HDTenEightyP/NetNews huggingface dataset:
From: @prism.cs.orst.edu
Newsgroups: rec.games.board
Subject: Re: SFB: Which Cruiser is the Best?
Summary: Klingons --- As if!!!
Keywords: Klingons suck!!
Date: 21 Nov 92 04:27:41 GMT
Article-I.D.: flop.1ekdrtINNak3
Distribution: world
Organization: Oregon State University, Computer Science Dept.
NNTP-Posting-Host: prism.cs.orst.edu

In article <1d#@byu.edu> $stephan@sasb (Stephan Fassmann, Software) writes:
>
>Which race do you think has the best heavy cruiser in the game?
>
>I maintain that the D7 is the best cruiser in the game. It's varients are 
>very powerful and while the standard cruiser doesn't have a lot of one turn 
>crunch power it has enough manueverablity to defeat most opponents.
>
>Anyone else?


Sure, the D7 is a pretty hot machine, if you get the B and K refits and fast
speed drones.  But what sort of BPV value are we talking here?  For 150 BPV
you can get the Fed New Heavy Cruiser (NCA).  

--Mark
From: oberland@vax.sonoma.edu
Newsgroups: rec.games.board
Subject: Re:A&A - I think the AXIS may be able to :)
Date: 16 Nov 92 03:01:22 GMT
Organization: Sonoma State University

Two notes:
1: I played no Russia Attack rules this time.
2: By taking africa, I meant Egypt.

I did the following in damage:
83 IPC damage vs. UK first turn
(wow)
19 IPC damage vs. Russia first turn
(yes, folks, 102(!!) damage first turn!)

Damage sustained:
20 IPC (sub, fighter)
(I did get a LITTLE better than average luck, but not really)
-No Russia to attack, so... guess why I smashed everything else?
-Figure about two men more lost, on average-would raise to 26 loss for me)

Territory taken:
Caucasus(2 I and a tank there)-small force. JUST enough to split Russia's
attack force.  ONLY men in range of russia(germany pieces).
Russia pulled it ALL (almost) into Karelia. left one or two guys in Caucasus.

All tanks retreat to germany and S europe.
(they now have to choose: E europe, Ukraine, Caucasus, AND fortify Russia
due to other German move)

Fr. west and eq. africa
Egypt
Syria - THE key, IMO- allows use of Suez canal, if Egypt is also tak, on turn
two.

Total IPC collected: 40(wow!)

Tank in Syria, Egypt, and a fighter and 2 men in other African territories.
(one lone man in S. Africa to fend for itself- heh)

That tank in Syria allows attack vs Caucasus if retaken(and 1 or two pieces
left there-good odds, IMO, OR can attack US or UK positions in Asia
OR can take land in Russia (heh)

Looks like a REAL 3-front war on Russia.

Two turns to re-build Allied atlantic fleet, and move units into attack
position(invade) bought for AXIS.

Germany still has MOST of its starting pieces, and has inflicted
MASSIVE damage at little loss to itself to the Allies.

Note: Germany builds transport(s?) in S. europe.
ONLY plane that can anything against the AXIS fleet is the UK bomber,
(but they have to us it to kill that sub and trans. in the UK)
well, possibly not, but, the only place that they could land would be 
Gibraltar.  They would be nailed the next turn.(heh)
So, Germany sends 1 A and 2 I to Africa, as well as using that fighter it has
there :) the next turn.

*NOTE#2*: By taking Syria, the Russian fighters and the UK planes cannot
land ANYWHERE and remain safe.(Russia's fighters are useless, btw)

Seems that the AXIS income should be about 70 by the end of turn one.

Joe
P.S. sub and transport are in UK.  Better send in those fighters...
Bomber? where to?  IPC raid or do something else. heh. love to see them sweat.
:)
Newsgroups: rec.games.board
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: Aufwful Green Things Fro
Organization: Plymouth State College - Plymouth, NH.
Date: Fri, 20 Nov 92 15:25:45 GMT

parkhill@email.sp.paramax.com (parkhill) writes:
>In the Grow Phase of the Green Things turn, do all green things
>grow or just one type of green thing?  Of course, not counting
>the stunned creatures.

