HDTenEightyP/NetNews huggingface dataset:
From: rpc@moscom.com (Robert Colbey)
Newsgroups: rec.games.board
Subject: Re: A&A Game Balance
Date: 22 Jan 93 23:03:31 GMT
Organization: Moscom Corp., E. Rochester, NY
X-Newsreader: TIN [version 1.3 beta PL7]

Keith Allan Schneider (keith@cco.caltech.edu) wrote:
: rpc@moscom.com (Robert Colbey) writes:
: 
: 
: 
: >f12008ad@triton.unm.edu writes:
: 
: >A quick summary of my game-balancing rule modifications:
: 
: >NO new industrial centers. This favors the Axis because it keeps the Allies'
: >lines of supply longer than the Axis', at least until the Axis has expanded
: >it's territory.
: 
: I think this tends to favor the Allies, actually.  Most Japan players
: end up building a few ICs on the mainland.  The only allied IC that seems
: to be commonly built is perhaps an English IC in India.
: 
: keith
If America and/or Britain build ICs in asia, Japanese expansion is severely
hampered. An IC in South Africa coupled with American transports to the
northwest african countries effectively knocks Germany completely out of
africa in a couple of rounds. With transports, Japan's lines of supply
are shorter than anyone's, including Russia, who is also constrained
to place most, if not all of its new troops on the european front. Thus
Japan can expand almost at will in asia, once it has defeated the Allied
forces there at the start of the game. Attrition is on their side. And
Germany, similarly, with a modest Mediterranean fleet, has the shortest
line of supply to africa. I have played these rules against a only a few
different players. Perhaps the results are somewhat influenced by my bias.
I would welcome input from anyone interested enough to try these mods
and share the results.
Newsgroups: rec.games.board
From: epass@nyx.cs.du.edu (Eric Pass)
Subject: SL Mailing List
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Wed, 27 Jan 93 15:48:10 GMT

I have started up a Squad Leader mailing list for those interested.

I realize most people have already moved to ASL but for those without
the money or whatever other reason this might be a source of
scenarios, ideas, hints, whatever for the older system.

This mailing list is not formalized in any manner.  I'm acting as
co-ordinator which simply means that mail is sent to me and I redistribute
to all members of the list.

If you're interested in such a venture, please send me Email at
epass@nyx.cs.du.edu   Please mark the subject line: SL Mailing List
so that I can find it among my other mail.

Remember, it would be your list, so please send more than just a
"Yeah, sign me up I guess" and then sit back and wait for something
to happen.  Any type of input - ideas, suggestions, rules mods, scenarios,
historical accuracy comment, whatever, is appreciated.

Hope to hear from you,
  Eric    (epass@nyx.cs.du.edu)
--
Eric W. Pass (epass@nyx.cs.du.edu) | Yes, I am published in Dragon Magazine,
Terminally hooked.                 | but I'm older now.
---------------------------------------------------------------------------
With these opinions, who needs a disclaimer.
Newsgroups: rec.games.board
From: mcclure@NEBULA.SSD.LMSC.LOCKHEED.COM
Subject: miniatures for metagames
Reply-To: mcclure@NEBULA.SSD.LMSC.LOCKHEED.COM
Organization: LMSC, Sunnyvale, California
Date: Thu, 21 Jan 93 18:20:02 GMT

Perhaps someone could redirect this to Steve Jackson also, but does
anybody out there remember a group of miniatures that was going to
be produced for the Metagaming's CHITEN?  This was sometime in the
late 70's and was concurrent with the original release of miniatures
for OGRE.  I saw them only once at the first or second ever held
wargaming convention held at the Dumfey Hotel in San Mateo.  They
looked nice; I am just curious as to why they died before production?
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: jfc@athena.mit.edu (John F Carr)
Subject: Re: Fire in the East airbases
Organization: Massachusetts Institute of Technology
Date: Sun, 24 Jan 1993 04:07:36 GMT

In article <cscoging.51.727686546@unpcs1.cs.unp.ac.za>
	cscoging@unpcs1.cs.unp.ac.za (Chris Scogings) writes:

>The chart says a city can base 6 air units.  Is that a CITY or a city HEX ?

