HDTenEightyP/NetNews huggingface dataset:
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: EIA Naval Rules
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Tue, 6 Oct 1992 03:29:02 GMT

> mustafa+@CMU.EDU (Mustafa Unlu)

What a dude!  He used to be at Swarthmore and was the major influence in
getting us into EIA, WiF.  Ah, those were the glory days.  Hi Mustafa. :-)

Anyway, this is from _General_ 27-2.  I'm using 8-space tabs.  This will not
make sense if you have a newsreader that doesn't use fixed-width 8-space
tabs.

				A T T A C K E R
		melee (c)	linear attack (c)	linear defense (d)
		----------------------------------------------------------
		A 1-1 4-2 5-2	A 1st 2-1 3-2 4-3	A 1st 3-2 4-2 5-3
		D 1-1 4-2 5-2	D 2nd 1-1 1-1 1-1	D 2nd 1-1 1-1 1-1
D  melee (c)				(a)			(b)
				A 1st --- 2-1 2-1	A 1st --- 1-1 1-1
E				D 2nd --- 3-3 4-4	D 2nd --- 4-4 4-4
		----------------------------------------------------------
F		A 1st 1-1 1-1 1-1	A 2-2 3-2 4-2	A 2-2 3-2 4-2
		D 2nd 2-1 3-2 4-3	D 2-2 3-2 4-2	D 1-2 2-2 3-3
E  linear		(a)
   attack (c)	A 1st --- 3-3 4-4
N		D 2nd --- 2-1 2-1
		----------------------------------------------------------
D		A 1st 1-1 1-1 1-1	A 1-2 2-2 3-3	A 1-1 2-1 3-1
   linear	D 2nd 3-2 4-2 5-3	D 2-2 3-2 4-2	D 1-1 2-1 3-1
E  defense (c)		(b)
		A 1st --- 4-4 4-4
R		D 2nd --- 1-1 1-1

(a) roll 1-4 after each round to close
(b) roll 1-3 after each round to close
(c) +1 to combat die roll if majority of ships are British
(d) +1 to combat die roll if majority of ships are French
Nelson: -1 or -2 from closing die roll; add same to Nelson casualty roll

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

Victor's Morale Loss:	0-0.5	0.6-1.5	1.6-2.5	2.6-3.5	3.6+
Roll Once on Table:	5-1	4-1	3-1	2-1	1-1

modifier: Forces using Linear Defense substract 1 from the die.

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

Extra bonus:  here are the _General_ issues that have EIA stuff in them:

23-4: lots of EIA articles; errata
23-5: "solution" to contest in 23-4
24-3: players' notes from the original designers
25-4: French Revolution Campaign Game variant; errata; more errata in the
      Question Box.
26-6: Waterloo Scenario variant; Advanced Naval Combat rules
27-2: totally useless players' guide; missing combat table for 26-6's Naval
      rules; errata in Question Box.

The naval combat rules are the most useful.  Get them and use them!  The
various errata are also valuable.  The other articles are less useful though
interesting.  The 27-2 players' guide is a big laugh and must be a total
embarassment to the author (or the author is a true imbecile).

Mustafa is egging me to build a EIA email server, sort of like the Diplomacy
judge.  Ack.  My head hurts just by thinking about it.

--
hirai@cc.swarthmore.edu (Eiji Hirai)    :     :    :   :  : :: ::: :::: :::::
Unix Geek for Swarthmore College        :     :    :   :  : :: ::: :::: :::::
Information Services, Swarthmore, PA, US.
I don't speak for Swarthmore College.
Newsgroups: rec.games.board
Subject: Re: BTECH: BSK - 1C The Basilik
From: taia_a@kosmos.wcc.govt.nz
Date: 30 Sep 92 17:37:04 NZST
Organization: Welligton City Council, Public Access.
NNTP-Posting-Host: kosmos.wcc.govt.nz