All of one type.  That is, either all babies, or all adults, or all eggs,
but never a baby here and egg there . . .

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.board
From: mcclure@force.ssd.lmsc.lockheed.com
Subject: Indunas, Colonels, and Emirs
Reply-To: mcclure@force.ssd.lmsc.lockheed.com
Organization: LMSC, Sunnyvale, California
Date: Wed, 18 Nov 92 15:27:30 GMT

I have a copy of Rudy Scott Nelson's rules called Indunas, Colonels, 
and Emirs and have a couple of questions regarding the Armies list
that he has in the back.  First of all, for the Dervish Allies it says
to see the Dervish Armies list.  But there is no list in the rules.
Did he update this in later editions.  Also, there seems to be an
oversight on Zulus and Boers since neither of those appear either.
Does anybody have a suitable list made up for these.
Newsgroups: rec.games.board
From: townsend@capitol.com (Dave Townsend)
Subject: AXIS & ALLIES: Playtesters needed
Organization: Capitol Disc Interactive
Distribution: dc
Date: Wed, 18 Nov 1992 18:32:31 GMT


	Wanted: Experienced AXIS & ALLIES gamers to playtest a new
	computerized version of the game.

	You must be able to work with us in our office in downtown
	Washington, D.C. for about 40 hours in early December.  We have
	some scheduling flexibility, and additional future playtesting
	opportunities.

	Playtesters will get both program credits and compensation.

	Complete familiarity with AXIS & ALLIES is required.

	Send mail detailing your experience with the game to

		townsend@capitol.com
	or 

		Dave Townsend
		CapDisc
		2121 Wisconsin Ave Suite 330
		Washington, D.C.  20007

	No phone calls, please.
-- 
Dave Townsend, Capitol Disc Interactive			townsend@capitol.com
               ``I said "You know, they refused Jesus, too!
                  He said "You're not him."''      B.Dylan
From: emullins@triton.unm.edu (Eric Mullins)
Newsgroups: rec.games.board
Subject: A&A: IC for Allies?
Date: 15 Nov 92 16:46:53 GMT
Article-I.D.: lynx.rlhq=bm
Organization: University of New Mexico, Albuquerque

Lots of people like to put an IC in India for the Allies.  I fail to
see the benefit of such a plan.  For one thing, no matter what you do
to defend it, Japan can take it out without being particulary lucky,
then he has a nice IC which is essentially a 30 IPC swing since he
didn't have to buy it, and the allies did.  I could go into how silly
it is even if the allies manage to keep it, but that isn't in the
realm of possibility, so I won't.

Maybe you think an IC in India slows down Japan somewhat.  The only
problem is that after he takes out India, he progresses quicker than
usual thanks to his new IC.  In addition, if the UK wastes 15 IPC'S
on an IC, he's slowing down the Allied effort on Germany, so I don't
think that anything good comes from building an IC in India.  Remember,
you can put the same force in India regardless of whether or not you
build an IC there.

The only time I've ever thought building an IC for the Allies (well, for
anybody really) was worthwhile was in the first edition rules where there
was no limit on production.  Before the 2nd edition rules came out, I
used to build an IC in Persia which was very effective, and unattackable
by the axis.
-- 
   Eric Mullins			Internet: emullins@triton.unm.edu
Mars the God of War		Bitnet:   emullins@unmb.bitnet
Newsgroups: rec.games.board
From: woodc@aix.rpi.edu (Christopher A. Wood)
Subject: Re: Republic of Rome Wars...
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Mon, 23 Nov 1992 15:47:21 GMT

