HDTenEightyP/NetNews huggingface dataset:
From: barich@bach.udel.edu (Dewey H Barich)
Subject: Re: A&A - I think the AXIS may be able to :)
Organization: University of Delaware
Date: Thu, 19 Nov 1992 03:46:51 GMT

In article <1992Nov18.172042.1@vax.sonoma.edu> oberland@vax.sonoma.edu writes:

[bunch of stuff deleted]

Joe -- I'll send you a personal note for this...

>P.S. Question:
>What would you do if you were UK in the following situation:
>2i, a, 2f, b in UK
>-UK sea zone has sub and transport in it(ENEMY)

>1i in S. Africa
>(enemy)1f in lybia, 1a and 1i in egypt, 1a in syria, 1i in FrWAfrica
>(enemy)bs in syria(has control of suez), plus trans.

>2i and 1f in India, plus transport
>30 income
>Based on my game, this is likely to happen first turn(It did, twice).
>WHAT should UK do for its turn to keep from being crushed?
>WHAT is their best strategy?

Well, here's what *I* would do.  Nobody need respond on the
goodness/badness of my response, but I'd love to hear what everyone else
would do...

Well, Joe, I would like to know how many aircraft overall Germany still 
has, but I think it's all 6.  That's how I'll deal, anyway.

So, there are too many aircraft to build any kind of navy (the blockade
you have is not a problem, see below).  India is doomed (and I
personally don't like the base there, anyway).  So, I would stick with
"Old Faithful" -- build a complex in South Africa.  Yes, it's out of the
way (way out), but it cannot be attacked (see below).

There are a few problems -- mainly, you can move through the canal right
now and I can't attack that fleet.  Fine, I will transport the 2
infantry from India to Syria (since it only has 1 defender), and will
also use the fighter.  Whatever the specific results, I should win this
(even with just the infantry I have a slight advantage). The infantry
from South Africa and the fighter go to Kenya-Rhodesia in non-combat
movement.  Also, just having the transport in that side of the canal
keeps you from taking your fleet to South Africa (on a 2-zone move, sea
zone 1 must be empty or ally-occupied... duh :-) ).  So, I now have a complex
in Africa, which you cannot reach next turn.  You cannot get through
the canal, either (though this will soon change).  

Now, the blockade.  One transport and one sub are attacked by two
fighters and a bomber (overkill, but I do not want to use these aircraft
for anything else right now, so what the heck).  Surviving fighter(s)
go(es) to Karelia, bomber goes to South Africa (yes, it can make it).

Well, the only other thing is production.  Obviously, I bought a
complex.  I also bought a bomber (to shuttle to South Africa).  I
collect 26, so next turn can but another bomber and up to 2 armor for
South Africa (perhaps only infantry -- depends on the circumstances).  

To extend this a bit, the US will send its bomber to South Africa as
well, and will transport 2 infantry to French West Africa.

Well, that's what I would do...   Who's next?

Dewey
From: wongrr@NeXTwork.Rose-Hulman.Edu (Ryan R Wong)
Newsgroups: rec.games.board
Subject: MercHndBk2ndEd
Date: 17 Nov 1992 05:26:54 GMT
Organization: Computer Science Department at Rose-Hulman
Reply-To: wongrr@NeXTwork.Rose-Hulman.Edu (Ryan R Wong)
NNTP-Posting-Host: o231-14.nextwork.rose-hulman.edu

Has anybody else been having problems getting their copies of the  
Merc2ndEd to come out right? I can only get the first 30 pages out intact.
After that, its nothing but garble. When I unzip the file, it says that  
there is a CRC error. Anyone know what that means and what I might do to  
fix the problem?
Newsgroups: rec.games.board
From: bc15@ellis.uchicago.edu (The Vampire Lestat)
Subject: Re: BTECH Advice Wanted: Moving to high tech finally
Reply-To: bc15@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Fri, 20 Nov 1992 00:16:58 GMT


