HDTenEightyP/NetNews huggingface dataset:
From: maboyiny@ccvax.as.edu.tw (Bo-Yin Yang)
Subject: Re: Marsh/Plains
Summary: Minotaurs  <? Warbears?
Originator: boyiny@kovalevskaya
Keywords: titan
Reply-To: maboyiny@ccvax.as.edu.tw (Bo-Yin Yang)
Organization: The Cosmic Titan
Date: Fri, 11 Sep 92 23:34:34 GMT

A call for votes here--- who really thinks that Minotaurs are better than
Warbears?  In the MIT group when I played there, everyone thinks that
Minotaurs are slightly better... in one of our player's immortal lingo:

"A Warbear is a Wuzz!"

I never bothered asking what Wuzz means, but I did not feel that I need to.

[Note, when playing the Bo-Yin expansion, people tend to grab the third
Mino (which if you remember gets good recruits) but not as often the third
Bear.  The reason is that Minos actually fights better in our games...]



Newsgroups: rec.games.board
From: shoham@ll.mit.edu (Daniel Shoham)
Subject: Re: JUNTA - questions about exile
Organization: MIT Lincoln Laboratory
Date: Tue, 15 Sep 92 06:09:51 GMT

In article <2825@nlsun1.oracle.nl> gbradley@uks197.Berkeley.EDU (Gary Bradley) writes:
>Hello,
>
>   Can any Junta players out there suggest why someone would want to go
>into exile at all? I mean the chances of execution on return are very
>high. you can bribe you're way back in because the Minister would just
>have you killed and take ALL your money. What is the point? Why go into exile?

Short answer: one never wants to go into exile. It is a meaningless game-rule.

Next Q:Does anyone have home-rules that make exile a reasonable move??

Dan Shoham
shoham@ll.mit.edu
From: cjs@phy.duke.edu (Carl Schnurr)
Newsgroups: rec.games.board
Subject: Re: JUNTA - questions about exile
Date: 15 Sep 92 13:43:24 GMT
Organization: Duke University Physics Dept.; Durham, N.C.

In article <1992Sep15.060951.21349@ll.mit.edu> shoham@ll.mit.edu (Daniel Shoham) writes:
>In article <2825@nlsun1.oracle.nl> gbradley@uks197.Berkeley.EDU (Gary Bradley) writes:
>>Hello,
>>
>>   Can any Junta players out there suggest why someone would want to go
>>into exile at all? I mean the chances of execution on return are very
>>high. you can bribe you're way back in because the Minister would just
>>have you killed and take ALL your money. What is the point? Why go into exile?
>
>Short answer: one never wants to go into exile. It is a meaningless game-rule.
>

We've played a few times over the last few years and had someone go into
exile exactly once in all that time (they had quite a bundle of money).
They made a deal with the Minister to return safely, but then were shot.
Of course, that made the minister a target as well....  I think exile
is a rarely used, but interesting option.  

-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
From: schrey@oak.NoSubdomain.NoDomain (Timothy M. Schreyer)
Subject: Re: Supremacy
Reply-To: schrey@prc.unisys.com
Organization: Paramax Systems
Date: Thu, 10 Sep 1992 17:47:25 GMT