I've always assumed it meant a city hex, and that's how we've played
the games I've been in.

--
    John Carr (jfc@athena.mit.edu)
Newsgroups: rec.games.board
From: smyers@boi.hp.com (steven myers)
Subject: Wanted: Used GW Games
Date: Mon, 25 Jan 1993 12:14:38 GMT
Organization: Hewlett-Packard / Boise, Idaho
X-Newsreader: TIN [version 1.1.4 PL6]

	I am looking for used games from Games Workshop, such as Blood
Bowl, Space Hulk, etc. including the plastic miniatures, of course.  I can
get them here, but want to be able to buy them at a good price.  It doesn't
matter if you have painted the figures or not.  Also, I am interested in
buying used White Dwarf or Warhammer stuff, including other figures in lead
or plastic, especially if made by Games Workshop.  Also, any books that are
really good on making diaramas, castles, landscape features, etc. would be
good, especially if they include tips on casting in lead.  Thanks for your
time.


Newsgroups: rec.games.board
From: mathers@sibelius.trl.OZ.AU (Steven Mathers)
Subject: Address for CONSIM?
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Fri, 22 Jan 1993 02:59:51 GMT

My messages from the consim mailing list seem to have died, and I cant
remember the address.  what is it?
From: jrd@bnr.co.uk (J.R.Davis)
Newsgroups: rec.games.board
Subject: Prague - series 120 game questions
Date: 27 Jan 93 19:59:56 GMT
Organization: BNR Europe Ltd, London Road, Harlow, England.
NNTP-Posting-Host: 128.199.202.49


I have recently bought `Prague', a GDW series 120 game.
Since I know nothing about the period of history, or the game series,
could anyone please give me any help with the following?

1) The two main players are Austrian and Prussian.  The countermix also
   contains counters from several other nations, such as Hungarieas,
   Croats, etc.  Which side should they be on?

2) Units which rout as a result of failing a morale check in or before
   melee combat - do they immediately make a full move towards an entry hex,
   or do they wait until their next move and then move away?  If the former,
   many Austrian cavalry will rout off the map as they get a second rout
   move before they can try to rally.  If they do not get this free move,
   presumably they should vacate the attacked hex anyway so the attacker
   can advance.  Anyone know what's supposed to happen?

3) Do units advancing after combat ignore enemy ZOCs? I assume so.

4) If a hex containing only artillery is attacked in melee, do the
   attackers get to add their morale to the dice roll? Do you count the
   artillery's morale as 0?  If so, artillery will almost always lose melee,
   even if they outnumber the attackers.  Maybe this is as it should be.
   Comments?

Any suggestions about strategy, tactics, etc? I am pretty new to Napoleonic
wargames...

	Thanks,

			-jrd

Internal:  John Davis - Sysmgr HK10-14 - T4E East end HAL02 - Ext. 3618
External:  J.R.Davis@bnr.co.uk - +44 (0)279 403618
From: mcsbc3maw@dct.ac.uk
Newsgroups: rec.games.board
Subject: Plasma bolt vs plasma torp against gorn
Date: 25 Jan 93 12:19:31 GMT
Organization: Dundee Institute of Technology