(1)  Hmm, well which technical readout are you talking about?  the 3050 or the
3055?  For the 3050, the Clan mechs are decent 'specially the Masakari, Mad Cat
and Daishi.  The Marauder in the 3050 is definitely a very good mech.  
Wolfhound, Wolf Trap, Axman and Awesome are pretty good too.  Everything else
is pretty much the same.  For the 3055, most of 'em suck big.  The Hitman could
be interesting as well as the Wraith, Gallowglas, Gunslinger, Grand Titan, and
definitely the Berzerker.
	Design criteria:  XL Engine, Endo Steel or Ferro-fibrous.  Most people
seem to prefer Endo Steel.  Large Pulse Laser could be the best weapon 'round
but that's for Clanners.  ER PPCs and Gauss Rifles are definitely good stuff.
The FASA people seem to be leaning toward the maneuverability part in creating
mechs these days as evident in the 3055 readout.  Got more 100 tonners out
there clonking around at 4 6.

(2)  Tactics?  Get a fast mech loaded down with long range weapons.  Maximum
ranges for all weapons have pretty much increased but I don't think the tactics
need changing much.  Guerilla warfare seems to be much in style after the IS
took pounding after pounding trying to face the Clanners head on.  The best way
is just to experiment and see what works for you.

					Ben
-- 
					

						Longshot
			           Transcending the Realm of Probability
Newsgroups: rec.games.board
From: mcclure@force.ssd.lmsc.lockheed.com
Subject: OGRE miniature rules
Reply-To: mcclure@force.ssd.lmsc.lockheed.com
Organization: LMSC, Sunnyvale, California
Date: Mon, 16 Nov 92 21:52:12 GMT

I was just at our local gamestore, and they have a copy of the rules
for playing OGRE with miniatures.  I'm happy to see the figures being
rereleased and the series expanded.  But before I drop $14 on a set of
rules, I would like to know if anybody out there has played them yet
and how good are they.
Kent M. McClure
Auto racing afficionado and member of San
Jose IPMS chapter.
My views are what they are, like them or not.
Newsgroups: rec.games.board
From: wrl@pmafire.inel.gov (William Lechner)
Date: Wed, 18 Nov 92 19:58:09 GMT
Organization: WINCO
Subject: Looking for Sports Board Games
Summary: 
Followup-To: 
Distribution: world
Organization: WINCO
Keywords: 

Hi all.

I'm looking for a few new game, specifically sports type games.  Anyone
have any laying around that they want to get rid of to a good home?

Bill Lechner
wrl@pmafire.inel.gov
71234.1614@compuserve.com

Newsgroups: rec.games.board
From: garbett@utkvx2.utk.edu (Garbett, Shawn)
Subject: Wiz War Question
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Tennessee Computing Center
Date: Tue, 17 Nov 1992 11:26:00 GMT

Who makes Wiz War?
From: jeff@smoggy.gg.caltech.edu (Jeff Goldsmith)
Newsgroups: rec.games.board
Subject: Re: Aufwful Green Things Fro
Date: 20 Nov 1992 19:35:39 GMT
Organization: California Institute of Technology, Pasadena
Distribution: all
NNTP-Posting-Host: smoggy.gg.caltech.edu

In <1992Nov20.152545.11686@oz.plymouth.edu> sos@oz.plymouth.edu (Steffan O'Sullivan) writes:

>parkhill@email.sp.paramax.com (parkhill) writes:
>>In the Grow Phase of the Green Things turn, do all green things
>>grow or just one type of green thing?  Of course, not counting
>>the stunned creatures.

>All of one type.  That is, either all babies, or all adults, or all eggs,
>but never a baby here and egg there . . .