In article <n=6yy2f@rpi.edu>, woodc@aix.rpi.edu (Christopher A. Wood) writes:
|> In article <peters.716089460@physics.ubc.ca> peters@physics.ubc.ca (Dan Peters) writes:
|> >carroll@cs.uiuc.edu (Alan M. Carroll) writes:
|> >>Some questions on moving forces. Can you move armies into any
|> >>unoccupied territory?  Do you conquer a territory you move into? Can
|> >>you airlift into vacant territories in other player's home countries?
|> >
|> >Yes to all three, I think. (I'm not absolutely sure about the second - maybe
|> >you have to end a phase in a territory to conquer it, so marching through
|> >doesn't count. I'm sure someone will answer this, though....)
|> >
|>   We play with no's for all of these.  If the territory is not yours,
|> you must attack it.  Of course, if it is undefended, this is just a 
|> matter of spending the set, but you have to do it during attack phase,
|> and the defender gets a counter-attack.  This gets rid off people moving
|> after a big war and swooping down and snarfing up lots of real estate just
|> because people have lost lots of troops.
|> 
   We use a the idea of last ownership to decide these things.  If a territory
   has never had anyone in it, you can move into it in the movement phase and
   it becomes yours.  If a player has moved out of a territory after owning it
   or has lost all armies in a territory in battle (this includes home country
   territories) then you must attack and spend the resource set to take it
   in the attack phase.  A player maintains ownership of a territory as long
   as no one else has occupied it; if you lose a territory in battle and the
   attacker does not spend points to occupy it, it is still considered yours.

   So my answers are no (but sometimes yes), yes, and no.

       TIM
-- 
 Timothy M. Schreyer                         schrey@prc.unisys.com
 Center for Advanced Information Technology  (215) 648-2475 
 Paramax Systems Corporation                 FAX: (215) 648-2288
 PO Box 517, Paoli, PA 19301
From: traveja@wkuvx1.bitnet
Newsgroups: rec.games.board
Subject: Re: Re: SFB:strategy
Date: 14 Sep 92 18:53:23 CDT
Organization: Western Kentucky University, Bowling Green, KY

Fellow SFB'ers,

I recently posted to this group concerning Star Fleet Battles. I 
am overwhelmed with the amount of mail I received concerning this 
posting, and I would like to thank everyone that responded with 
friendly postings and mail. :) 

I understand that I can acquire more detailed information by
contacting Henry Cobb at:
		"hcobb@fly2.berkeley.edu",
(for those who are interested, but frogot the address).

I will try to respond to all of the people who made inquiries 
concerning the scenario I described in an earlier post. (The
Klingon Civil War) 

(Thanks again)^2

Jeff Travelstead
Department of Physics
Western Kentucky University
Bowling Green, KY  42101

 
Newsgroups: rec.games.board
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: G.O.O.T.M.U.
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Distribution: usa
Date: Tue, 8 Sep 92 13:03:38 GMT

peter@techbook.com (Peter Sarrett) writes:
>
>Does anyone have ordering information for G.O.O.T.M.U. (Get Out of the Maze
>Unit), the new one from Jolly Games (makers of Wiz-War)?

Chessex carries it, but they haven't put out a new catalog in a while, so
their old one doesn't list it.  Tell your retailer to ask Chessex for it
- I bought it from them at GenCon/Origins, so I know they carry it.

I know nothing of Knots, but asked my retailer to see if he could get one
from Chessex - he'll find out later this week.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.board
From: jdarnold@HQ.Ileaf.COM (Jonathan Arnold)
Subject: Re: Civil War Strategic games
Organization: Interleaf, Inc.
Date: Wed, 9 Sep 92 12:18:23 GMT

In article <1992Sep8.130138.993@oz.plymouth.edu> sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>woodc@aix.rpi.edu (Christopher A. Wood) writes:
>>  The question is :  What do people out there recomend for someone who
>>wished to fight the entire Civil War?  Is the VG game any good?  Are there
>>others out there I should be looking for?  
>I have both VG's Civil War and GDW's House Divided, but haven't played
>either of them.  The former looks a bit too complex for my tastes,
>reading the rules, and the latter a bit too simple!

There's also the older (almost certainly out of print) 3W games called
Mr. Lincoln's War.  It came in two games that could be linked together
- the Eastern and Western theaters.  It is a low level game for such a
grand strategic scope - brigades, I believe.  Never really sat down
and played it though.

There is also a game in an early S&T call The American Civil War, but
I haven't played it either.