In article <1993Jan21.100455.25156@eua.ericsson.se>, etxaha@eua.ericsson.se (Anders Hallberg) writes:
> warren@nscf.org (L3 Warren) writes:
> 
>>etxaha@eua.ericsson.se (Anders Hallberg) writes:
> 
>>>byh@beaker.engin.umich.edu (Bartholomew Hsu) writes:
>>>>	Hello.  I am a inexperienced SFB player stuck in a scenario flying a
>>>>Romulan Skyhawk-A vs. a Tholian DD+web snare refit+Legendary Weapons officer.
> 
>>>You need to get on top of him and unload your torps so that he can't
>>>avoid them. 
> 
>>Everyone who has replied to this so far has mentioned overloading the
>>Tholian disruptors. I don't know about power curve on the Tholian, but
>>a very effective attack on a floating map is to narrow-salvo the disruptors
>>from 15 hexes.
> I have checked the SSD's out now:
> Skyhawk: 16wrp+2imp+3apr = 21
> 	He can move at speed 25 while cloaked, or alternatively use
> 	6 points for ECM at the same speed.  At speed 31 he can still
> 	put 2 points into ECM.
> DD: 16wrp+3imp=19
> 	He can move at speed 25 with normal loads.  Every point of power he
> 	puts into ECCM will slow him with two movement points.  He gets some
> 	free ECCM due to his legendary W. Officer.  How much?
> 
>>If the Rom starts to get too close, he can forfeit
>>arming disruptors for a turn or two to extend the range. This is the beauty
>>of disruptors.
> The romulan will run after him at top speed.  Remember that the Skyhawk
> does not have to pay any holding cost for his torps.
> 
>>If this is what the Tholian is doing, you can use ECM and reinforcements
>>to make the Tholian com in closer. If you can keep maneuverability up,
>>and reinforce 6 points on a shield and keep him on it, he'll basically
>>have to give up the saber dance and come in to overload.
> With turn mode A and medium range, keeping him on one shield should be fairly
> easy.  Better still, use the 6 batteries to reinforce the shield in case
> he hits.  If he misses, no power is wasted.
> 
>>When he does this, his power curve could be impacted enough that an anchor
>>attempt could work. You could also bolt and run like hell until you get
>>your torps rearmed. With luck, and phasers, you could do a nice volley of
>>internals to him.
> If the Tholian is close enough for bolts to work, launched plasma should work
> better unless he (the Tholian) is moving very fast.

I do not agree ! The DD has TWO snares remember ; these will degrade the F torps
to a very weak warhead before they get out of the web . His snares work once
per turn so forget hitting with launched plasma unless your plasma will
hit him in 3 Impulses or less (Web formation time) . Bolt or Nothing !


>   If the Tholian wants to try and match the Skyhawks close range firepower, he
> has to overload.  If he overloads, he will eat launched torpedoes.
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Newsgroups: rec.games.board
Subject: Re: EIA: Naval Question
Date: 26 Jan 93 15:06:16 GMT
Article-I.D.: usenet.C1GvAH.3FI
Organization: Indiana University

In article <1993Jan26.135012.3704@digi.lonestar.org> jtisdel@digi.lonestar.org (J. Michael Tisdel) writes:
>In our usual Monday night EiA game, we ran into two questions.
>
>(1)  When a fleet is in port, is it considered in a sea area or
>     adjacent to a sea area for interception purposes.  Our reasoning
>     was that it was 'adjacent' because it cost 1 mp to go from port
>     to open sea.

Adjacent.

>(2)  What actually is public knowledge concerning corps and their strength.
>     Is the corps identity known and the strength secret or is the strength
>     of the corps known but the location on the board secret (i.e. you can't
>     turn over another nation's corps)?  We've played both ways and we were
>     wondering if either or neither were correct.

Both strength and identity are secret until battle occurs, when they must
be revealed.

- Gary Charbonneau
  charbonn@indiana.edu
From: appel@soda.Berkeley.EDU (Shannon D. Appel)
Newsgroups: rec.games.board
Subject: Re: Steve Jackson Games' "Hackers" too much like "Illuminati"?
Date: 27 Jan 93 08:11:44
Organization: csua
NNTP-Posting-Host: soda.berkeley.edu
In-reply-to: mol@jyu.fi's message of Wed, 27 Jan 1993 11:55:34 GMT

In article <1993Jan27.115534.23170@jyu.fi> mol@jyu.fi (Mika O. Latokartano) writes:
->My worry is, that "Hackers" seems
->a lot like the original addiction (i.e. Illuminati).  What's the
->word?  Should I go for it, or let it pass, and still remain at least
->somewhat assured that the network is still safe?