In article <BvCKq9.ABt@apollo.hp.com>, carlton@apollo.hp.com (Carl Hommel) writes:
> Tony Taia posts a great Thunderbolt variant:
>>Basilisk BSK - 1C
> NAME           Tons Pow W/R/J Arm H Cen Side Arm Leg HS Weapons
> TDR-5SE Basilisk 65 260 4/6/4 208 9 30/11 24/6 20 29 11 ML(2) SL(2) AC/5(2)

 Why thanks :) Nice to know that someone reads my posts :)

> I would use this mech as part of a screening force.  Its role would be to
> go out about 10 hexes in front of the assault mechs, and slow up the opponents
> advance.  It has enough armor to divert two or three enemy mechs to waste
> time firing on it, rather than its side's assaults, which is all you can
> really expect this weight class to do.

 The Basilisk is a "harasser" and not a standdown mek. I put in the Jump jets
and AC/5s to allow it to pester the taurians. It can't face off with a
Warhammer, but it can play the sneak-jump behind game and ruin a WHMs day.

> This mech can lay down 10 pts at 10-18 hexes, and 20 pts from 3-9 hexes.
> It can jump and fire an alpha strike at an adjacent mech (perhaps to the
> rear of an assault), delivering 26 pts while only going up 3 heat.  Heck,
> you could replace the extra heat sink with another medium laser, and still
> not have bad overheating problems.

 I used AC/5s due to Canopus only having the ShadowHawk! So I assumed that
Canopus have a few AC/5s to spare. Must be tough having a 55 tonner as the
"heavy" of your army. I'm trying to think up new designs, but it is getting
more difficult as nearly everything has been done before :( So what I end
up doing is making minor modifications to existing designs eg "correcting"
them :)
 I decided againist the extra heatsink as I didn't want the mek to lose
it's firepower when the ammo ran out. It makes the mek to relieant(sp)
on the AC/5s that way. For the munchkins out there, jump 3, fire mediums
and AC/5s and not overheat.
 As for my Lawman/Gunslinger posts. I stand unrepentant :)

> Carl Hommel
> carlton@apollo.hp.com

This has been....
 Tony Taia
  TAIA_A@kosmos.wcc.govt.nz, tai-shu@kauri.vuw.ac.nz
3067: When we discover that the Clans fade away like a bad dream...I wish!
Newsgroups: rec.games.board
From: yngla@ida.liu.se (Yngve Larsson)
Subject: Re: Battlefield Europe
Organization: CIS Dept, Univ of Linkoping, Sweden
Date: Wed, 30 Sep 1992 08:06:46 GMT

s666@ac.dal.ca writes:

>     In GDWs "Battlefield Europe", do vehicles have to pay MPs to turn?
>I tend to think that they would, although it doesn't say anything about this
>in the rules.

The rules are very unclear about this. I use a quick and dirty hack:

If the vehicle has any MPs left, the vehicle may assume any facing desired.
If the vehicle just used its last MP, it must retain the facing requred to 
move into the last hex.

	Yngve

--
Yngve Larsson                               UUCP: ...mcvax!enea!liuida!yla
Dept of CIS                                       Internet: yla@ida.liu.se
Linkoping University, Sweden                          Phone: +46-13-281949
Newsgroups: rec.games.board
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.board
Subject: Re: Some Car Wars Questions
Date: 5 Oct 92 09:11:36 CST
Organization: Stephen F. Austin State University

In article <92278.125744TJS107@psuvm.psu.edu>, Sime <TJS107@psuvm.psu.edu> writes:
> Third:  Not really a question, but just an observation.  It's possible to do
> zero points of damage to vehicles but not peds, correct?  OK, so why get a
> Heavy Machine Gun?  It does 2D-2, in other words from 0-10 points.  I don't
> know all the statistics of die rolls but it doesn't seem worth the extra weight
> and space for a HMG when an MG does a decent job on its own, or a better to hit
> roll with a Vulcan. (I ain't got the rule book here I'm going on memory so
> please correct me if I'm wrong on something)
> 

	It is possible to do zero points of damage to a ped (hand to hand
combat).
	The HMG does an average of 5 pts damage, the MG 3.5. The chances of
rolling a 2 on 2d6 are 1/36.