Or all Frags.  Hee.  Hee.
			--Jeff
From: 91vanderkolk@gw.wmich.edu
Newsgroups: rec.games.board
Subject: Re: BTECH:Star League Weapons
Date: 16 Nov 92 11:58:25 EST
Organization: Western Michigan University

In article <p1v12+_@rpi.edu>, mayerr@nuge108.its.rpi.edu (Robert Russell Mayer) writes:
> 
> Two weapons mentioned in the Star League Soourcebook, the Snub-nosed PPC, 
> and the Headhunter missle, still lack game statistics.  Below are my 
> proposed rules.
> 
> 
> Snub-nosed PPC
> 	Magna Hellstar Special
> 
> 	The primary reason for a minimum range penalty on PPC's is the need
> to include a Field Inhibitor to prevent an electric discharge between 
> target and firer (Solaris VII,GM book,p.59).  In 2679, Magna released its
> Hellstar Special, which eventuall became known as the Snub-nosed PPC.  
> Its shorter overall length was made possible by the dramatic reduction in 
> size of the Field Inhibitor, an innovation made possible by improvements in
> balancing the charge on the beam by variable particle streams.  This 
> improvement was later enhanced to produce  the ER PPC, allowing it to create
> a beam less affected by local magnetic fields.
> 
> Game Notes: A Standard PPC with no minimum range.
> 
> Author's Note : not very exciting, but very reasonable in the history.

Cool idea & realistic

> 
> 
> 
> Headhunter Missle
> 	Star League Headhunter
> 
> 	First deployed in 2710 at a Star League Special Project Office 
> somewhere in Upstate New York, this system was designed to provide a 
> one-shot kill capacity.  Many pilots disliked the overall system weight, 
> since it left them with few backup weapons.  Several Exterminator had this
> system installed in place of the LRM-10 system that was standard.
> 
> 
> Game Notes:
> 
> 	Guidance system: 2tons, 2 critical locations
> 
> 	Missle : 1.5 tons, 1 critical location
> 
> 	Damage: 12
> 	Ranges: 1-5/6-10/11-15
>         Heat: 5
> 
> 	One Guidance system is required per mech, and each guidance system can
> guide one missle per turn.  Roll  to-hit normally.  On a successful hit, roll
> 2d6.  On 5-8, the missle hits the head.  Otherwise, roll the hit location
> normally.  If the Guidance system is destroyed, or LOS passes through an area
> affected by Guardian ECM, the missle can be used as a one-shot 12pt missle,
> but loses the ability to target the head especially.
> 

The guidance system is okay & the rules, but instead of a new missile the
guidance system is fitted to the launcher like Artemis IV. All the missles that
hit (after rolling on the missle hit table) hit the head on your rules above.
This makes more sense since the Headhunter seems like a missle system like
Artemis IV.

> 
> Please give me some feedback/suggestions.  These are a first cut, and 
> unplaytested.
> 
> Rob M.
> mayerr@rpi.edu


John
From: shoham@ll.mit.edu (Daniel Shoham)
Newsgroups: rec.games.board
Subject: Re: More Rail Games summaries, please!
Date: 23 Nov 92 06:34:54 GMT
Organization: MIT Lincoln Laboratory

In article <rbr.722366742@well.sf.ca.us> rbr@well.sf.ca.us (Bob Rossney) writes:
>In <KEITH.92Nov20235641@neuromancer.uchicago.edu> keith@neuromancer.uchicago.edu (Keith Waclena) writes:
>
>Empire Builder, British Rails, EuroRails, and Nippon Rails all use a
>mechanism of their own.  The board, which is overlaid with a pattern of dots
...
>nerds out there.)  These games have been criticized for having a fairly low
>level of player interaction--Empire Builder was described as "a solitaire
>game for six players"--and to a certain extent you are playing more against
>the game system than against the other players.

When our group started playing those games (particulary EuroRails, but also
Empire Builders) we also came to this criticism. However, we rapidly developed
a *HIGHLY* agressive playing style of grabing qulity routes, cutting opponents
(planned) lines off, and racing for the public cards (we use the public cards
rules). We regulary build into cities we don't yet need for no reason other
than the fear of our opponents locking us out. In fact, some moves have
gotten so agressive that we had to outlaw them to restore balance to the game
(After connecting to Newport, for $5 extra, a player can cut off the rest of
the players from all of northern England/Scotland - short of using expensive
ferrie{s} - in a perfectly legal manner - forcing opponents to rent his track.
We outlawed this "Hedrian Wall").

