HDTenEightyP/NetNews huggingface dataset:
From: barich@bach.udel.edu (Dewey H Barich)
Subject: Re: A&A House Rules
Organization: University of Delaware
Date: Fri, 9 Oct 1992 20:00:59 GMT

In article <1b3drkINNb6o@gap.caltech.edu> keith@cco.caltech.edu (Keith Allan Schneider) writes:
>barich@bach.udel.edu (Dewey H Barich) writes:
>
>>Again, this is the rule (actually, not quite.  You can drop off units to
>>more than one territor provided that this is non-combat AND the two
>>territories are adjacent to the same sea zone).
>
>Oh?  Is this the rule?  I thought that once you dropped off a unit somewhere,
>the transport was finished.  Hmm...

Well, let me clarify.  In a given turn, the transport cannot move to 
another sea zone once it has dropped off any units.  It CAN, however,
drop to two land territories that border the SAME sea zone.  There is a
brief mention of this in the manual (2nd edition, of course).  Sorry,
forget what page.  I'd ba glad to check it, though.

So, for example, let's say the German transport in the Baltic sea is
still around on the German's first turn.  Also, we'll not have it used
in any combat.  During non-combat, it could pick up two infantry from
Finland and drop one in Western Europe and one in Eastern Europe.

OK?   Sorry for the confusion.  Like I said, it's mentioned in the book,
but only vaguely, as I recall...   In fact, I think they use a UK
example, but it's all the same.


A question then:  What about allowing a split drop like this in Combat
Movement?  I think not, as the justification I can come up with for
doing it in the non-combat phase is that the transport could go to a
port somewhere, and work faster than a transport having to beach itself
to unload...    Any other thoughts?

Dewey


Newsgroups: rec.games.board
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Blood Bowl: YAQ (Yet Another Question)
Organization: FSU nuclear physics
Date: Fri, 16 Oct 92 15:32:28 GMT

This is not made extremely clear in the rules, some clarification would help.

When is it a tackle and when is it a block?  It seams to me that the way
everything is written it is a block if you are the team currently moveing.
With an exception if you are doing a Heroic Tackle.  It is a tackle if
you get someone as they go by.  This is sort of counter-intuitive.  If my
blocker runs his 4 and wants to throw the passer to the ground shouldn't
this be a tackle?  Of course the Passer-Blocker Ag-Ag is much better for
the passer while St-St is much better for the blocker.

Roger
books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.board
From: arakins@iastate.edu (Brother Andrek of the Violet Orchid Brotherhood)
Subject: Re: SPace Marine: How to kill Chaos?
Organization: Iowa State University, Ames, IA
Date: Tue, 13 Oct 1992 14:18:21 GMT

In article <1992Oct13.090618.5785@gw.wmich.edu> 91vanderkolk@gw.wmich.edu writes:
>A sequal to How to Kill a Gargant? How to beat/kill Chaos?
                                    ^^^^^^^^^^^^^^^^^^^^^^

  Well, I play Da Boyz (Orks) and this is what I usually do...

  Take a Mekboy dragster (The one with the force field), a weirdboy
battle tower, and a bunch of boyz. Put them together (so the force
field covers them all). Then go demon hunting. Remember, the Greater
Demons CANNOT be ressurected from a psychic attack - they are bye-bye.
And when this happens, the rest of their troops must make a morale
check - true most of them have good enough morale that it they will
pass...but you might get lucky.

  Another favorite trick of mine is to charge a greater demon with
a bunch of gretchin and one Nob. The gretchin whittle the demon
down (giving the nob extra dice). Then the nob punches the "Kaos 
Skummy Gitz".

  Chaos is TOUGH, and I have lost to them many a time...but I've
managed to win, too. If worse comes to worse....use a titan/gargant
:)

>
>John
>"What do you mean that it ignores void sheilds?!?!!.?."

-- Andy Akins
   aka Brother Andrek
   Iowa State University
   arakins@iastate.edu
Newsgroups: rec.games.board
From: graham@keystone.arch.unsw.edu.au (Graham Hannah)
Subject: Re: Blood Bowl -- New Race: Lepers
Reply-To: graham@keystone.arch.unsw.edu.au
Organization: Faculty of Architecture, University of New South Wales
Date: Thu, 15 Oct 1992 04:35:59 GMT

In article ll@lynx.unm.edu, baldwin@carina.unm.edu (Chris Baldwin) writes:
>	While I am thinking about it, we have had 1 pure and 1 dominant
>snotling teams form in our league, but neither has ever won a scored a
>TD, much less won a game. Anyone else ever tried this?
>-- 
We have a big range of teams here since we have 5 each, one of which is a full
compliment of treemen and one or two good snotlings, and it was this team that
THE SWARM ( 32 man snotling team) did beat.