+=================================+================================+
| Jonathan Arnold                 |  Interleaf, Inc.               |
| jdarnold@ileaf.com              |  Prospect Place                |
| Home: (617)335-5457             |  9 Hilside Avenue              |
| Bus: (617)290-4990 x5489        |  Waltham, MA 02154             |
+=================================+================================+
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.board
Subject: Re: Marsh/Plains
Date: 13 Sep 92 21:55:52 GMT
Organization: IDA Center for Communications Research, Princeton

Timothy C. Worsley <tw1r+@andrew.cmu.edu> writes:
>Another advantage of the woods is that the trees to a lot to block
>range-strikes, and, as woods natives, don't range-strike, they don't
>lose anything by it.

I agree with Bo-Yin and others that this is backwards.  The Woods favor
rangestrikers, because if you have the rangestrikers, you can sit back
and snipe at the opposing forces, forcing them to attack while
outnumbered on the front line.

(I don't agree that the Woods favor flyers, which Bo-Yin also implied;
the trees give you anchors for your units, so being surrounded is less
harmful.)

                                        David desJardins
Newsgroups: rec.games.board
From: ICECW@ASUACAD.BITNET
Newsgroups: rec.games.board
Subject: Games for Sale
Date: 14 Sep 92 15:41:30 GMT
Organization: Arizona State University

I have the following games for sale:

Avalon Hill Gettysburg copyright 1964
  -board and components good shape, box worn (this has the rectangle board grid
FASA Shogun copyright 1983
  -box and components great shape
Avalon Hill 1776 copyright 1976
  -components and board good shape, box worn MISSING RULES
Avalon Hill Starship Troopers copyright 1976
  -components and board good shape, box worn
Avalon Hill UFO copyright 1978
  -board. pieces, rules good shape--no box ( if it ever had one!)

I will accept bids on above games.  Please indicate whether postage is included
in your offer--if you don't I will assume it is.  I will respond personally
to your bid and only update to the list if i feel it is warranted.  I will keep
bids open until the end of Sept. or until the bidding settles.

I reserve the right to reject a bid I feel is too low and will not "up" a bid
myself:-)

I also have assorted Ral Partha goblins and dwarf figures painted for sale/
trade and plastic Battle Master figures for sale/trade (I only wanted the mtd
figs!)

Please feel free to bid--I will not be insulted by a low bid!  Any questions,
please email me!
From: ajr@pug.hri.com (MFHorn)
Newsgroups: rec.games.board
Subject: Re: Speed Circuit
Date: 8 Sep 92 15:37:03 GMT
Article-I.D.: pug.AJR.92Sep8113703
Reply-To: ajr@hri.com
Organization: Horizon Research, Inc.
In-reply-to: alr@cbnewsh.cb.att.com's message of 8 Sep 92 13:22:24 GMT

In article <1992Sep8.132224.18010@cbnewsh.cb.att.com> alr@cbnewsh.cb.att.com (andrew.l.reibman) writes:
> A car can use a slipstream bonus through a curve, provided
> both cars involved start in a straightaway, and the bonus
> is not the only reason the car enters the curve.
> What is the car's speed when it travels through the curve
> (for determining wear) - is it the written speed or the distance
> traveled. We've argued this back and forth for some time.

I believe this is mentioned in the rules.  The speed used is the written
speed.  So with slipstream, you're able to go through a curve one block
"faster" than the limit on the track.

> Do cars begin the game at their start speed (which is
> also there maximum allowable speed at the start of the game)
> or at 0? If its 0, a car with porr acceleration doesn't get
> much benefit from a good start speed.

There are two benefits from a good start speed.  One is better starting
position (highest start speed gets pole).  The other is for slow, curvy
tracks.  You can risk spinning out, since on the very next turn you'll be
going just about as fast as everyone else..

Good acceleration is good mostly for tracks with straightaways long
enough that you can get up to your top speed.