You should _not_ buy it because the nits make you cut out several
pages of cardboard backed pieces on your own.  It was pretty clear
that SJG was cutting corners to save that extra nickel, ready to pass
the extra work onto you, the consumer.  The game itself is fairly
good, but the inherent cheapness of the design was enough to assure
that I would not be buying any more SJ products any time soon.

Shannon

Newsgroups: rec.games.board
From: xero@camelot.bradley.edu (Robert Ogrin)
Subject: Re: SPACE HULK - C.A.T. question
Organization: Bradley University
Distribution: na
Date: 21 Jan 93 15:46:05 GMT

In <1993Jan20.125842.6662@cbfsb.cb.att.com> mfh@cbnewsb.cb.att.com (mitchell.hansinger) writes:

>I just received Space Hulk as a gift for Christmas and I have quite a few 
>interesting questions.

>3) I see that GW is selling something called 'Space Hulk Campaigns', what does 
>it consist of?  Are there any good supplements for the game?

    I don't have the book, myself, but it's got about 25 missions or
so (I'd guess), plus some extra hall-pieces on thick card.  A friend
has played a few missions out of it, and said it was great.  Most of
the missions can be found in back-issues of White Dwarf.

>4) Are there any rules supplements or Magazine articles covering the advancement
>of marines?

    Well, I haven't kept up with Space Hulk (I play Warhammer 40K,
now) but the last I knew, there was DeathWing, and Genestealer, two
smaller boxed sets with minis and board sections, as well as rules for
'Stealer-Human hybrids and psychic powers.  Also, White Dwarf magazine
has a lot of articles on the game.  I have an index around here
somewhere.  Lemme know if you're interested and I'll mail it to you...

>5) Is the "New Free Citadel Painting Guide" worth sending away for?

    I have an older version from a couple of years ago.  If it's the
one that costs a dollar, it's worth it.

xero@camelot.bradley.edu
From: felixh@sunspot.ssl.berkeley.edu (Felix Hack)
Newsgroups: rec.games.board
Subject: Re: The Speed of Heat
Date: 27 Jan 1993 21:45:18 GMT
Organization: /etc/organization
NNTP-Posting-Host: sunspot.ssl.berkeley.edu

Hi,
   The best way to keep up with news and errata on SoH
is to subscribe to the Air Power newsletter.  There should
be an ad for it in the SoH box.  Issues 23 and 24, due out
RSN, should have a lot of errata for the game.
 
-Felix
Newsgroups: rec.games.board
From: iwatters@cix.compulink.co.uk (Ian Watters)
Subject: Re: A&A Game Balance                    
Reply-To: iwatters@cix.compulink.co.uk
Date: Mon, 25 Jan 1993 21:30:00 +0000

>Re: big ticket items... I would agree somewhat.  When was the last time
>you purchased a battleship?

There are a *lot* of games like that.  From GDW's _Imperium_, where the big
ships are just not cost effective compared to swarms of smaller craft (esp
fighters and missile boats) to Mark Baldwin's _Empire_ where they take
forever to build, too.

  //\/\/  iwatters@cix.compulink.co.uk

>>>MATRIX version  1.21e
From: cjs@phy.duke.edu (Carl Schnurr)
Newsgroups: rec.games.board
Subject: Modern Art
Date: 22 Jan 93 17:37:36 GMT
Organization: Duke University Physics Dept.; Durham, N.C.

I recently purchased an imported German game called "Modern Art" which
looks great and should be fun to play, but I have a question concerning
the translated-to-English rules (apparently pulled off of Compuserve).  
The translated rules state something like:

	The card that ends the round (the fifth card of a suit played)
does not "count" for "scoring" purposes.  

What does this mean?  Does that mean that the player who owns it doesn't
get money for it?  Or, that that card does not count towards the count of
cards to see which suit has the majority?

Looking forward to hearing from someone who knows the answer...

