:
Jump Jets 		2.0	 2
Targ Computer		5.0	 5
Ultra AC-20	       12.0      8
Ultra AC-20	       12.0	 8
ammo AC-20 (10)		2.0	 2
------------------------------------
		       55.0	51 

			tons	crits
UrbanMaster  	        55.0	47+4
------------------------------------
Engine	220 XL		5.0 	 4
Walking MP:	2 (4)
Running MP:	3 (6)
Jumping	MP:    12 (4)
IS Endo			2.75	 7
Converion gear		5.5	 0
Cockpit 		3.0	 0
Gyro 			3.0	 0
Heat Sinks 10(20)	0.0	 4
Armor FF	110	5.75	 7
------------------------------------
Weapons & Equipments:
Jump Jets 		4.0	 4
Ultra AC-20	       12.0	 8
ammo (AC-20) 10		2.0	 2
ER PPC			6.0	 2
Targ Comp		4.0	 4
ECM suite		1.0	 1
Beagle Probe		1.0	 1
------------------------------------
		       55.0	44
From: gamesbymail@micor.ocunix.on.ca (andrw)
Newsgroups: rec.games.board
Subject: AH RELEASES 1992
Date: 12 Apr 92 14:13:41 GMT
Organization: M.B. Cormier INC.

We got a flyer from Avalon Hill last week.  It listed their planned releases 
for the next year or so.  That list follows

Games RoundTable
Category 21,  Topic 34
Message 133       Mon Apr 06, 1992
GAMES.BYMAIL                 at 19:55 EDT
 
 April  $18.95  Sun County (Runequest)
        $15.95  Hypercad 54 Where are You (Floating Vagabond)
        $34.95  Computer Diplomacy for Amiga/Atari ST
 May    $29.95  Gangsters
        $14-17  Weirder Tales: A Space Opera (FV)
        $35-40  Advanced Third Reich
 June   $14-17  Cosmic Paternity Suit (FV)
        $21-25  Midway (Smithsonian)
        $20-25  Wilderlands (Mac Legends of Lost Realm supplement)
        $15.00  ASL Annual '92
 July           River of Cradles (RQ)
                Untitled FV Supplement
        $35-40  Stonewall Jackson's Way (new ACW series)
        $25-30  Tyrano Ex (dinosaur dealing)
 Ju/Au          Roadkill (card game of auto racing in 21st century)
        $28.00  Statis-Pro Basketball '92
 Aug    $21-25  Guadalcanal (Smithsonian)
        $35-40  Across Five Aprils (Victory) entire ACW
                Where's George (FV)
                Breakaway Hockey
        $40.00  Statis-Pro Football '92
        $25.00  Paydirt '92
        $39.95  Computer Third Reich for IBM
 Sept   $50-60  Deluxe Diplomacy with wooden pieces*
                In Cold Milk: Cereal Killers (FV)
 Oct            Doraster (RQ)
                Croix de Guerre (French ASL)
                October Surprise (FV)
 Nov            Blood & Sand (Victory)
                Gamer's Guide to Diplomacy
                Assault on Santa's Castle (FV)
 Dec            IDF
 Jan            Strangers in Prax (RQ)
                Armies of Oblivion (ASL)
                '93 Baseball
                Innovictor for IBM
 Feb            Mustangs (Smithsonian)
                Gimme Five
                Acquire

 * we have a few copies of the Canadian wooden-block-and-Hammond-map
   version for sale in the "Old Wargames Depot" topic

Andrew Webber


----------
I hope this is of interest.
Andrew Webber
Games by Mail
Ottawa, Ontario
70272.1055@compuserve.com
From: v077mdph@ubvmsb.cc.buffalo.edu (John of Gaunt)
Newsgroups: rec.games.board
Subject: Re: Japan in Axis and Allies
Date: 8 Apr 92 07:27:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <3APR199215081568@stars.gsfc.nasa.gov>, colorado@stars.gsfc.nasa.gov (Martin Snow) writes...
>In article <31282@sdcc12.ucsd.edu>, otran@sdcc13.ucsd.edu (Oai Tran) writes...
>>hold.  If they do, the US ecomony will be able to by over 30 BRPs
>>worth every turn in asia to kick Japan off and lend aid to Russia.
> 
>Only 2 units per turn can be built in a new factory in China.  That's why 
>a UK factory in India (3/turn) is often a better choice.  RTFM, eh? :-)
> 
>Martin Snow

	The only problem with this is that if the Japanese do their job, they
will have control of India and China by the end of turn three, probably losing
Manchuria and maybe Kwangtung to the Russians.