	Unfortunately, I don't have anything newer than the Compendium, so I
can't answer your other questions.

Brandon Cope

Newsgroups: rec.games.board
From: eda858xsft@vx24.cc.monash.edu.au
Subject: BTECH, MECHFORCE OZ
Organization: Computer Centre, Monash University, Australia
Date: Tue, 29 Sep 1992 02:56:15 GMT

RE: BATTLETECH, MECHFORCE

G'Day, 

I am currently after information on MECHFORCE NA. If someone has their fax
number could they please mail it to me. It is a bit hard to write to them
constantly (I Live in Australia).

I would also like to here from any other Battletech players in Australia as I
am generating a register. In the future I hope to see MECHFORCE establish a
branch in Australia as I have had numerous enquirys about it.

Furthermore if anyone has information about the latest BattleTech Compter games
could they sent it as well.

Paul Ortenburg
eda858xsft@vx24.cc.monash.edu.au

P.S. Who the F**k is Clan Punisher.
Newsgroups: rec.games.board
From: mckinney@cs.utexas.edu (Durwood Y. McKinney)
Newsgroups: rec.games.board
Subject: Re: Titan:  Victory points
Date: 26 Sep 1992 11:55:38 -0500
Organization: U Texas Dept of Computer Sciences, Austin TX
NNTP-Posting-Host: cash.cs.utexas.edu
Keywords: titan scoring

In article <1992Sep26.095757.19203@uni-paderborn.de> jerry@uni-paderborn.de writes:
>I wonder how the game would be if both, winner and loser get points for
>the characters slain (e.g. the winner gets full points and the loser half
>points or so).
>Any experiences or opinions?

No experiences, but it would make attacking even less attractive
than it is now, which would drag the game out.  If someone gets a lot
of points early in the game, it's usually at the expense of their growth,
so the game is already balanced (actually, I'm not sure I've ever played
a wargame that was so well balanced).

Ken McKinney
.
From: alex@dcs.glasgow.ac.uk (Alex Ferguson)
Newsgroups: rec.games.board
Subject: Re: A&A: how much time do you have?
Keywords: A&A
Date: 5 Oct 92 23:11:39 GMT
Organization: Computing Sci, Glasgow Univ, Scotland

In article <Bvnupq.1sE@news.udel.edu> barich@bach.udel.edu (Dewey H Barich) writes:
>Saw the post, I've been wanting to look at my box.  The game used to be
>a product of (correct me if I'm wrong) Nova.  I'm not sure how long ago,
>but I have the impression it's at least 2 decades ago (within a few
>years?).  Anyway, their rules were actually rather different, and what
>you see is probably a step in the transition.  The Nova game had nuclear
>weapons, which could be bought and carried on bombers that would then
>not come home.  The germans could designate an armor unit as a panzer on
>each turn, which increased the attack factor.

I was going to mention this in reply to an earlier posting. I've seen an
article on optional rules from this edition in an old _Games_international_,
which featured: notes on three Industrial Development results (Rockets,
Jets, and the Atom Bomb) (but no ID chart!), and "special forces" for each
power. Could someone re-post the these rules, or at least remember what
the ID chart was (assuming it didn't involve rolling a D7)?

