HDTenEightyP/NetNews huggingface dataset:
From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Newsgroups: rec.games.board
Subject: A3R - ULTRA representatives?
Date: 3 Sep 92 15:26:33 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

I'm putting together the Fall 1992 list of ULTRA representatives.  Is there
anyone who is interested?  We're aiming for a geographical balance, so not
every applicant will be required, although you never know.

If you don't know what I'm talking about, this posting isn't for you.

Replies to me by e-mail, I would think.

Thanks.
Newsgroups: rec.games.board
From: peters@physics.ubc.ca (Dan Peters)
Subject: WWII strategic level games
Organization: University of British Columbia, Vancouver, B.C., Canada
Date: Tue, 1 Sep 1992 00:32:38 GMT

>                                                             ... check out
>TSR's re-release of SPI's WWII:ETO (European Theater of Operations). 

Could someone help clear up my confusion:

Before TSR's recent release of WWII:ETO and WWII:PTO, I had never heard of
these games, despite them being clearly some old SPI games re-released.
Are these the same things as "War in Europe" and "War in the Pacific" (SPI
monsters that I remember seeing as a kid but never played)?

Drin
Newsgroups: rec.games.board
From: carlton@apollo.hp.com (Carl Hommel)
Subject: BTECH: What is a Swayback?
Date: Fri, 4 Sep 1992 19:01:20 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA

Robert E Day asks, in response to my article <Bu0sIK.EEt@apollo.hp.com>:
>>if you want a ML battery, try the Swayback.
>What are the stats on this Mech? Where could it be found?

Well, burn me with a Flamer.  I'm guilty of using BTECH Jargon.  And me
having played less than 10 games...

A Swayback is a nickname for a Hunchback variant where the AC/20 is taken
out, and the space replaced with something else.  There is an awful lot
of room and tonnage left...

NAME           Tons Pow W/R/J Arm H Cen Side Arm Leg HS Weapons
HBK-4G Hunchback 50 200 4/6/0 160 9 26/5 20/4 16 20 13  ML ML SL AC/20
HBK-4H Hunchback 50 200 4/6/0 160 9 26/5 20/4 16 20 13  ML(4) SL AC/10
HBK-4J Hunchback 50 200 4/6/0 167 9 25/7 19/5 16 23 14  ML(5) LRM-10 LRM-10
HBK-4P Hunchback 50 200 4/6/0 160 9 26/5 20/4 16 20 23  ML(8) SL
HBK-4SP Hunchback50 200 4/6/0 160 9 26/5 20/4 16 20 19  ML(4) SL SRM-6 SRM-6

Here are three other "suprise" real true blue 3025 mechs you can spring
on your friends and enemies:

The Fire Javelin - a Javelin with Medium Lasers instead of SRMs:
NAME            Tons Pow W/R/J Arm H Cen Side Arm Leg HS Weapons
JVN-10F Javelin   30 180 6/9/6 96  7 15/4  9/4  9  13 12  ML ML ML ML
JVN-10N Javelin   30 180 6/9/6 64  6 8/2   8/2  6  8  10  SRM-6 SRM-6

The Mirage, a Firestarter with some Medium Lasers replacing the Flamers:
NAME            Tons Pow W/R/J Arm H Cen Side Arm Leg HS Weapons
FS-9H Firestarter 35 210 6/9/6 86  9 14/7  12/4 6  6  10  ML(2) Fl(4) MG(2)
FS-9M Mirage      35 210 6/9/6 119 9 16/6  12/4 12 16 10  ML(3) SL(2) MG(2)

A Heavy Stalker - useful for those "one of each weight class" lances, where
each side brings in one Light, Medium, Heavy, and Assault mech.  Imagine your
opponents' shock at seeing *two* Stalkers.  "Hey, you can't do that!"
NAME         Tons Pow W/R/J Arm H Cen Side Arm Leg HS Weapons
STK-4P Stalker 75 225 3/5/0 231 9 35/11 25/7 24 32 20 LL(2) ML(3) LRM-10 SRM-6(2)
STK-3F Stalker 85 255 3/5/0 216 9 36/11 25/7 23 25 20 LL(2) ML(4) LRM-10(2) SRM-6(2)