In article <By6D64.7qp@usenet.ucs.indiana.edu> ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>In article <sn3177l@rpi.edu> woodc@aix.rpi.edu (Christopher A. Wood) writes:
>>  We were playing RoR last month, and one thing that we found was the
>>effects of winning wars had on the winning general.  The resulting 
>>infulance and popularity made them minor gods!  Especially if if was 
>>some major sort of action.   Is this the same sort of impression that
>>other people got, or did we stray somewhere along the line.  If not,
>>we might start thinking about halfing (or more ) the positive effects
>>of wars.  (Just so the ex-generals don't clean everything up when
>>they get back...That seems unfair...)
>
>Yes, this is true - winning a big war makes the general a major player
>overnight.  I think this is intentional, because it's always been a historical
>fact that a victorious general is looked on this way.  Most of the figures in
>RoR had this happen to them (and Ceaser carried all the way to Empire).
>
>More recent types:
>U.S. Grant
>Charles DeGaulle
>Eisenhower

  Don't you think this would fade more quickly then the influance of others,
though?  Perhaps some rule could be made to show the trend on the populace
to say "What have you done for me lately?"   Senators take years of 
time building up the contacts and favors in govenment, ex-generals 
might find their post-war friends slacking off after a few years without
work on their part.  
  Perhaps if you took the 'war bonus' and the general lost a bit of that 
every turn, this could go a long way towards making them something less
than deities they otherwise become.  

   
-- 
 Chris Wood
  woodc@rpi.edu
   "All Men Are Equal in the Eyes of Fish" - Herbert Hoover
From: keith@cco.caltech.edu (Keith Allan Schneider)
Newsgroups: rec.games.board
Subject: Re: A&A - Can the **AXIS** ever win?
Date: 22 Nov 1992 03:26:32 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

moores@csugrad.cs.vt.edu (Stephen Moore) writes:

>I think the best strategy for germany is Tanks! Tanks! Tanks!  I always
>blitzkrieg Russia with everything I can and get Japan to attack from the east.
>This increases the money supply of the Axis and limits the Russian ability
>to recover and counterattack.  If Russia is captured, that is a big boost
>monetarily and also tkaes away one front of attack.  This approach is
>risky but I thuink the rewards out weigh the risk because Germany starts out
>so strong.

Germany doesn't have enough fodder to take Russia with just tanks.
The other allies are there too, anyway.  If you don't start planning a
defensive strategy from the beginning, you will be in trouble.
Infantry are often the best bet.

keith
From: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.board
Subject: Re: BTECH Advice Wanted: Moving to high tech finally
Date: 20 Nov 92 16:03:39 GMT
Organization: Rutgers Univ., New Brunswick, N.J.


  If someone could send me a copy of the homebrew stuff, I too would be
appreciative (Yes, even My own, i lost my copy).  I don't suppose someone could
copy the unbound equipment here could you (I'mbroke and can't afford it)

Don Shaffer
dshaffer@andromeda.rutgers.edu 3000
Newsgroups: rec.games.board
From: richard@smok.demon.co.uk (Richard Clyne)
Subject: Games that belong on every gamer's shelf... 
Distribution: world
Organization: Richard Clyne (Home System)
Date: Sun, 15 Nov 1992 17:38:54 +0000


In article <rbr.721584912@well.sf.ca.us> rbr@well.sf.ca.us writes:

>
>
>Roger Leroux asks the musical question:  "If you could keep only 10 games on
>your shelf, what would you pick?"  Well...
>
>

1) 1830
2) Die Macher
3) Persue the Pennant
4) Homas Tour
5) Shark
6) Showbiz
7) Junta
8) Cosmic Encounter
9) Kremlin
10) Empire in Arms

And I think I would have a very happy wife if the othe 300 games
disappeared!
--
Richard Clyne
319 Violet Lane, Croydon, Surrey, CR4 4HN. Tel +44 (0)81 686 7159
richard@smok.demon.co.uk (Prefered)    rclyne@cix.compulink.co.uk
From: mcsbc3maw@dct.ac.uk
Newsgroups: rec.games.board
Subject: Re: SFB: Some Web Questions
Date: 16 Nov 92 15:40:06 GMT
Organization: Dundee Institute of Technology