I think our playing style is in fact powerfull. When one of us plays against
a "solitaire-mindset" group, we usually win by *alot* when employing agressive
tactics (and we also create enemies). Sometimes though, the laid back bunch
"punish" an agressive player by decidedly working against him (say, by not
renting his track) - in which case agression should be kept as stealthy as
possible. [In our group, if a player pointedly locks me out of a city I was
planning to go to, I wouldn't hold it against him when deciding whose track to
rent, I'll just do what is in my best interest]. 


Dan Shoham               shoham@ll.mit.edu
------------------------------------------------------------------------
The view presented are not necessarily those of my employer, etc.

Massachusetts Institute of Technology
Lincoln Laboratory
244 Wood Street
Lexington Massachusetts, 02173-9108
Office B-373
617-981-3515
------------------------------------------------------------------------
Newsgroups: rec.games.board
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Subject: Re: 183x:  Info Wanted
Organization: AT&T
Date: Mon, 16 Nov 1992 16:08:51 GMT

In article <1bv1hlg@rpi.edu>, cleggp@aix.rpi.edu (Paul Jason Clegg) writes:
>
>Yesterday I played 1830 for the first time, and was immediately hooked.  I'm
>considering asking for a copy for Christmas :).  I seem to recall, though,
>some mention of other games of a similar vein, named 183x (x being a digit
>from 1 to 9);  What's the difference between 1830 and the others (if there are
>others)?  Which is best?

There are five games total so far.  In order of release they are:

1829: Set in southern England.
1829 Northern Board:  Set in northern England and includes rules to link 
with the southern game.  It can be played on its own, also.
1830: Set in Eastern America.
1853: Set in India.
1835: Set in Germany.

Both 1829 games and 1853 were released by Hartland Trefoil (UK company).
1830 was put out by Avalon Hill.  1835 was put out by Hans Im Gluck in
Germany and is sold in the US by Mayfair games.

I personally think that 1835 is the best in the series with 1830 a close 
second.  I really don't have any objective reasons for this feeling, it's
just based upon multiple playings of each game.  I actually like both games
very much because they each have a very different "feel" of play.  1830 is
much more lose and free wheeling where 1835, while a little more structured,
seems to have more to do.

I am not real fond of 1853 or 1829 (south).  I only played 1829 south once
along time ago so I'll pretty much restrict myself to comments on 1853.  The
big reason that I do not like 1853 is the one dimensional stock market.  I
really feel this feature stifles the game.  I guess I should point out that
I am more of an economic game enthusiast than a railbuilding game enthusiast.
To be honest, 1853 kind of warns you about this on the cover "The game for
engineers who are sick of the financers".  I personally find railbuilding to
be exceptionally boring (the net result of this is that I built a 2-D stock
market for 1853 that I am waiting to try out now).  If you are more into 
rail building than the economic action then 1853 and 1829 are probably more
for you.  I should note with 1829 that the game is even more rigidly
controlled because of a strict order of availability of private and then
major companies (with the major companies you can not buy into any future
company until all of the current companies stock has been sold).

To summarize, if you are more into economic action 1830 is for you.  If you
are more into rail building then 1853 and the 1829's are for you.  I think
that 1835 strikes a pretty good balance between the two ends of this spectrum
and, tends to be the game our group plays the most.

Nick Sauer

  
 

Newsgroups: rec.games.board
From: mcclure@force.ssd.lmsc.lockheed.com
Subject: WRG Renaissance Fast play rules
Reply-To: mcclure@force.ssd.lmsc.lockheed.com
Organization: LMSC, Sunnyvale, California
Date: Tue, 17 Nov 92 21:01:35 GMT

I heard a rumor that WRG was going to adapt the Renaissance rules to
a fast play version, a la their De Bellis Antiquitatis ancients rules.
Does anybody have any knowledge or other rumors about this, especially
you English folks out there.
Kent M. McClure
Auto racing afficionado and member of San
Jose IPMS chapter.
My views are what they are, like them or not.
Newsgroups: rec.games.board
From: baldwin@carina.unm.edu (Chris Baldwin)
Subject: Re: BLOODBOWL:race
Date: Mon, 23 Nov 92 17:22:49 GMT
Organization: Atheist for the Development of a Better God

In article <By2qn8.GDy@access.digex.com> alierha@access.digex.com (alierha) writes:
[Insect race deleted]

	What are the racial feelings towards and against these guys?