Happy obfuscation,
Carl Hommel
carlton@apollo.hp.com
Newsgroups: rec.games.board
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: World in Flames/Planes in Flames
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Distribution: na
Date: Fri, 4 Sep 1992 20:02:58 GMT

caraher@pn32.petnet.med.umich.edu writes:
> CWJ WiF annual (when they come
> out; the map should be in the mail and the annual is due out Oct. 15)

Oh my.  From the various ads, I thought the WiF annual was coming out in
August.  Has it been delayed or is this October one another annual entirely?

--
Eiji Hirai <hirai@cc.swarthmore.edu>    :     :    :   :  : :: ::: :::: :::::
Unix Hacker for Swarthmore College      :     :    :   :  : :: ::: :::: :::::
Information Services, Swarthmore, PA, USA.      Copyright 1992 by Eiji Hirai.
I don't speak for Swarthmore College.                    All Rights Reserved.
Newsgroups: rec.games.board
From: m91kgh@tdb.uu.se (Karl-Gunnar Hultland)
Subject: Re: Btech-MuseAddress?
Organization: Dept. of Scientific Computing, Uppsala Univ.
Date: Fri, 4 Sep 1992 08:21:00 GMT

elm4252@venus.tamu.edu (MOORE, ERIC LEE) writes:
: Could someone please post either on the net or to me the address for
: the Btech Muse?  The address i have is 129.72.2.135 port 3026.
: i am receiving an illegal port error.  Is it because Muse is
: down? or am i doing something stupid???
I'm not quite sure, the messages I've gotten indicate that
the muse should be down until Sep 1st due to the implementation
of 'mechs and a change of OS. I've personally never received
the illegal port error the only ones I've been getting is
connection timed out and on two occasions connection refused.
I recomend that you keep on trying someday it might go up again.

			Karl

-- 

Karl-Gunnar Hultland              Vox Dei, Vox Populi
m91kgh@bellatrix.tdb.uu.se
From: bz556@cleveland.Freenet.Edu (Joshua E. Randall)
Newsgroups: rec.games.board
Subject: Diplomacy Rules Query
Date: 3 Sep 1992 20:44:01 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: bz556@cleveland.Freenet.Edu (Joshua E. Randall)
NNTP-Posting-Host: slc5.ins.cwru.edu


This question involved everyone's favorite subject, Support.

The question is: can you support a unit which is supporting another unit,
such the the latter unit's support will not be cut by an unsupported
attack?  For example, 

	Player 1:  A RUM-BUD, A SER S A RUM-BUD, A BUL S A SER

	Player 2:  A GRE-BUL, A BUD H

(I admit this example is somewhat unrealistic, but bear with me.)

So, is Player 1's  support from Ser cut by the unsupported attack by Player
2?  Or is Player 1's support intact because of the sub-support from Bul?

Thanks in advance to all who can help.

-- 
Joshua E. Randall
bz556@cleveland.freenet.edu
My motto:  "So little time, so little to do."  --Oscar Levant
Newsgroups: rec.games.board
From: m91kgh@tdb.uu.se (Karl-Gunnar Hultland)
Subject: Re: BTECH-RiflemanVarient
Organization: Dept. of Scientific Computing, Uppsala Univ.
Date: Thu, 3 Sep 1992 07:23:01 GMT

bstrassm@nyx.cs.du.edu (Brian Strassman) writes:
:   I like the idea.  This 'Mech would be a good thing to have on Solaris
:   VII, using the new 'Mech duelling rules from that boxed set.  As I 
:   quite tragically found out during the Gunslinger tournament at
:   GenCon/Origins '92, an LB-10X autocannon, aimed for the punch damage
:   location table (the rules in Solaris VII let you do that), can kill 
:   a pilot in short order due to the amount of head hits.  And, if you
:   have two of them, and since the delay on an LB-10X is only 1, you can
:   put the autocannons on separate TICs and fire one of them while the
:   other one is cycling.  This way, you can keep up a volume of fire that
:   will put a 'Mech down in short order. 