In article <1992Nov12.145804.2781@brandonu.ca>, mcbeanb@brandonu.ca writes:
> Can I get a concensus of what happens in this situation:
> 
>      A web is cast between two tholian ships.  The ships generate
> some energy, and increase the strength of the web.  The ships fly
> away, leaving no anchors behind.
> 
>      Am I correct in assuming that:  a) The cast web does not require
> 4 impulses to solidify since it is cast onto anchors.  b) The
> web increases in energy with the extra generators.  c) When the
> ships fly away, the web becomes freestanding and will dissolve in
> 20 impulses unless something else comes to anchor the web.
> 
>     Further suppose that another two ships arrive at either end of
> the free-standing web during the 20th phase (last phase it was going
> to exist), pump more energy in, and leave.  Does this mean the web
> will stay another 20 phases at the new improved strength?  
> 
>     Also, is it ok to use transporters to place web anchors (as long
> as a shield is down)?
> 
> Brian McBean  -  McBeanB@BrandonU.Ca

	While i don't have my manual with me i'll try to give an answer.
Web from a web caster comes in two types . Free standing and cast , the latter
is the type you would use in the above situation , it requires anchors . The
Web can be increased in energy as per web created with web generators . As the
web is at 0 strength when the web caster creates web in this mode it needs to
be reinforced to be useful ( free standing web starts with strength (after 4
impulses) . As with web generated with web generators unanchored web dissipates
immediately ..

	Hope this will be useful

	Mark
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Fri, 20 Nov 1992 09:13:17 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A - I think the AXIS may be able to :)

 oberland@vax.sonoma.edu asks

>P.S. Question:
>What would you do if you were UK in the following situation:
>2i, a, 2f, b in UK
>-UK sea zone has sub and transport in it(ENEMY)
>
>1i in S. Africa
>(enemy)1f in lybia, 1a and 1i in egypt, 1a in syria, 1i in FrWAfrica
>(enemy)bs in syria(has control of suez), plus trans.
>
>2i and 1f in India, plus transport
>30 income
>Based on my game, this is likely to happen first turn(It did, twice).
>WHAT should UK do for its turn to keep from being crushed?
>WHAT is their best strategy?

You did not tell me enough for the India stuff, I attack Kwangtung if
Russia took manchuria, otherwise I send it to syria.  Move in in SA  inf
north.  Take all UK planes, attack fleet sorrounding me.  Next turn,
when US fleet will show up (i.e. all the transports US build turn 1), I
build lots of transports and a few inf.  11 transports defending against
4 fighters and a bomber is effective.  AC is less good:  it does not
transport men, takes fighters away from Karelia to be effective.  Of
course Factory in India is worse than that.

The UK best strategy is to have lots of transports with the US
transports, moving lots of land units to garrison Karelia, take Africa,
and threaten lots of places in Germany.  Having more transports than you
can use to ship new inf is useful, since you can move inf both from
Britain and Africa or Karelia to attack Germany (or some other place in
Germany).  This makes the German player be defensive or get conquered.


Erik
---=
From: bruceb@mpd.tandem.com (Bruce Burden)
Newsgroups: rec.games.board
Subject: Re: More Rail Games summaries, please!
Date: 23 Nov 92 20:03:44 GMT
Organization: Tandem Computers (MPD) Austin, TX

In article <rbr.722366742@well.sf.ca.us> rbr@well.sf.ca.us (Bob Rossney) writes:
>
>Empire Builder, British Rails, EuroRails, and Nippon Rails all use a
>mechanism of their own.

	[deleted]
>									Each
>player also has a pawn representing his train, which moves (via the roll of
>dice) along his railroad, picking up and delivering loads.