-- 
Chris Baldwin                | Anybody can fuck a pig; it takes a Marine 
baldwin@carina.unm.edu       | to fuck a pig to death.
                             |                          -Dan Hillman
"Is it just a coincidence that aliens always choose to abduct stupid people?" 
Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: EIA: Spain
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Tue, 17 Nov 1992 12:10:17 GMT

That is an excellent idea.  It would not tip the balance too far, all it would
do is make Spain less prone to repeated bashings every 18 months.  Besides, the
only reason someone would take provinces from Spain is to set up to thump Spain
all over again, which is what makes Spain so nasty to play.

	Alec

PS - maybe one could even justify this historically by saying "the guerrillas
are to strong to hold on".  Wait, this gives me an even better idea - let
people take provinces from Spain, but then let the guerillas breed the whole
time these provinces are occupied.  That would make people think twice about
taking Spainish provinces.

Another idea - do not make standing down the guerillas automatic come peacetime
(the normal ones, I mean, not the ones mentioned above).  Make it a peace
condition to disband them, else there's a ready made stock of little yellow
counters already ready for the next invasion.
From: baldwin@carina.unm.edu (Chris Baldwin)
Newsgroups: rec.games.board
Subject: Re: BloodBowl : StripBall
Date: 18 Nov 92 15:18:32 GMT
Organization: Atheist for the Development of a Better God

In article <1992Nov18.034802.19772@usage.csd.unsw.OZ.AU> graham@keystone.arch.unsw.edu.au writes:
>A Question for all the leagues out there, how do you play Stripball?
>
>I cant see how it is possible for say a treeman st 8 ag 2 to have next to no
>chance of blocking or tackling a halfling catcher st 2 ag 5, being at -3 on a
>roll with standard rules.  Yet if he tries to strip the ball he gets a +6 on
>the roll, the poor halfling who can run rings around the tree, has his ball
>stolen just like that!!!!
	First off, there is not automatic that the halfling will make his
dodge roll. We have had plenty of failures of this sort in our league.
Also, there is no assurance that the treeman will succeed in his strip
ball roll. We had this exact situation come up in a game last year and 
the .5ling kept the ball. 
	Anyway, yes, I think it is reasonable. In trying to strip a ball, 
you are doing something far different from trying to knock someone down. 
You just have to grab the ball and pull. In blocking, you can hit a player, 
but he might be agile enough to not fall down.  This happens in the NFL all 
the time. Dodging a block does not necessarily mean you were not hit by the 
attacker, just that you were not hit hard enough to fall down. Anyway, it 
seems to me that giving a halfling a roll at all against a treeman is taking 
into account the the halfling might avoid the grasp of the attacker.

	Anyway, as long as we are picking nits at the BB rules, from
watching football at all different levels for many years now, it seems
to me that "Both players knocked down." should be a lot more common
than it is. Perhaps its range should be extended to 7 or 8, instead
of just on an 8.
-- 
Chris Baldwin                | Anybody can fuck a pig; it takes a Marine 
baldwin@carina.unm.edu       | to fuck a pig to death.
                             |                          -Dan Hillman
"Is it just a coincidence that aliens always choose to abduct stupid people?"
Newsgroups: rec.games.board
From: mjunkin@turing.toronto.edu (Mike Junkin)
Subject: Re: Eastern Front Poll (Trial of Strength)
Organization: CSRI, University of Toronto
Date: 21 Nov 92 15:50:11 GMT