Other useful weapons at Solaris are Hatchet and machine guns

65 ton mech with Hatchet, 2 LB 10X, and 20 MGs really kills off your
opponents...


				Karl

-- 

Karl-Gunnar Hultland              Vox Dei, Vox Populi
m91kgh@bellatrix.tdb.uu.se
From: barich@bach.udel.edu (Dewey H Barich)
Newsgroups: rec.games.board
Subject: Re: Axis and Allies
Date: 26 Aug 92 22:15:04 GMT
Organization: University of Delaware

In article <26AUG199213525529@zeus.tamu.edu> mrh0631@zeus.tamu.edu (Mark Hesidence) writes:
>
>    These questions have probably been discussed at length before, but
>  I'm new to this news group and I've scanned all the old articles
>  and didn't find them.
>
>
>1.  How do you handle new industrial complexes?  Captured complexes?
>
>2.  It seems kind of pointless for Japan to do any thing but attack
Why are you asking?  It's in the rulebook.  Ok, maybe you don't fully
understand the rulebook.  Fair enough, here we go:
All original complexes (those that exist at the start of the game) have
unlimited production, but *** ONLY *** for the original owner.  So, for
example, if Germany captures Karelia, it can only produce 3 units per
turn, where the USSR could produce as many as it wanted.  
New complexes are limited to producing as many units as the IPC value of
the territory it was placed in (A complex in Manchuria can only produce
3 units per turn, no matter who controls it).

>    Russia.  (exept for the inital pearl harbor attack to kill the
>    U.S. fleet)   Is this what most players do?

Sorry, it appears to me that I lost some lines of your question (I can
only see the first and last from here -- no, I did not delete them).
Anyway, this is a strategic question, which would have a billion
answers.  In fact, you say that the Japanese have to do the so-called
"Pearl Harbor", which many (including myself), would disagree on.  Drop
me a line or post again to go over this.

>3.  Is there any PBeM A&A games?

You mean "Are there any PBeM A&A games?" (sorry, a friend has really got
me on a grammar kick)   Yes, write me at barich@brahms.udel.edu, and
I'll tell you (or anyone else!!!) more about the wonderful world of
PBeM...


Well, that's all for now, I'll talk to you all later!!

Dewey
From: exukozi@exu.ericsson.se (Tom Koziatek)
Newsgroups: rec.games.board
Subject: Space Marine: Movement
Date: 27 Aug 92 19:18:14 GMT
Organization: Ericsson Network Systems


I'm curious as to how others play the movement rules in Space Marine. The
first edition rules allow for 1 turn of 45 during charge and fallback, two
during advance. The second ed rules allow no turns during charge, and only 1
of 45 during advance.

The White Dwarf edition with the Blood Angels vs Alaitoc Craftworld states
they play with the second edition rules, but with only a 5 turn game, that
would not even allow a full circle turn! Yet they show photos of units all
all facings.

Anyone have any house rules that play faster/better ??

--------------------------------------------------------------------------------
Death is the Ultimate Victor............            
                                                                      -Tom

Note : I don't care that my location shows .se, I'm in Dallas !!
--------------------------------------------------------------------------------
Newsgroups: rec.games.board
From: bn837@cleveland.Freenet.Edu (Joseph J Egry IV)
Subject: FOR SALE: War Games
Organization: Case Western Reserve University, Cleveland, Ohio, (USA)
Date: Wed, 26 Aug 92 13:16:57 GMT


  I have several war games that I haven't played in years and would
like to find a new home for.  Buyer pays shipping.  I prefer to use
COD.