Snoopy
From: rwstarke@vela.acs.oakland.edu (Ross W. Starkey)
Newsgroups: rec.games.board
Subject: Re: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Date: 8 Apr 92 14:05:20 GMT
Distribution: na
Organization: Oakland University, Rochester MI.

In article <31448@sdcc12.ucsd.edu> cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) writes:

>	Actually any industrial complexes that starts on the board
>may produce without limit.  This subtlety have great consequences
>behind it.  Germany can produce out of Karelia without limit and if
>Russia is captured, Yank can produce without limit out of Karelia
>should Yank liberates it

This isn't true.  In each case Karelia could only produce three units a
turn.  It's in the rules.

-- 
Ross Starkey                         "Of course you know, this means WAR." 
rwstarke@vela.acs.oakland.edu        "This whole thing is goony, I shou'da
                                      stood in bed!"  "Gruesome, isn't it?"
FIGHT DICTATORSHIP!  VOTE!!!!                                  --Bugs Bunny
Newsgroups: rec.games.board
From: rday@magnus.acs.ohio-state.edu (Robert E Day)
Subject: Re: Re: Japan in Axis and Allies
Organization: The Ohio State University
Date: Tue, 7 Apr 1992 14:32:24 GMT

In article <9770105@hpfcso.FC.HP.COM> dlc@hpfcso.FC.HP.COM (Dennis Clark) write
>In rec.games.board, colorado@stars.gsfc.nasa.gov (Martin Snow) writes:
>> In article <31282@sdcc12.ucsd.edu>, otran@sdcc13.ucsd.edu (Oai Tran) writes.
>> >hold.  If they do, the US ecomony will be able to by over 30 BRPs
>> >worth every turn in asia to kick Japan off and lend aid to Russia.
>>
>> Only 2 units per turn can be built in a new factory in China.  That's why
>> a UK factory in India (3/turn) is often a better choice.  RTFM, eh? :-)
>
>  Excuse me?  I don't remember this restriction on factories.  What
>specifically does this rule say to restrict production placement this much?

The rules say the placement of new units in a factory(which you build) are 
linited to the number on the country. The U.S.'s China areas are "2"'s, so
you may only place 2 new units in each one in one turn. India is a "3", so
the U.K. may place 3 new units there.
-- 
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                *
From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: Axis&Allies Germany attacks U.K.
Date: 7 Apr 92 23:36:25 GMT
Organization: University of California, San Diego

In article <1992Apr2.124646.645@gacvx2.gac.edu> josh@gacvx2.gac.edu writes:
>Conclusion:  Someone should calculate the chances of getting Long-range
>aircraft AND/OR Heavy bombers with SIX technology rolls.  If you get
>one of the two, go ahead and try the attack.  The worst that can happen
>is you fail miserably and resign.  So what, start a new game -- this
>one took less time to play than it did to set-up the board.
	Actually, the calculation is simple.  Let's use the best
case scenerio:  6 rolls, for heavy bomber OR long range aircraft.
	chance of Getting a six: 1 in 6
	chance of Getting a four or a six after the six: 1 in 3
	multiplied together: 1 in 18.
	multiplied by 6 dice:  1 in 3.
	Therefore the chance of getting heavy bomber OR long range
aircraft should be about 1 in 3 (theoretically).

	I don't know, sounds risky to me (I'd go for it if it was 1
in 2 even then I might waffle about it).

	Thanks for share that with us.  Let's hear more innovative
ideas.

					- The TaZ
					cchiang@sdcc13.ucsd.edu
From: etb@cunixa.cc.columbia.edu (Elam T Birnbaum)
Newsgroups: rec.games.board
Subject: Titan w/serpents -apology
Date: 12 Apr 92 22:26:48 GMT
Organization: Columbia University

I'm sorry, I thought Charles said serpents ATTACKING in the desert or
the swamp. I now see he said defending. I apologize for my error. Now
I really don't like serpents in a titan stack, they're just too slow.
Elam T. Birnbaum
etb@cunixa.cc.columbia.edu