--
Andy Rosen (ajr@hri.com)  |  "The most valuable commodity I know of,
Horizon Research, Inc.    |   is information."   -Gordon Gekko, "Wall Street"
1432 Main St.             |  "I got this guitar and I learned how to
Waltham, MA 02154         |   make it talk."   -"Thunder Road"
Newsgroups: rec.games.board
From: bstrassm@nyx.cs.du.edu (Brian Strassman)
Subject: Re: One the best mechs is...
Organization: University of Denver, Dept. of Math & Comp. Sci.
 <1992Sep5.095754.1513@ncsu.edu> <Bu41Iz.IJA@news.cso.uiuc.edu> <1992Sep6
Date: Sun, 6 Sep 92 20:58:59 GMT


   One of the best 'Mechs that I can think of, from the viewpoint of the
Solaris 7 duelling rules, is the 3050 Awesome.  3 ER PPCs, and 20 double
heat sinks.  Because of the way the PPCs cycle, you could fire one every
round and still keep your heat down.  The only TIC you would need set up
would probably be for the 2 Streak SRM launchers, and this would be used
when you need to not fire the PPCs for a round in order to cool down.
   Just my 2 C-Bills worth...
 
                                        Brian M. Strassman
                                        strassbm@cnsvax.uwec.edu
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.board
Subject: Re: Any Superstart Baseball fans out there?
Date: 10 Sep 92 00:51:02 CST
Organization: Stephen F. Austin State University

In article <1992Sep8.104515.2204@vixvax.mgi.com>, eiswirth@vixvax.mgi.com (Steve Eiswirth) writes:
> I've never gotten into any of the hardcore baseball simulation games that
> netters talk about in rec.sport.baseball.  Superstar Baseball is fun because
> it's plenty realistic and you learn about some of the great players of the past.
> Highly recommended for baseball fans.


	Well, I don't know how similar it is, but I have a copy (1987?) of
Classis Statis Pro Baseball by AH. I haven't played many games with it, but I
do like it. Most die rolls are two sequential d6, with the first one read as
the 'tens' and the second as the 'ones'.
	I'll agree that the folks on r.s.bb have this thing for very detailed,
and very expensive, simulations. I'd rather just have something simple that was
reasonably accurate.

Brandon Cope

Xref: sparky rec.games.board:8613 rec.games.frp.advocacy:2136
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.board,rec.games.frp.advocacy
Subject: Re: Hostility in Gamers toward Certain Games
Date: 9 Sep 92 03:27:20 GMT
Organization: Purdue University





Hmmm....



This is interesting.  I consider it to be quite amusing, considering that
I intend to actually run a miniatures battle in my fantasy GURPS campaign
either this coming session or the next.  (The PCs have a barony, they have
to defend it.  Rather than using the atrocious non-rules for resolving mass
combats, I'm going to use a Zen version of the WRG 7th edition miniatures
rules.)  My players, for the most part are for it.  (The one real exception,
my fiancee, doesn't like combat on the typical rpg scale, so it's 
understandable.)


All in all, I don't recall seeing that sort of chauvinism, at least not to
that level which SOS mentions.  There are a few "our game is the best,
yabetcha, and your's is scum-sucked-through-a-toad's-intestines-garbage,
but they tend to be hack-n-slash munchkins who have yet to shed their 
pimples and love of weak beers.
Newsgroups: rec.games.board
From: ejr@cco.caltech.edu (Eric J. Raiten)
Subject: Games For Sale
Summary: games for sale
Keywords: wargames, sale
Organization: California Institute of Technology, Pasadena
Date: Tue, 15 Sep 1992 14:37:26 GMT

The  games listed below are up for auction.  The rules are as follows:
-I will post two updates, one on Monday Sep 21, and another on Thursday
 Sep 24, assuming sufficient interest.
-The bidding will close at 5 p.m (Central Time) on Friday Sep 25.
-Bidders will be privately informed if their bid is surpassed.
-Respond via e-mail to ejr@sandman.caltech.edu or raiten@fnala.fnal.gov
-Shipping will be $3 for the first games, $1 for each additional.
-All games punched but in excellent condition.