Also, does anyone have any information on the two third party varients/
expansions for A&A? Names and producers slip my mind momemtarily, though
unsurprisingly, "Advanced" and "Expansion" spring to mind as title-fragments.
-- 
Alex Ferguson.
ARPA: alex%dcs.glasgow.ac.uk@nsfnet-relay.ac.uk    UUCP: alex@glasgow.uucp
BANGNET: ...!mcvax!ukc!dcs.glasgow.ac.uk!alex     JANET: alex@uk.ac.glasgow.dcs
"You mean you could have walked the galaxy and you simply never bothered?"
From: heinlein@matt.ksu.ksu.edu (The tired one)
Newsgroups: rec.games.board
Subject: Looking for that certain game you can't find?  Read this.
Date: 30 Sep 92 19:54:41 GMT
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

Hi again all!  I'm back again with another post for things for sale.  The
last auction went so well, that others around here are interested in also
auctioning off their stuff...  while we're organizing lists of games, I
thought I'd give you guys on the net a chance to email me, and possibly
get to items before they get on the auction block.  If you have an out-of
print game that you're looking for, or any board game that you haven't
been able to find, give me a yell with what it is, and I'll check around
our little group and see if we have it.  I've still got about 1/2 of
the stuff I put up for auction earlier, including a bunch of Avalon Hill
games, and in addition, I have some used Battletech stuff.  Remember, this
is just my stuff... if you're looking for other games and such, or, for
that matter, role playing stuff, give me a yell with what you're looking
for, and I'll see if there's anyone here willing to part with it.

Thanks

Mike
-- 
Gee, I finally made a .sig file. Isn't it grand?
Chris Green is way cool. :)   My idols are camels.  OH! You wanted sarcasm,
well, just go read my .plan then. :)  - Mike Monthey heinlein@matt
From: matta@lclark.edu (Matt Alexander)
Newsgroups: rec.games.board
Subject: Re: BTECH: MechWar 1.0
Date: 1 Oct 92 17:31:58 GMT
Article-I.D.: lclark.1992Oct1.173158.1432
Distribution: rec.games.board
Organization: Lewis & Clark College, RPG Club

Help! When I run mechwar i get a error message, something about EGAVGA.BGI
being the wrong device driver or something equally vague. Anyone else get
this? Do I need to change my config? Do a pkunzip _-d_ mech10? (Yeah, put
the message _inside_ the zip file.. Sheesh..) Whadaido!?! WAHHHHHH....
- Matt

"When in danger, or in doubt,
Run in circles, scream and shout!"
Newsgroups: rec.games.board
From: larryn@col.hp.com (Larry Neal)
Subject: Re: A&A: How about this strategy?
Date: Thu, 1 Oct 1992 22:15:24 GMT
Organization: HP Colorado Springs Division


under MB second edition rules he can only build
3 units in SA. ie the IPC value of the area.
Either way if you build a factory in Egypt
you should be able to counter. Given that 
the US doesnt help Brittain :(. Also by turn
2 you should be two areas away from the factory,
with 1 inf and 1 tank min.  If Japan ignores
the US and engulfs the relativly undefended Asia 
(AND US ignores Germany) then you (Germany) and Japan
should be able to turn the screws on Russia. Also 
carefull distribution of the Luftwaffa is recommended.


good luck;
     Larry


Newsgroups: rec.games.board
From: CS341A002@Husky1.StMarys.Ca (Loki)
Subject: Re: Btech/RoboTech comparison
Organization: The Underground
Date: Tue, 6 Oct 1992 19:47:48 GMT
X-News-Reader: VMS NEWS 1.13.SMU

s903609@minyos.xx.rmit.oz.au writes:
> Just had to say something about this. Have people out there read the 2750
> Tech Readout for BTECH ? The mechs in that are meant to represent how good
> things were. Not a lot better than what they use in 3025 is it ? Not a LOT
> worse than what is used by clans in 3055. Clan technology is DEFINITELY
> superior, but after 300 years of unhindered development shouldn't they be
> a lot better ? After all, if you had about a 1000 strong army from 1692, you 
> would only need about 50 to 100 1992 regular infantryman to achieve total
> victory. Why is this not the same with BTECH ? Don't answer that, I already
> know. GAME BALANCE. But that's okay, it's just that if FASA reduced the time
> frames, it could work better. BTW If people want to see FASA combat that
> looks realistic you should play Renegade Legion, especially Centurion.