Supremacy- The game of Superpowers: $25.00

Flight Leader- Air to Air Jets 1950 to present: $15.00

Team Yankee- WW III Armor tactical level- $10.00 

B-17- Queen of the Skies, Solo game: $10.00
-- 
Joseph Egry
bn837@cleveland.freenet.edu   or    egry@logdis1.oo.aflc.af.mil
"Fate protects fools, little children, and ships named Enterprise."
                                      William Riker
Newsgroups: rec.games.board
From: dave@admiral.uucp (Dave Litchman)
Subject: Re: BattleTech--What should I get next?
Organization: The Admiral's Unix System & The Grid BBS
Date: Tue, 01 Sep 1992 07:06:46 GMT

In article <1992Aug29.165322.13730@mnemosyne.cs.du.edu> cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
>
>Okay.  My little b(r)others and I are just now getting into BattleTech.
>We have the BattleTech boxed game, MechWarrior 1st. Ed., the BattleTech
>Compendium, the Clans novels, the ComStar Clan mech blueprints, and
>that's it.  My question is, what should I get next, like for a Christmas
>present for them?
>
>I posted this to Re
>gameers is that I should get (first in order of popularity) the Tech
>Readouts, (second in order of popularity) 2nd Ed. MechWarrior, and (third)
>everything else.  What do you think?

The 3025 and 3050 Tech Readouts are must-haves for any serious Btech players.
The 2750 and 3055 are less so, but it's up to you...


-- 
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore
Newsgroups: rec.games.board
From: james@wrs.com (James Moore)
Subject: Re: SFB: Alternate Damage Allocation Methods
Reply-To: james@wrs.com
Organization: Wind River Systems
Date: Thu, 3 Sep 1992 20:03:49 GMT

ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:

>Hmm... this sounds like more work, actually.  Instead of rolling 2 dice, you
>roll three.  Then you have to search through not just 11 slots, but 1000.

But you only roll once per volley.  So for a volley of fifty
internals, you roll the dice, and go down the list for the fifty hits.

-- 
James Moore                            /|\                        james@wrs.com
Wind River Systems                     \|/                  Alameda, California
	 "Half of what he said meant something else, and the other half
			  didn't mean anything at all"
Newsgroups: rec.games.board
From: keith@cco.caltech.edu (Keith Allan Schneider)
Subject: Re: Axis and Allies
Organization: California Institute of Technology, Pasadena
Date: Wed, 26 Aug 1992 22:26:09 GMT

Jesse.Taylor@bbs.oit.unc.edu (Jesse Taylor) writes:

>In article <26AUG199213525529@zeus.tamu.edu> mrh0631@zeus.tamu.edu (Mark Hesidence) writes:
>>2.  It seems kind of pointless for Japan to do any thing but attack
>>    Russia.  (exept for the inital pearl harbor attack to kill the
>>    U.S. fleet)   Is this what most players do?
>	Nope. In one game I was in, Japan attacked (and captured) the west
>coast of the US. And held it for about three turns until the Axis made a
>critical blunder. They did destroy Russia utterly though.

Well, the US player must've been pretty thick to let you do that.  I mean,
as soon as Japan build enough transports to threaten the coast, the US 
can just build some guys on the west coast.  I mean, you can see such
a Japanese attck coming far in advance.

No, I think probably the best thing for Japan to do is to work on Russia.
India is probably the key.  If the allies are able to hold India (and build
a complex there), Japan will probably end up being not-so-effective.
As the allies, I always move the two russian fighters to India, and I move
as many British guys there as possible (and leave the transport there so
the Japanese can't do an amphibious assault).  Of course, the second turn
is more important.  Now, Japan will be able to concentrate all of its
stuff on India, so you'd better make sure you have enough force there
to stop it.  It also helps if Russia concentrates all of its Eastern
guys into that territory that is just to the NW of Mongolia (forgot its
name).  With some tanks here, you can bother Japan a bit.

Again, Japan should destroy the Hawaii fleet.  If it doesn't, the US will
swing that fleet through Panama, and cause some major problems for Germany.