-Confused Carl
-- 
	Carl J. Schnurr					1-919-684-8256
	Duke University Dept. of Physics        	cjs@phy.duke.edu
	Durham, N.C.      27706			
Newsgroups: rec.games.board
Date: Thu, 28 Jan 93 13:51:14 MST
Newsgroups: rec.games.board
From: $stephan@sasb.byu.edu (Stephan Fassmann, Software)
Subject: Re: SFB: CVA Duel problems
Organization: BYU
Distribution: world

In article <1993Jan27.125536.10610@ac.dal.ca> s666@ac.dal.ca writes:
[...]
>      I would suggest that you try to take out the escorts first, with the
>plasmas from your fighters and the SUB. Time this strike to coincide with
>his drone strike on you. Remember that if the SWACs go wild, ALL of the
>seeking weapons on the board are attracted to the weasel, not just the plasmas,
>so he has just solved a potential problem for you. If he doesn't use the SWAC,
>follow up on the plasma strike as best as you can, using the phasers on the
>fighters and SUB. If the F-14s are sititng next to the carrier, let them have
>large doses of PL-Ds from the escorts. Remember that you can beam over
>replacements from the carrier to replenish the plasma racks (I doubt you could
>use all of the pl-D storage on a SuperHawk-B). This will be a grinding 
>attrition battle. When the carrier group defenses are reduced sufficiently,
>psycho yourself on the carrier, particularly since your survival isn't
>important.

Killing F-14's is kinda hard because of all those gatlings but I think that 
is just a matter of timing.
Thanks though.
From: rnlee@sdcc3.ucsd.edu (Profess'nal Agitator)
Newsgroups: rec.games.board
Subject: Basic EiA Question
Date: 23 Jan 93 18:48:42 GMT
Organization: MAWL - Mudd Alums Without Lives

If two countries come to an informal peace, do they have to re-DOW
each other later?

That is, is an informal peace, a true peace, or just a cease-fire,
like in Korea or the Middle East?

Agitator
  #->

"You can't create more employees without first creating more employers.
 You can't have capitalism without capital."                     1997-2004
Take Back the GOP //      --Jack Kemp, 43rd President of the United States
-----------------//---- R E M E M B E R   B E I J I N G ------------------
Only AMIGA!  \\ //    IBM PC  -  Who wants a politically correct computer?
==============\X/==================== Bring Back the Caltech Cannon!! ====
Roderick Lee, HMC '91    "The Professional Agitator"     agitator@ucsd.edu
From: joltman@raisin-nut.ai.mit.edu (T. Andy Frakes)
Newsgroups: rec.games.board
Subject: Re: Mutual annihilation
Date: 27 Jan 1993 14:39:45 GMT
Organization: MIT Artificial Intelligence Lab
Distribution: na
NNTP-Posting-Host: raisin-nut.ai.mit.edu

In article <1993Jan22.224448.21755@ads.com>, btrusso@ADS.COM (Brad Trusso) writes:
|> From: joltman@raisin-nut.ai.mit.edu (T. Andy Frakes)
|> > Of course, if you play with a bunch of ignorant wimps, you can probably
|> > get away with a lot of threats like that.  Or you may be able to convince
|> > the person that it will be advantageous for you to carry out your threat
|> > even though it really isn't, but I was assuming optimum conditions (in my
|> > mind) where everyone is an expert at the game and is playing to win.
|> 
|> It sounds like your group of experts has already decided to adopt the
|> "no blackmail" policy.  That's fine, and then you're right, threats don't 
|> work.  In my group, threats and counter-threats, deals and backstabbing 
|> were all part of the fun.  Different strokes for different folks.
|> 
|> But remember, a threat can also be part of playing to win.  When I
|> play in a new group, I don't know how they'll react.  If they back
|> down, I win!  If they proclaim that they will not be blackmailed,
|> I would graciously withdraw my threat, without hurting my position.  
|> You can't blame a guy for trying!  (Shoot.  Now that I've admitted it
|> publicly, I can't threaten any more!  8^)  Of course, I could still
|> give them "friendly advice"!  (8^)
|> 
|> - Brad Trusso

Exactly.  If you find people to use it on, then it's an effective tactic to use
if you're playing to win.  However, it's more challenging (and enjoyable) to
play against smarter opponents.  As long as you don't rely on that type of
tactic to win all the time.  If you do, you'll get crushed when you play good
players because you won't have that "threat crutch" to help you and you'll wish
you had refined other parts of your game (even if it meant losing a lot more)
while you were coasting by with the threat tactic.