Yeah, I know. The biggest difference with 2750 TR stuff is the warship
tech. NAC and so on just don't exist in the 31st century...

It's slightly confusing why the Clan don't use it. Maybe all the naval
vessels were lost in the Exodus Civil Wars? Clantech is far superior to
Star League *mech* technology, but not in the domain of aerotech...

 +--------------------------------------------------------------------------+
 |Most commonly known as Loki, occasionally sysop of TWWOL                  |
 |SCA: Brynjolfr Myrkjartanarson, founder of the Compaignie Mercurie, in the|
 |Canton of Seashire, Barony of Ruantallan, Laurel Kingdom of the East      |
 +--------------------------------------------------------------------------+
 |    The Net: cs341a002@husky1.stmarys.ca, cs341a002@stmarys.bitnet        |
 +--------------------------------------------------------------------------+

Random Quote of the Day:
The Dark Horde denies all responsibility. No warranty was ever expressed nor
implied, and that knife in your back was probably put there by one of your
friends anyway.

                 --- Smilin' Ali
From: kgnome@cs.concordia.ca (MATIS stephane)
Newsgroups: rec.games.board
Subject: Re: BTECH-updating problem...
Date: 28 Sep 92 14:09:37 GMT
Organization: Computer Science, Concordia University, Montreal, Quebec

> This has been.....
 > Tony Taia
  > TAIA_A@kosmos.wcc.govt.nz, tai-shu@kauri.vuw.ac.nz
> 3067: When the Combine liberates the Bandit Kingdoms :)

	That's "Liberate" in quotes Tony ! Or do you really belive
	the Combine's propaganda ? :-)

+-------------------------------------------------------------------------+
 From     : Stephane I. Matis                "It Just Works..." 
 Internet : kgnome@cs.concordia.ca             - Steve Paul Jobs, CEO NeXT
+-------------------------------------------------------------------------+
Organization: Doctoral student, Chemistry, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Sun,  4 Oct 1992 16:25:04 -0400 
From: Mustafa Unlu <mustafa+@CMU.EDU>
Subject: RE: EIA Naval Rules 

They forgot to include the table in that issue and belatedly printed
in the next one. I don't have it (the next issue) but if somebody does
and would like to post it to the board, I don't think it would be a
copyright breach...

M.
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Re: Blood Bowl
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Wed, 7 Oct 1992 01:05:04 GMT

In article <1992Oct6.180743.21612@nevada.edu> takashi@nevada.edu (Edward T. Tonai) writes:
>The only serious problem I've run into in Blood Bowl is the length of the
>games...And my group doesn't seem inclined to shorten it any because it
>might upset the strategies of a few of the teams which generally wear
>down the other side (I am one who objects to the shortening of games).
>So we've tried using a limited number of ticks (each side's move is one
>tick), playing until one side scores 3 points, and have thought of 
>making an actual time limit...Or maybe time limits per turn for each
>coach....Ideas?
>
>Edward T. Tonai
>takashi@redrock.nevada.edu
>

I usually played with a two hour time limit, with sudden death overtimes.
I've only rarely played it, though, since I'm the only one who put money
into it, and no one else where I came from was interested, aside from a very
few...

The real-time limit is great for the last minute plays and strategies...

My primary tactic:  If you get to move first, move three spaces in (unless
they have a move of 3, in which case, move in four spaces, or if they have
a move of 5, move two.  Always leave one space between your end position and
your opponent's maximum end position.  Then you always get to make the blocks!)