Germany's best moves?  Probably destroy as much of the allied fleet as
possible.  Then, you will be safe from amphibious landings for a while.
Mass in Eastern and attack the second round (maybe).  If you attack
sooner, you will be losing costly armor (assuming you can even win).

oh well
keith
From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Newsgroups: rec.games.board
Subject: Advanced Third Reich Question
Date: 28 Aug 92 15:13:11 GMT
Distribution: world
Organization: MIND LINK! - British Columbia, Canada

Does anyone who is familiar with Adavnced Third Reich have an opinion
concerning the following question:

23.2, 29.552, 31.2:  Do exploiting Axis armor units lose
their automatic supply status after a Russian Winter die
roll of "5" or "6"?

In the next day or two I will have to make a ruling on this question, but I
thought it might be held to see if there is agreement on what the answer should
be.

Post replies on the net.
Newsgroups: rec.games.board,news.groups
From: neilb@scs.leeds.ac.uk (Neil Bowers)
Subject: rec.games.abstract (Re: rec.games.strategic controversy)
Organization: The University of Leeds, School of Computer Studies
Date: Wed, 26 Aug 1992 17:20:17 GMT

In article <5817@vexpert.dbai.tuwien.ac.at> mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner) writes:
>From article <BtL8tu.Cx@usenet.ucs.indiana.edu>, by ahabig@bigbang.astro.indiana.edu (Alec Habig):
>> 2) A more serious problem is that of scaring away people who are not aware of
>> the scope of the group.  I propose we have a FAQ [...]
>
>I think this is a very good idea, and should take away most of the
>fears that people have when asking about any games that by chance do
>not belong to the currently ongoing discussions in the group.

Why are you so determined to keep everyone in rec.games.board?
There are a sizable number of usenetters who have expressed a desire
for a group such as rec.games.abstract, since they have no interest
in wargames and other non-abstract games which get coverage in r.g.b.

When you have well-defined separate areas of interest, it can be
frustrating for readers (not all readers of course) to have them
interleaved in one newsgroup.  Responses such as "learn about killfiles",
"use sensible keywords", "You think this is high volume, try alt.foo.bar!"
are not constructive.

Creating a new group will reduce confusion for readers, and result in
a better hit rate for both groups.  Those who are interested in both
can subscribe to both.  What is the problem with this?

-neilb

[subject line modified so people tired of this can kill on "abstract:]
Newsgroups: rec.games.board
From: oldham_r@cs.uwa.oz.au (rob oldham)
Subject: re: Space Marine: Movement
Keywords: SpaceMarine
Organization: Dept. Computer Science, University of Western Australia.
Date: Fri, 28 Aug 1992 05:16:17 GMT

Tom -
  I think that your interpretation of the 2nd edition rules is wrong.
Nothing personal, but I think it is pretty clear that _Titans_ don't
get to charge, and get 1 45 degree turn on advance, but this doesn't
effect all other troops. They can move as much as they like, and get
1 45 degree turn off the direction of movement at the end of the move.
This is how the game in WD 143 (?) was played...

  BUT I'm not happy with these rules because they are too vague. The
Titan movement is well defined, but for other vehicles and troops it
is easy to fall into arguements with the opposition as to the 
'reasonableness' of a move.

  For example, Bikes might be facing a Land Raider squadron on FF and
want to advance around behind them, moving a little sideways and then 
use their turn to fire on the LandRaiders. Meanwhile the LandRaiders
cant move and are useless. What is enough movement such that it is
reasonable for the 'end-direction' to be 90 degrees to the initial
travel ? (does that make sense ?) Or if you decide to move in an arc,
what is a reasonable radius...

  I'd love to see some well-defined rules on this, without radically
modifying the game. At the moment we move such that both players 
agree that it was 'fair', which makes decisive, surprize moves
hard to do without the opposition saying "That's not fair, I didn't
think you could do that"

Rob.
Ultramarines
oldham_r@kultarr.cs.uwa.edu.au
Newsgroups: rec.games.board,rec.games.frp
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: BattleTech MechEditor -- Whatta Piece of Work!
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Tue, 1 Sep 92 14:40:45 GMT