-- 
================================================================
=             T. Andy Frakes (joltman@ai.mit.edu)              =
=                                                              =
= This user does not believe in smiley faces.  Insert your own =
================================================================
From: mcsbc3maw@dct.ac.uk
Newsgroups: rec.games.board
Subject: Re: SFB: Rules question, tractors v fighters
Date: 25 Jan 93 12:25:56 GMT
Organization: Dundee Institute of Technology

In article <1993Jan22.122339.27859@st-andrews.ac.uk>, ccjm@st-andrews.ac.uk (Colin Charles James MacDonald) writes:
> In my dusty old Commanders' Rules, HETs are prohibited on the first impulse
> of the turn. I cann't find anywhere a specific exemption from this for
> fighters.
> This would indicate that it is possible to drag slow fighters to death if you
> tractor them on impulse 1.
> Any comments?
> 
> Colin.


	As i remember hets to escape tractor by a fighter were in ADDITION
to the other het . But no het may be performed after the 'Escape HET' .
This special case probably allows the fighter to escape on Impulse one
as the prohibition on Imp1 het does not mention the 'Escape Het' .

	Makes sense anyway.

Mark
From: peters@physics.ubc.ca (Dan Peters)
Newsgroups: rec.games.board
Subject: Re: Republic of ROME question, HELP
Date: 25 Jan 1993 22:33:06 GMT
Organization: The University of British Columbia
Distribution: world
NNTP-Posting-Host: physics.ubc.ca

Pat Ellis writes:
>                                    ... the only way to revolt and win was
>(1) if the people revolted or (2) the state went bankrupt while we were in
>revolt.

There are 2 other ways: (3) if the senate fails to send an army after you, or
(4) you defeat the army they send.

Among all the flaws in the rules (I can rattle off twenty or so if anyone
cares) one of the most confusing is with regard to the combination of a civil
war and lots of other existing wars. If you fulfill one of the conditions above
for winning while in rebellion, you lose anyway, along with everyone else, if
there are four or more active wars, "including the civil war if still ongoing".
This makes no sense - if you have fulfilled one of those conditions for
winning, how can the civil war still be ongoing?

Any thoughts on this?

Drin
--
-------------------------------------------------------------------------------
"I think I think, therefore I think I am." 
- Descartes' failed attempt to discard the notion of objective reality.
-------------------------------------------------------------------------------
Newsgroups: rec.games.board
From: amd@mail.ast.cam.ac.uk (Andrew Dunn)
Subject: Re: Looking for Cosmic Encounters, Illuminati
Reply-To: amd@mail.ast.cam.ac.uk
Organization: Institute of Astronomy, Cambridge
Date: Thu, 21 Jan 1993 11:19:26 GMT

I can't remember who originally made Cosmic Encounter
in the states. In Britain, the game design was bought
by Games Workshop and I think it is still available.
Purists dislike the changes to the board (no hexagons,
just four jigsaw section which make a board for 6 players).
One advantage is that you get *all* (or at least most)
of the races from the expansion sets right from the start.


_________________________________________________________
  _____              ___     |  
/_____ /           /___/\    |  Andrew Dunn
|_   _|/    ___   / __ \ \   |  Institute of Astronomy
  | ||    /___/\ / /|_\ \/   |  Cambridge, U.K.
  | ||   /    \/ | |__| ||   |  CB3 0HA
 _| ||__ | /\ || |  __  ||   |  
/_| |/_/ | \/ |/ | || | ||   |  
|_____|/ \____/  |_|/ |_|/   |  amd@mail.ast.cam.ac.uk

Newsgroups: rec.games.board