The Treemen team has also won a game in fact, a one touchdown knockout game, by
tossing the snotling in for a TD.

Lepers -- they sound neat, cant wait to get some in here somewhere!!

---
------------------------------------>
 _--_|\     Graham Hannah           graham@cad10.arch.unsw.EDU.AU        :-)
/      \    School of Architecture, University of New South Wales, Australia
\_.--._/<-------------------------------------------------------------------
      v   "or are we just simply spiraling coils of self-replicating DNA" MP
------------------------------------>
          

Organization: Doctoral student, Chemistry, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Wed,  7 Oct 1992 14:00:07 -0400 
From: Mustafa Unlu <mustafa+@CMU.EDU>
Subject: Pbem games, EIA (was: EIA Naval Rules)
	<Y2DRB2YZ@cc.swarthmore.edu>

Thanks eiji for posting and the compliments.

He says:

>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.

The reason why I was intersted in this issue is that a 7 player
campaign game of EIA is without any question the *best* game I have
ever played or can ever imagine to be in existence.

The only problem was to get seven people meeting regularly for
extended periods of time. Of the four campaign games I have been
involved in, none of them was played to the finish. Real life always
intervened.

I have thought long and hard on this, and am fostering hopes that an
EIA campaign game played over the net (either by e-mail or via a
server-client system) will be possible. This will bypass the need to
get seven players in the same place at the same time and will be a
major boost to the game.

It will expose the iognorant masses to the beauty of the campaign
game. (It will, above all, enable me to participate in one more
campaign game of EIA.)

So, what about it? If any of you have played 'empire', the
server-client based simulation game over the net, then you know what I
am talking about. If the convenience afforded by the 'empire' system
or any other e-mail system for that matter, could be applied to EIA,
the possibilities would be enormous.

Why am I prattling on like this? Because I can't program! I will learn
soon though and hope to devote a fair amount of time to developing this
idea. In the meanwhile, I hope I have managed to whet somebody's
appetite. (eiji?)

Heck, if A3R and ASL can be played by pbem, why not EIA? 

Currently, I am runnning a gamemastered and slightly changed Flat Top
game by e-mail, gaining experience on this subject, which I hope to
apply to developing pbEM rules for other games, reaching Nirvana when
a networked version of EIA has been worked out. Useless fantasies?
Maybe.


M.
Newsgroups: rec.games.board
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Subject: Re: EIA: naval abstraction
Organization: Indiana University
Date: Sat, 17 Oct 1992 02:29:48 GMT

In article <6034@vexpert.dbai.tuwien.ac.at> mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner) writes:
>From article <Bw7up9.J4H@usenet.ucs.indiana.edu>, by charbonn@silver.ucs.indiana.edu (gary charbonneau):
>> Obviously, ships-of-the-line would not ordinarily carry troops (and
>> if they did, most of their guns would probably be removed).  This ap-
>> pears to be an abstraction on the part of the designers to avoid the
>> necessity for separate transport counters.
>
>Now, I'm not an EIA player, but in general, this assumption is not
>valid.  The Droit's de l'Homme, which was destroyed by Pellew in 1796
>near Brest, was a 74-gun ship of the line carrying at least 400 troops
>which had been intended for the aborted invasion of Ireland.  No guns
>were removed.  Indeed, the troops were used as gun crews during the
>fight against Pellew's frigates, allowing the ship to achieve a higher
>rate of fire than usual with French crews.  Also, at the battle of the
>Saintes, the French ships had about 5000 soldiers aboard which were
>intended for the invasion of some island.  (Of course, the Grande
>Armee is on a different scale :-)>

Not, however, that it did the French much good.  In some navies, the line
between soldiers and sailors was somewhat blurry.  There were quite a few
soldiers aboard the Spanish ships at Trafalgar, so short were the Spanish
of seamen.  But, as you say, the main point is that carrying a large
army was not something that would ordinarily be done by major warships.

>  It appears that, historically,
>> it took one transport for every 100 men carried (this is based on the
>> fact that the French required 400+ transports to carry about 40,000
>> men to Egypt)
>
>I would say such a low number per transport is arrived at because most
>of those transports were busy transporting supplies and material. 

Probably.  Does anyone have any info that might suggest how much shipping
tonnage on this expedition was devoted to troops, and how much to supplies?