The games are

1. Battle for Casino (SPI)   min. bid  $10 

2. The Russian Campaign (AH) min. bid  $10

3. Fight on the Beaches (Wargamer Mag, #40)  min. bid $5

4. BAOR (SPI S&T #88) min. bid $5

5. 5th Corps (SPI S&T #82) min. bid $5

6. Tito (SPI S&T #81) min. bid $5

7. Cedar Mountain (SPI S&T #86) min. bid $5

8. Panzer Leader (AH) min. bid $10
   (missing original box)
Newsgroups: rec.games.board
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: Re: BTech: MS-DOS Version Beta 0.2 ready
Organization: Student Pool, CSD, University of Erlangen, Germany
Distribution: rec.games.board
Date: Thu, 10 Sep 1992 22:43:58 GMT

Hi again!

Look, guys, I have to apologize - the mech02b.arj was also
damaged. I could just scream - I waste 1.5h every time I upload
this prog on our VAX, and then I can't even check the archive 
integrity...

Anyway, I've uploaden mech02b.zip, same place. I tried to
upload to the states, but archive.umich.edu kept dying on me,
so currently it's just available at 131.188.1.43 in /pub/pc/incoming

I REALLY REALLY hope it uploaded ok (yes, I'm using binary)

Ciao,
Klaus
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.board
Subject: TITAN: non-game-altering house rules
Date: 14 Sep 92 20:18:58 GMT
Organization: IDA Center for Communications Research, Princeton

Steve Zwanger <Steve.Zwanger@bbs.oit.unc.edu> writes:
>>There is a counter strategy to this. If the hosee doesn't get a good roll
>>he can attack the Titan in the tower with an angel to call and have a good
>>chance of winning the battle.

>If the defender doesn't like his chances, he can always run his Titan
>up on the attacking Titan and try for a mutual; this is even better if
>the attacking Titan has a hit or two on him from the warlock.

Assuming that we are talking about a game with more than two players,
why would the defender ever "try for a mutual"?  If the titans are
eliminated in the same turn, both players lose.  Each player's only
chance to win is to kill the other player's titan first, and that's what
they have to play for.

>If I were the hosee and couldn't get a build, I'd just run away and hope
>the warlock stack declines to attack or gets a low number.

You can also try to move your stacks into a position where one can
defend the other.  Then, if the warlock stack decides to attack the
wrong (non-titan) stack, you can swoop down on the remnants with the
other and kill it off.

                                        David desJardins
Newsgroups: rec.games.board
From: Steve.Zwanger@bbs.oit.unc.edu (Steve Zwanger)
Subject: Diplomacy: Rules Question
Organization: Extended Bulletin Board Service
Date: Tue, 15 Sep 1992 12:51:03 GMT

Suppose there's a situation like this:

England: A Gas-Bur

France: A Bur-Gas
        A Par S A Bur-Gas

Germany: A Mun-Bur

Obviously A Gas-Bur fails, but does it cause A Mun-Bur to bounce?

Steve

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  bbs.oit.unc.edu or 152.2.22.80
Newsgroups: rec.games.board
From: jbl@leland.Stanford.EDU (John Bryan)
Subject: Star Fire -- Task Force Games
Summary: Re-release imminent?
Keywords: task force,star fire
Organization: DSG, Stanford University, CA 94305, USA
Date: Fri, 11 Sep 92 20:13:31 GMT

I have heard that TFG is about to re-release Star Fire, and am looking for
confirmation. Has anyone heard about this, or does anyone know how to
contact Task Force? 

Please direct E-mail responses to:

John Bryan
jbl@leland.stanford.edu

Newsgroups: rec.games.board
From: carroll@cs.uiuc.edu (Alan M. Carroll)
Subject: Supremacy
Organization: Technophiles Inc. - Engineers with Attitude
Date: Thu, 10 Sep 1992 00:25:17 GMT

I finally managed to play a game of this (and got stomped). The
problem was that the player who won the first die roll for Selling
sold everything and pocketed $12G and drove the prices down so that
none of the other players could make any significant money. This
monetary advantage was sufficient to keep him dominant for the rest of
the game (for instance, he could easily afford to develop and build
L-stars right off and have more than anyone else). Is Supremacy
unstable this way, or did we read the rules incorrectly?