In article <1992Nov20.015045.1@camins.camosun.bc.ca> alumni107@camins.camosun.bc.ca writes:
>In article <1eh6e4INNj25@crcnis1.unl.edu>, ksoutor@unlinfo.unl.edu
>(kevin soutor) writes: 
>> 
>> What is your favorite game dealing with the Eastern Front during
>> World War II?  I would like a short review/synopsis; I want to
>> build my meager collection.
>> 
>
>My favourite game is an obscure strategic-level game called Trial of 
>Strength. 
>

Here, here. ToS is an excellent game. While strategic by nature (Axis XXX, 
Soviet XXXX, like WWII:ETO, A3R and WiF), and enjoyable at that level, the 
heart of the game is the operational level. This is where the game offers
something that no other strategic level game that I know of offers - a de-
tailed, challenging movement and combat system.
    Aside from the above, the game seriously considers the political side
of the conflict (although not really a factor until 1944), mostly providing
a framework for determining when Germany loses its minor allies, but also
considering Turkey's entry. 
    I agree with the previous poster that the map is very fragile. I also
feel that replacement entry is artificial, and there are always the problems
of scale differences between the main theatre and Finland - Finland doesn't
work particularily well - but I see no way around it. Minor complaints, 
though...
    I should also say that errata is available - the errors are few in number -
but the designer has also simplified the supply system (which wasn't too
bad in the first version, but this helps) and cleaned up a few of the less
polished areas of the system. If there's enough interest, I'll take the
time to type it in and distribute it to those that are interested. Send
mail if that's the case.

Michael.
Newsgroups: rec.games.board
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Re: Games that belong on every gamer's shelf... 
Organization: Whole Earth 'Lectronic Link
Date: Mon, 16 Nov 1992 15:39:37 GMT

In <721849134snx@smok.demon.co.uk> richard@smok.demon.co.uk (Richard Clyne) writes:

(bunch of stuff deleted, but his top 10 list includes Homus Tour and
Showbiz.)

What are Homus Tour and Showbiz?

Bob Rossney
rbr@well.sf.ca.us
Newsgroups: rec.games.board
Newsgroups: rec.games.board
Date: Mon, 16 Nov 1992 04:28:34 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A: IC for Allies?
	<Yf1dNoO00awR85K1Jt@andrew.cmu.edu>

"Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:

>Excerpts from netnews.rec.games.board: 15-Nov-92 A&A: IC for Allies?
>Eric Mullins@triton.unm. (1292)
>
>> The only time I've ever thought building an IC for the Allies (well, for
>> anybody really) was worthwhile was in the first edition rules where there
>> was no limit on production.  Before the 2nd edition rules came out, I
>> used to build an IC in Persia which was very effective, and unattackable
>> by the axis.
>
>	Playing by those rules, we would ALLWAYS build a US factory in
>China/Sinkiang.  This is soon invulnreble, and can out-produce Japan in
>Asia.  If Japan fails to take China and Sinkiang on the first turn, they
>never have a chance.

Sure first turn Russia attacks Manchuria, after one round retreats to
China (another difference between 1'st and second edition).

>	Naturally, by the same rules, Japan wants to build on the continent too.
Or Puke,

>	We toyed arround with UK factories using the old rules, and found that
>it was only worth making one if Japan somehow took both China and
>Sinkiang.  Otherwise, we'd go with the fleet.
You should have toyed some more.  A british factory in Finland is much
better than a silly fleet!  Joint commander rules, boy that sure is one
big army in Karelia coming towards Germany while the US is blowing away
Japan!
>
>ZZnew guy

I think if the axis do well, eventually Japan may want a factory (in
India or Manchuria, particularly India if the British will build it for
you) to build tanks with.  I think there is one great use of building a
factory in the path of Japan:

If for some reason the allies have a bunch of bombers, and Japan has no
AA gun nearby, you can build a factory in the way of Japan's path.  If
Japan takes it, bombs away.  Kind of silly, but I had lots of fun doing
it once.


Erik
---=