>Markus Stumptner                                mst@vexpert.dbai.tuwien.ac.at
>University of Technology Vienna                 vexpert!mst@relay.eu.net
>Paniglg. 16, A-1040 Vienna, Austria             ...mcsun!vexpert!mst


-- 
Gary Charbonneau
charbonn@silver.indiana.edu
"En avant!"
Newsgroups: rec.games.board
From: steph@cs.uiuc.edu (Dale Stephenson)
Subject: Re: Fortress America
Organization: University of Illinois, Dept. of Comp. Sci., Urbana, IL
Date: Mon, 12 Oct 1992 23:31:34 GMT

In <steph.718930691@pegasus.cs.uiuc.edu> steph@cs.uiuc.edu (Dale Stephenson) writes:

>In <geqDo8a00WAu84iJRn@andrew.cmu.edu> "Jonathan T. Moore" <jmci+@andrew.cmu.edu> writes:

>>Anyone ever played it? I am curious--my games always come out with
>>America getting beat upon. However, some of my friends claim the game is
>>heavily balanced _towards_ America. Any thoughts on the matter?

>I think it's fun, though not very balanced.  The first time I played America,
>I won since the foreign player wasn't watching his supply lines, and some
>extremely lucky rolls.  But the rest of the time the foreigners have won
>easily.

Actually, I think I may have that backwards.  I played the foreigners the first
time, and won.  Oh well, at least I remember those great rolls...

--
Dale J. Stephenson |*| (steph@cs.uiuc.edu) |*| Baseball fanatic

  "It is considered good to look wise, especially when not 
   overburdened with information" -- J. Golden Kimball
From: 00nderwin@bsu-ucs.uucp
Newsgroups: rec.games.board
Subject: Re: A&A Fixing the imbalances
Date: 9 Oct 92 04:33:16 GMT

In article <Bvu4J8.IsD@news.udel.edu>, barich@bach.udel.edu (Dewey H Barich) writes:
> reply to 00nderwin:
>> AH!  But the Challenge!  DOon't you wnat
>>to find out what would happen if Germany had a competant leader?
> 
> Like Joe said, not in this game.  If he (or I) wanted to know what
> Germany could/would have done with better leadership, we'd play a
> different game, like A3R.
> 
> If nothing else, look at the scale of this game.  I like it because
> you have the entire planet to work with.  But, in a trade off, you lose
Easy way > some accuracy.  It's acceptable to me, bacause I want to play a game
> that covers the whole planet.  If I were interested in detail, I'd play
> a different game.
> 
> I do like the challenge of finding that Perfect Axis Strategy(tm), but
> again, like Joe said, it shouldn't be THAT hard to do....
> 
> Dewey  Easy way for Axis to win:  find new players to play Allies who don't
know what they are doing!  It worked on me!  Yes, I don't know how to play the
game very well, but I will admit it is a lot of fun just to play.  8-)

> 
> PS -- In the rules manual, they claim that the Axis must be very
> aggressive early on to win.  I'd like to hear what THEY think we should
> do as the Axis...
> 
> 
> Dewey
Newsgroups: rec.games.board
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Rule Lawyering (WAS: Star Trek III Combat Simulator)
Organization: FSU nuclear physics
Date: Thu, 8 Oct 92 16:16:59 GMT

In article <$stephan.201.0@sasb> $stephan@sasb (Stephan Fassmann, Software) writes:

>
>Last night I read on GEnie that Steve Cole (SFB designer) had a game with a 
>couple of lawyers, he was very grumpy afterwards. Most of the "unnecessary" 

Oh no!!! From talking with people on the design comittie (sp) it seems
that when Steve Cole actually plays the rules soon change.  He tried to crack
a wedding cake and couldn't,  soon maulers appeared in the game.  I don't
need any changes now.

>rules are there because of the abuses of the lawyers. He goes out and plays 
>with groups on occasion and so learn about these things and they are trying 
>to plug all the loopholes they or anyone can find. 
>I also think that all these rules are adding unnecessary mass to the 
>rulebook but if you find a nice group to play with it is a really fun game.
>
>We have this one guy who would do anything to win but wouldn't research his 
>rules as well as he should have. But it wasn't worth digging through all the 
>addenda to prove him wrong. But with the new rules he is easily controlled, 
>so the new rulebook is great. 
>
>Any time I play and I play against someone obsessed with winning usually 
>not a good game, but I do enjoy trying to play to a draw or stalemate which 
>annoys them alot. >:->.
>Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Roger
books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: EIA: naval abstraction
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Fri, 16 Oct 1992 12:50:42 GMT

Some good points about the size restrictions on Napoleanic fleets have been
brought up.  However, I think that the naval system in EIA is too abstract to
try to get too picky with it.  "one ship" may represent a ship-of-the-line, or
it may be a squadron of frigates.  Remember, it's fleet counters that matter in
game play, the number of ships is an abstract representation of strength.
Otherwise, how could 1 warship carry 10 factors of troops?  Heck, it may even
be weirder - perhaps a first class SOL is 2 ships, an obsolete one 1, and a
frigate squadron 1?