...Paul
From: rar+@pitt.edu (Richard A Rubin)
Newsgroups: rec.games.board
Subject: Re: another 1830 question
Date: 28 Sep 92 20:14:56 GMT
Organization: University of Pittsburgh


Also on the "granularity" note are these questions about stock sales.

a. A player has more than 70% of a stock in the  orange zone. The price
rises above the zone.  Must he sell all his extra shares, or only enough
to bring the price down to the orange zone.

b.  Similarly, for the yellow zone and excess certificates.  The price
rise requires the sale of several (if he must meet the limit).  However,
the sale of one will put the stock back in the yellow zone-- Is this
enough?
From: hauck@cs.washington.edu (Scott Hauck)
Newsgroups: rec.games.board
Subject: Re: Diplomacy question: Double support
Date: 29 Sep 92 18:59:18 GMT
Article-I.D.: beaver.1992Sep29.185918.10665
Organization: Computer Science & Engineering, U. of Washington, Seattle

In article <abick.717785222@cunews> abick@sebastian.carleton.ca (Alan Bick) writes:
>Consider this situation, Germany is being double-teamed by France and
>Russia and is forced back to Kiel and Berlin. If the following orders
>are made what happens?
>
>RUSSIA
>A Sil - Ber
>A Pru S A Sil - Ber
>
>FRANCE
>A Ruh - Kie
>A Hol S A Ruh - Kie
>
>GERMANY
>A Kie S A Ber-H
>A Ber S A Kie-H
>
>   Assume no other players/units can either lend support or cut support.
>Would both Germany units be dislodged? Would neither be dislodged? Or
>would one player succeed while the other merely cuts the support.

Both will be dislodged.  From rule X. cutting support:
"If a unit ordered to support in a given space is attacked from a space
different from the one into which it is giving support, or is dislodged by an
attack from any space, including the one into which it is giving support, then
its support is cut.  The unit that was to have recieved that support then does
not recieve it."

Since each German unit is being attacked from a square different from the one
it is supporting (obvious, since it's supporting it's own unit to hold), both
supports are cut.  Since each single, unsupported unit is attacked by a 
supported unit whose support is not cut, both attacks succeed.

Scott Hauck
Newsgroups: rec.games.board
From: goudswaa@fraser.sfu.ca (Peter Goudswaard)
Subject: Re: board management software
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Sat, 3 Oct 1992 05:28:07 GMT

ets@wrkgrp.COM (Edward T Spire) writes:

>Rather than having a board set up in my office that is constantly
>getting jostled, I've been thinking about writing a program (an X
>application, maybe) that accepts a board topology file and maintains
>an "order of battle" file that shows current unit position.  The
>program would allow screen display of the current situation and
>unit movement on screen.  No game logic, just a replacement for a board
>and pieces.

>Anybody ever hear of something like this being done before,
>or any suggestions for getting a leg up on this?  Seems like
>the topology would be the hard part:  hex oriented games with
>landscape features vs. amorphous boards like diplomacy, etc.

>Ed Spire                           email: ets@wrkgrp.com      (on uunet)

I have been working on a program for Axis & Allies that keeps track of
productions points, money, and also, and most importantly, handles
battles smoothly and quickly.  When I finish the battle routines,
I have plans to expand the program to include keeping track of
units, but haven't come up with any satisfactory solutions.  Axis
and Allies does not use a hex system, it is more like Risk where
the countries are using more-or-less "real" borders, so there is
no easy algorithm for movement (for when or if I add a computer
player to the game).  As far as keeping track of units on each
country, there really is no substitute for the big, colorful plastic game
pieces that come with Axis and Allies, but it is obviously
impractical to do this on screen.

So actually, I see creating a map and keeping units on them as the
easy part.  Actually creating an algorithm to comprehend the strategy
behind the moves is the hard part.


-- 
 Peter Goudswaard                  _________                     _________
 goudswaa@sfu.ca                  |         |      __/^\__      |         |
 pgoudswa@cue.bc.ca               |         |      \     /      |         |
 peterg@quesnel.education.gov.bc.ca         |   _/\_\   /_/\_   |         |
                                  |         |   >           <   |         |
 "Peace through superior          |         |    >_________<    |         |
    firepower" -- ad for EP607    |_________|         |         |_________|
Newsgroups: rec.games.board