	Nope, not true. NO DICE ARE USED FOR MOVEMENT. The West Virginia
    game and Nippon Rails use percentile dice to determine what demand card
    is "drawn", although it it possible to use blanks from Euro-Rails/Empire
    Builder.

	As a side note, I don't like British Rails, and the tokens used
    in Nippon Rails are very poor quaility.
>
>Silverton is interesting because it combines surveying and prospecting.  Set
>in the Colorado Rockies, the game has players searching for gold, silver,
>and coal and then building rail lines to connect the mines they've
>discovered with cities.  It also has an interesting supply-and-demand
>mechanism:  the more silver gets delivered to any given city, the less the
>city will pay for silver.  I haven't played it enough to comment on its
>quality, but there are people here in r.g.b. who swear by it.
>
	As a clarification, you don't "build" the rails in this game, 
    the routes are already on the map. You simply purchase the route,
    building a railroad system. A fun game, I think. My only complaint
    is that the money is quite poor, in terms of artwork. Hmm, maybe I
    should use the British Rails money...
>
>Railway Rivals, which was not mentioned, is somewhat similar to the Empire
>Builder series, in that it involves constructing track by drawing it on the
>map.  But its approach is more abstract and, I think, much more fun.
>Players build their rail networks, and then two cards are turned up,
>indicating a run between two cities.  Those players lucky enough to be able
>to connect with those two cities then race their trains along their networks
>from one to the other, and the first one there gets the payoff.
>
	THIS game uses dice to move. For that reason I am not that fond
    of it.


	Iron Horse: A simple, fast family game, much like "Nav War". You
    construct a train, then draw load cards (in turn) which can be loads
    or it can be destinations. First person to earn x points wins.

	Rails Through the Rockies: Set in Colorado, this game attempts
    to recreate the hay days of the Colorado & Southern, Denver & Rio
    Grande, etc. You draw the route(s) on the map, and determine if it
    is narrow or standard guage. This game has an abstract legal side,
    and includes mines, somewhat like "Silverton" does. You get income
    from mines, passengers and connecting to various points off map.
    


								Bruce



-------------------------------------------------------------------------------
  Bruce Burden            bruceb@mpd.tandem.com         Tandem Computers Inc.
Organization: Arizona State University
Date: Monday, 23 Nov 1992 13:04:20 MST
From: <ICECW@ASUACAD.BITNET>
Newsgroups: rec.games.board
Subject: Re: Games that belong on every gamer's shelf...

In article <1ejntsINNal9@lily.csv.warwick.ac.uk>, bsrae@csv.warwick.ac.uk (Mr D
Lockwood) says:
>
>7. Crusades (7 player)
>
Anybody know what this is?  Thanks!





Newsgroups: rec.games.board
From: dmitts@polisci.umn.edu (Daniel Mitts)
Subject: Re: Air Force Gamette
Organization: Department of Political Science, University of Minnesota
Date: Wed, 18 Nov 1992 20:11:54 GMT

In article <1992Nov17.212812.22351@athena.mit.edu> mckinney@athena.mit.edu (Ethan L Mckinney) writes:

>No.  Sturmovik was never released.

>Damn them!

Since I apparently ignored the original posting, I may be jumping into this 
a little late. Sturmovik was the renamed Eastern Front expansion by Avalon 
Hill, right? If so, then let me point out that the original AF makers, 
Battle Line (if I remember correctly), actually did come out with the 
Eastern Front expansion kit. It included some more German planes, a lot of 
Soviet stuff and some Italian and French planes. Granted, finding that 
package would be difficult in a store, but if all you need is the planes a 
friend of mine here in Minneapolis happens to have that set of planes and 
may be willing to pass the plane stats along to whoever the original poster 
was on this. If you want me to check on it, e-mail me.
Newsgroups: rec.games.board
From: tfoley@r-node.gts.org (Tim Foley)
Subject: Mechwar Dialup Site?
Organization: R-node Public Access UNIX Information System (416-249-5366)
Date: Sun, 22 Nov 1992 02:29:27 GMT

   
  Could someone give me the number to a dial-up site or a bbs that keeps
a recent copy of MECHWAR for the pc? 