	Alec

Newsgroups: rec.games.board
From: m91kgh@tdb.uu.se (Karl-Gunnar Hultland)
Subject: Re: <Btech> Two Engines Question
Organization: Dept. of Scientific Computing, Uppsala Univ.
Date: Wed, 7 Oct 1992 07:45:11 GMT

s903609@minyos.xx.rmit.oz.au (ACE) writes:
: Greetings,
: 	  What do people think about having two engines in a Battlemech ?
: 	  A Absurd
: 	  B Ludicrous
: 	  C Innovative
: 	  D Brilliant
: 	  E All of the Above
: 
: 	  Please respond, as I would like to know what people think about the
: concept, and try yo get some feedback on how they might work. Respond how you
: want, email, post, praise, flames, etc.

C

Well I have tried to design a 100 ton four-legged mech carrying two
engines. To get a balanced design I decided that I had to put one
engine in each side torso, and to get a double sized gyro, which was
installed in the center torso.

This leaves 6 crit slots in each side torso and 4 slots in the center
torso. 


					Karl

-- 

Karl-Gunnar Hultland              Vox Dei, Vox Populi
m91kgh@bellatrix.tdb.uu.se
From: s903609@minyos.xx.rmit.oz.au (ACE)
Newsgroups: rec.games.board
Subject: Re: Btech/RoboTech comparison
Date: 14 Oct 92 04:51:33 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

u8901744@cs.uow.edu.au (Daniel Robert Farnan) writes:

>clarka@netcom.com (Andrew Clark) writes:

>>OK, you want a system of comparison.  Write one!  I was just trying to 
>>answer the question of "what if a Veritech fought a Stinger?"  So sue me
>>if I made a mistake.   

>	Answer: no contest. The Stinger has a max. range of 270m for its
>		medium laser. Any Veritech fighter can carry missiles that
>		have ranges in the km area (2000km for a 'nuke'?) and moves
>		fast enough to leave any Btech 'Mech _way_ behind. So round
>		one is VT dodges all attacks, scrams and drops a missile to
>		deal with the Stinger. Boom, instant scrap metal.

>		If you were wanting to even things up, compare a Wasp LAM
>		with a VT assuming that speeds are equal. I have no idea how
>		feasible this is, but I think you'd have a fairly even match.

Gee, maybe you should try hiding behind something ? Weapons can't shoot through
terain, no matter what there range is. Think about that for a moment before
using ranges as a guideline, because it is still possible to cancel out range
benefits like this. BTW For a basis of comparison, have you seen my recent post
on how 1 Btech point is the quivalent of 3 MDC ? 'Later.

			       ACE
                   s903609@minyos.xx.rmit.oz.au
	        " How deep is the ocean ? " - Eric
" No Silicon Heaven ? But where would all the calculators go ? " - Kryten
      " Smoke me a kipper, I'll be back for breakfast." - Hero Rimmer
Engineering : The art of using something without actually understanding it.
Newsgroups: rec.games.board
From: duelge@schaefer.math.wisc.edu (Jason Duelge)
Subject: Re: Shogun
Reply-To: duelge@schaefer.UUCP (Jason Duelge)
Organization: Univ. of Wisconsin Dept. of Mathematics
Date: Thu, 15 Oct 92 02:14:42 GMT

In article <Aer5LUm00YV7E3m_YH@andrew.cmu.edu> "Jonathan T. Moore" <jmci+@andrew.cmu.edu> writes:
>I have played a couple games of MB's Gamemaster Series' SHOGUN, and I
>know someone else mentioned it in a post. In the games I've played, it
>seems that spreading yourself too thin over lots of provinces is better
>than just stockpiling for defense, largely because of economic reasons.
>Also, I am a bit curious about good use of the ninja. Usually, in our
>games, one guy bought him (we called him "Phil the Ninja" for some
>reason, although there is absolutely no reason any of you needed to know
>that) in the first round, and then uses him to spy on the richest player
>to get the ninja back. He very rarely ever attacks a daimyo with it, and
>I have seen in the rulebook example how it can majorly swing a battle.
>Consequently, I would like some ideas about how to use the ninja to its
>full potential.
>
>Thanks in advance.
>
>Jon
>

Now i get to talk about the third MB game that is discussed on the board.
I wonder how long i'll have to wait to talk about Broadsides ...