Some questions on moving forces. Can you move armies into any
unoccupied territory?  Do you conquer a territory you move into? Can
you airlift into vacant territories in other player's home countries?

-- 
Alan M. Carroll          "Weren't there yams involved, too?" - J. Ockerbloom
Epoch Development Team   
Urbana Il.               "I hate shopping with the reality-impaired" - Susan
Newsgroups: rec.games.board
From: dv52151@uxa.cso.uiuc.edu (Axly)
Subject: Btech/Mechwarrior
Organization: University of Illinois at Urbana
Date: Sat, 12 Sep 1992 19:20:20 GMT



Has anyone worked out a good Mech assignment system for Clan
characters in MechWarrior? Using the current system, the 
best warriors (Front Line Mechwarrior) has no points left
if he/she takes the Racial Advantage and Mechwarrior
Skill package, except that one point used to raise the Edge
score. This winds up with the best Clan pilots driving real light
'Mechs.  Any ideas folks?


Axly


Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Sun, 13 Sep 1992 14:51:08 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Marsh/Plains
	<1620@idacrd.UUCP>

Excerpts from netnews.rec.games.board: 11-Sep-92 Re: Marsh/Plains David
desJardins@ccr-p.i (1216)

> Supposing that all of this is true (I agree that Warbears seem better
> than Minotaurs), it doesn't prove your case.  This entirely ignores
> Centaurs->Warbear and Ogres->Minotaur mustering.  Since most of your
> argument is founded on the principle that Warbears are better than
> Minotaurs, doesn't this mean that the 3-Centaur line is more favorable
> than the 3-Ogre line?

> Or do you consider the 3-Centaur and 3-Ogre lines not even worth
> mentioning?

	The three ogre/centaur line is generally a long shot.  It's worth going
sometimes if you have split-out tower creatures, but it's not really a
good plan for your main stacks.  You need to build strength fast in
those stacks, and carrying arround tower cretures in the hopes of
getting into the woods/hills is very risky.  If you get attacked before
you get there, you'll have tower peices against your opponet's trolls,
and you know how that ends up.

ZZnew guy
Newsgroups: rec.games.board
Subject: Re:BTECH: One the best mechs is...
From: taia_a@kosmos.wcc.govt.nz
Date: 9 Sep 92 15:46:12 NZST
Organization: Welligton City Council, Public Access.
NNTP-Posting-Host: kosmos.wcc.govt.nz

In article <1992Sep5.095754.1513@ncsu.edu>, bkdavis@eos.ncsu.edu (B K DAVIS) writes:

> While flipping through the 3025 readout I happened to gaze upon a mech that 
> I believe is the best heavy mech for 3025 that a person could have.
> I am talking about the Grasshopper. I will take that baby up against
> ANY other mech 75 tons and down. Hell maybe even against a an assault mech or
> 2 depeneding. It packs a punch. You can very easily modify it into a mech 
> to be EVEN more feared.

 I agree this mech is bad news in 3025, near max armour, lots of heat sinks
and lots of energy weapons. Since we use lots of "sheet" mechs, photocopies
of the Reinforcements and Variants books etc. I like it, but then I rarely
use it as I don't have the figure :(

 We all know that we can design better meks, but as a "standard" model, this
one is pretty good! Amazing, FASA designs a fairly good mek *shock*

This has been......
 Tony Taia
  TAIA_A@kosmos.wcc.govt.nz, tai-shu@kauri.vuw.ac.nz
3067: The 12 Genyosha regiments wipe out their sixth Clan :)
Newsgroups: rec.games.board