In article <1992Sep1.041331.13887@mnemosyne.cs.du.edu> tmartin@nyx.cs.du.
du (Thomas Martin) writes:
>cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
>
>
>>I just FTPed version 3.30 of the MechEditor from wuarchive.wustl.edu
>>(directory \pub\MSDOS_UPLOADS).  All I can say is "Wow!"  It's 
>>amazing!  It actually makes it EASY to design 'Mechs!  I've designed
>>about ten or twenty already.
>
>	I will relay your praise to Henry Link. Better yet, do it yourself
>by writing to him and sending him a couple of bucks. <grin>
>
>>The only problem with it is that it won't print to an ascii file on 
>>disk for some reason--it says something is wrong with the printer.
>>Oh well.
>
>	There's a routine that automatically checks for a printer connection.
>It comes up if you don't have a printer connected to your computer. He's
going
>to take it out in the next release.
>
>>Kudos to the program's designer (can't remember his name) for such
>>a great game utility!
>
>	Like I said, I'll relay your praise.
>


I don't -HAVE- a couple of bucks--I'm a college student.  But if I
ever do get any money, I'll send some his way.  Is his address still
the same as what is listed when you exit the program?

By the way, there's a wierd bug in the program that won't let you 
erase mechs.  It'll just rename them "blank" but doesn't erase them.
Is there anything I can do?

---Chris Meadows
Newsgroups: rec.games.board
Subject: PBEM A&A gamers wanted for a game
From: oberland@vax.sonoma.edu
Date: 29 Aug 92 02:02:43 -0800
Organization: Sonoma State University

Title says it all.

Open to all, but access to a MUD where the OP will give us a room of 
our own or two OR IRC access would make it a week or so V.S. several 
month game.

A moderator would be needed, so if anyone wants to volunteer, please 
post or leave mail to me.(I'm WAYYYYYY too busy to moderate.
***Note***
--Moderator does NOTNOTNOT play the game.  It is up to him/her to do 
the rolling for the rest of us.

Hope to start soon...
Joe

Newsgroups: rec.games.board
Newsgroups: rec.games.board
Subject: Re: Axis and Allies/**PBeM INFO**
From: oberland@vax.sonoma.edu
Date: 29 Aug 92 01:55:56 -0800
Organization: Sonoma State University

First of all, the hello's...
HI ALL OF YOU!!!!

HI DEWEY!!!

etc...

I have been playing A&A a loooong timg.
I tried it with a group a while back ... BY PBEM!!!

As far as I know, it was one of the first, if not the first I have 
heard about.  It worked amazingly well.  We solved the problem of dice
by having dice. :)  No, seriously...we had a moderator who did the 
rolling for us.
We did our turns by posting turns to the moderator or TALKing live.
He would post to the group, and continue,etc.

We eventually managed to get together at once and hash out 3 turns in 
an evening.
(One person had a MUD of his OWN)

Other ideas:
1:multiple windows/logons/talk sessions.  Needs large screen or a 
concentration like an air-trafic-controler.  ;)
2:IF you all have IRC access, do it there.

It does take a bit of work, but, in fact, I feel that it is better in 
many ways than live gaming because of the time for planning, 
suspense, and most of all, meeting poeople other than the SAME OLD 
CROWD you always play with.

Hope this helps.
BTW, anyone wanna play a game?

Joe(I'm BAAAAAACK.....)
Newsgroups: rec.games.board,news.groups
From: bethmo@microsoft.com (Beth Moursund)
Subject: Re: rec.games.strategic
Date: 27 Aug 92 22:13:29 GMT
Organization: Microsoft Corporation

I would love to see a rec.games.wargames (or rec.games.board.wargames)
taking just the hardcore wargames (i.e. hundreds of counters on hexgrids)
part of the current rec.games.board.  Currently they're probably about
half the volume of the group (not counting split discussion...)
This could be defined to include miniatures if desirable, or not;
there haven't been enough miniature postings to make a significant
difference.

I think any attempt to define a split between the various non-wargame
boardgames is going to lead to much confusion.

  - bethmo@microsoft.com, reader of rec.games.board for years

Newsgroups: rec.games.board