Lets see ... spread out thin as opposed to stockpiled ...
I think its fair to say that the key of the game is having strong armies.
As the generals get more experienced, they can mop up any 'thin' areas ...
and the opponent can perhaps take them back.
As far as the ninja goes ... making sure that noone else has him is a good
strategy, but he is also useful during movement and combat.  If someone
looks to be moving to attack you, threaten with the ninja.  Say 'if you
move that army, the ninja will nail your Daimyo ... back to level one and
you don't get to attack me'
Remember, you get to use the ninja at any time.
I guess i don't have much more to say about the game ... except that
it seems to work well with 3 people, as it is easy enough for the two
'weaker' powers to work together against the stronger player (for the
moment) ... but is much better with 4 or 5 players.

Jason
-- 
 Jason Duelge  'Did they get you to trade your heroes for ghosts?'        
 141 Lakewood  'You better make your face up in your favorite disguise.' 
  Gardens ln   'In the bottom of our hearts we felt the final cut.'       
 Madison, WI   '(I) kept my heart in dark ruins.'                          
Xref: sparky rec.games.board:9635 rec.games.frp.marketplace:702
From: schwarts@cps.msu.edu (Steven Eric Schwartz)
Newsgroups: rec.games.board,rec.games.frp.marketplace
Subject: WANTED: Blood Bowl
Date: 8 Oct 92 22:27:06 GMT
Reply-To: schwarts@cps.msu.edu (Steven Eric Schwartz)
Organization: Dept. of Computer Science, Michigan State University
Originator: schwarts@atlantic.cps.msu.edu


Does anyone have any Blood Bowl stuff they want to sell? I am looking to
get into the game.


-- 
Steven Eric Schwartz            "It's not safe out here. It's wonderous, with
(schwarts@cps.msu.edu)           treasures to satiate desires both subtle and
125 East Wilson Hall-MSU         gross.  But it's not for the timid."
East Lansing, Michigan  48825                           - Q, "Q Who"
Newsgroups: rec.games.board
From: elm4252@summa.tamu.edu (MOORE, ERIC LEE)
Subject: BTECH-Bad Con Experiences
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Wed, 14 Oct 1992 05:47:00 GMT

On the subject of Cons.  What was the worst experience you
had during a con game.

1.  We had 2 newbies on our team that stayed in the woods waiting
    for the other side to come out the woods.  (happedened twice)
    But the first time, one was the Lance commander due to the 
    passing out of the mechs.  Therefore, none of us could tell
    him or anybody else anything unless he called us during the
    reaction phase.

2.  I have had party members forget mission objectives when a 
    heavily wounded enemy tried to withdraw from battle.  Or
    when somebody blew the leg off a mech and they all converged
    on the spot to try and get the kill. 

There are many more.  But I want to here about other people's 
troubles and not my own right now.

					Mok

a.k.a.  Mjr Kessel
        CMDR 537th Heavy Company
        (2nd Company on the horizon...<WHOA Salvage>..)
        Mercs employed by Federats

	How can you expect to outwit a maniacal genius on an
	empty tummy?   
					-Eve
					 Mann and Machine



Newsgroups: rec.games.board
From: MULLEN@scorpion.ag.uiuc.edu (Evil Twin)
Subject: TITAN:  Bo-Yin Variant, patience
X-News-Reader: VMS NEWS 1.20
Organization: Tony's Most Excellent NewsReader
Date: Thu, 15 Oct 1992 16:36:11 GMT

First of all a big thank you to David Resnick and Daniel Shoham for responding
to my previous questions.  Your replies helped a lot.

I've received several requests to post/mail the information I have. 
Unfortunately the more complete article is now hardcopy only !-(  My plans now
are to rekey the information in.  And in doing so I hope to make everything
less (dare I say) cryptic.  Then if David and Daniel don't mind, I'll send them
a copy of what I do so they can critique some of my interpretations.  Then I'll
repost.

Please keep in mind that I do work full-time, plus I'm pretty active
after-hours.  So I'll probably work on this the next weekend or two.

Tony -
--

Evil Twin -                                                       one_spike
	the Man, the Myth, the Legend in His Own Mind -         //~____/  ~\\
		mullen@scorpion.ag.uiuc.edu                     \\~    \  ~//
                                                                  one_kill!
Newsgroups: rec.games.board