 						Tim
    

-- 
-----------------------------------------------------------------------------
  'The Heartbeat of America...Yesterdays Camaro Z28'    tfoley@r-node.gts.org

  NOTE: Please do not mail anything large or auto-join me to a mailing
Newsgroups: rec.games.board
From: crusader@lut.fi (Crusader ,the Holy Soldier of Metal)
Subject: Re: Btech: Clans will win easily
Date: Mon, 23 Nov 1992 17:31:37 GMT
Disclaimer: You can't bring me down
Organization: Pikametallimiehet ( Speed Metal Men ), Finland

> In article <#oo1Hbk&-a@atlantis.psu.edu>, ZST@ECLX.PSU.EDU (Zachary S Tseng) writes:

> I always wonder that why the Clans worry about an IS counter attack/raid
> against the homeworlds at all.  If the spherers are foolish enough to mount
> such a venture, I say let'em come!  Considering how much trouble the IS is
> having just dealing with the expeditionary forces of 6 Clans, how are their own
> raiding forces going to deal with the entire forces of the 11 other and the
> homeguards/ training units of the 6 invading Clans?  If the attack do come,
> just crush them, preferably with warships while the IS dropships are still in
> transit (hey look, dropships!! Ready NAC-40s!  Fire!  boom-boom-boom-boooooom
> what dropships?)  And run down the jumpships at leisure as they slowly make
> their way home. 

It's just typical of the Ghost Bears to forget our reserve clan, the
Diamond Shark, although they fought only on Tukaayid. 
--
I crusader@kannel.lut.fi I    /              I How can you call me evil ?
I Mikko Hy|kki           I (==I-Crusader---> I Have you spoken to God today..
I Laserkatu 3 AB 222     I    \              I       ...And what did he say ?
I 53850 LAPPEENRANTA     I                   I          - Suicidal Tendencies
Newsgroups: rec.games.board
From: caraher@pn32.petnet.med.umich.edu
Subject: Re: CWJ special annual WiF edition.
Organization: pet/cyclotron
Date: Wed, 18 Nov 1992 14:10:46 GMT

In article <1992Nov18.035621.175624@zeus.calpoly.edu> damartin@zeus.calpoly.edu
(David Martin) writes:
>(Brian Gregory) writes:
>
>>So, has anybody seen this, or better has it?  It was supposed to be
>>out mid-Oct., which is when I recieved the Fatal Alliances games I'd
>>ordered with it... but no Canadian Wargamers Journal has appeared.
>>
>>Respond here, or to me.
>>Brian
>>
>
>When a friend of mine, Robert Norse, called CWJ about a week and a half ago,
>the word was that they would be finished with it in 2 or 4 weeks.  What
>that means with respect to anyone recieving a copy, your guess is as good as
>mine.
>
>Nothing to fear, but fear itself...
>
>David Martin
>damartin@nike.calpoly.edu
>
Hmmm.... must have decided the pbm module didn't work after all... ;)
Newsgroups: rec.games.board
Date: Fri, 20 Nov 92 16:01:37 MST
Newsgroups: rec.games.board
From: $stephan@sasb (Stephan Fassmann, Software)
Subject: SFB: Which Cruiser is the Best?
Organization: BYU
Distribution: world


Which race do you think has the best heavy cruiser in the game?

I maintain that the D7 is the best cruiser in the game. It's varients are 
very powerful and while the standard cruiser doesn't have a lot of one turn 
crunch power it has enough manueverablity to defeat most opponents.

Anyone else?

PS I just what some SFB talk going.

_____________________________________________________________________
|Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|The Random Acts of Kindness will Continue until Morale Deteriorates|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: rec.games.board