HDTenEightyP/NetNews huggingface dataset:
From: barich@bach.udel.edu (Dewey H Barich)
Newsgroups: rec.games.board
Subject: Re: A&A: Allies buy how many dice?
Date: 9 Oct 92 19:45:46 GMT
Article-I.D.: news.BvvDKA.MLy
Organization: University of Delaware


In article <1b3cjpINNasl@gap.caltech.edu> keith@cco.caltech.edu (Keith Allan Schneider) writes:
>The United States' navy must be prevented from moving into the Atlantic.
>The Japanese must destroy the navy, or else Germany is in trouble.

>keith


Well, I disagree.  The US does not NEED to take its fleet to the
Atlantic.  I don't think that I've ever done that, and I have wonderful
success with the Allies (who doesn't?).  I prefer to use the US navy to
hamper the Japanese as much as possible, without spending any money on
it.  All US resources go to the defeat of the Germans.

I still prefer to keep the Japanese navy intact as the Japanese  player
(especially if the UK builds a complex or two in Africa).  The worst the
US can do, if spending no extra money in the Pacific, is capture a few
islands.  If and when this happens, the Japanese can attack with more
air force and more navy (using transports that might be expendable at
this point) to defeat it.  Then, the Japanese can retake the islands,
which have precious few infantry defending them.

You simply cannot state "Country X must do Y" in this game.  It all
depends on the strategies used.  Perhaps in your gaming circles, the US
navy becomes very dangerous to the Germans, in which case the Japanese
might be better off attacking it.  I, on the other hand, would prefer to
LET the US navy run.  That gives me uncontested control of the Pacific,
and it takes at least 3 turns for the US navy to reach the German coast.
In those three turns, I can get the Japanese navy to Hawaii, New
Zealand, Australis, and be headed for the south end of Africa.  I could
also get to Mexico, Panama, then Brazil or who knows where?  No, I think
that's giving the Japanese too much.  At least make them work for what
they take... so long as you don't spend new IPCs on it.

I'm leaving out that I could make an assault on the West US as I'm
running around the Pacific, as I think just about anyone will see that
coming and take the appropriate precautions....

Dewey
Newsgroups: rec.games.board
From: adrian@scorpio.ic.cmc.ca (Adrian Earle)
Subject: EiA: #of depots in the countermix
Organization: Canadian Microelectronics Corporation
Date: Tue, 13 Oct 1992 20:19:31 GMT

Does anyone know the number of depots that each major
power has available in AH's EiA?

Our club copy got dumped and some counters may be missing.

Thanks

Adrian

I hate .sigs/disclaimers
From: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.board
Subject: review of silentDeath? wanted
Date: 9 Oct 92 00:06:56 GMT
Article-I.D.: andromed.Oct.8.20.06.55.1992.15197
Organization: Rutgers Univ., New Brunswick, N.J.


   Seeing adverts. for this game, I want to know what the general oppinion
is about it.  Well?
   Thanks.
From: phjq762@chpc.utexas.edu (Rodney Kinney)
Newsgroups: rec.games.board
Subject: Re: EiA: #of depots in the countermix
Date: 14 Oct 92 18:10:53 GMT
Article-I.D.: chpc.1992Oct14.181053.9854
Organization: The University of Texas System - CHPC

In article <DGSRB9K7@cc.swarthmore.edu> hirai@cc.swarthmore.edu (Eiji Hirai) writes:
>I'd hate to think that a there's missing depot counter in our game.  I
>remember playing France and I was using all my depot counters in my deep
>penetration campaign against Prussia and Austria (with supply reaching both
>Berlin and Vienna at the same time).  One less/more depot counter would've
>made a significant difference in my tactical planning.

	This is the kind of worry that gives me nightmares too.  I love
AH for providing a complete record of all the counter sheets along with the
rules in ASL, except that missing a counter doesn't really matter in ASL.
It's a big problem in WiF, for instance.  After I punched the WiF counters,
and THEN decided to make a census so I could always tell if I lost one,
I've decided to follow a policy of Xeroxing the counter sheets before I
punch them in games where a missing piece could make a big difference.
-- 
					rk
Newsgroups: rec.games.board
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Blood Bowl: YAQ (Yet Another Question)
Organization: FSU nuclear physics
Date: Fri, 16 Oct 92 18:16:37 GMT

In article <4!4zddf@rpi.edu> cleggp@aix.rpi.edu (Paul Jason Clegg) writes:

>In article <books.39.0@fsunuc.physics.fsu.edu> books@fsunuc.physics.fsu.
edu (Roger Books) writes:
>>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.
>
>It's not really that hard.  A block is an offensive maneuver; it's intent is
>to put someone down for a while.  In real football, this is when they go up
>to someone and push on him.  A tackle, OTOH, is a defensive maneuver; its 
>intent is to trip someone up, and get his knees on the ground while you're
>touching him.  Okay, so it is counter-intuitive.  But what's the opposite of
>a block?  of a tackle?  You just have to commit to memory:  Blocks are made
>by moving players.  Tackles are made against moving players.
>
>...Paul
>
Thanks for the follow up.  We're going to try our first game this weekend.

Roger
books@fsunuc.physics.fsu.edu
From: baldwin@carina.unm.edu (Chris Baldwin)
Newsgroups: rec.games.board
Subject: Re: Blood Bowl
Date: 10 Oct 92 16:15:56 GMT
Organization: Atheist for the Development of a Better God

In article <1992Oct9.042459.21378@muddcs.claremont.edu> awells@fenris.claremont.edu (Adam "Servo" Wells) writes:
>I think that one of the reasons that the first league that I was in didn't
>work out too well was that there were very varied play styles in the group.
>I tend to play in a pretty haphazard manner, but I have a lot of fun.  I
>don't look too far ahead, and I don't really think about the numerical
>odds.  However, there were certain coaches who played the game like chess,
>examining each move thoroughly, thinking about the odds, looking a few moves
>ahead.  This tended to cause friction between the people who finished their
>turn pretty quickly and those who thought for quite a while.

	One way to help prevent this, if you want it prevented is to
impliment a time limit, both on the length of a turn and the length
of a game. We have been playing with rules that limit a game to 3
points or 2 hours. At the end of the 2 hour period the 2 coaches
decide wether they want to play for 30 more minutes, call the game
at 2 hours or play to 3 points. The usual desicion is to play for 
30 more minutes. Combining this with a 5 minute turn limit make
the game fly buy. 
	When we were first thinking of implimenting a time limit,
I thought that 5 minutes was far too long, but I have found that 
occasionally, I have trouble getting in my turn in 5 minutes and
I play with a pretty free and open style. I know what my players
can do, so I thrown their strengths against what I think you
weaknesses are without worrying about the exact percentages.

-- 
"Hey, Guido! It's all so clear to me now. I'm the keeper of the cheese and
you're the lemon merchant. Getit? And he knows it! That's why he's gonna kill
us. So we gotta beat it. Yeah, before he lets loose the marmosets on us! - Ren
From: carlton@apollo.hp.com (Carl Hommel)
Newsgroups: rec.games.board
Subject: Re: BTECH: Two Mech designs
Date: 15 Oct 92 15:04:20 GMT
Article-I.D.: apollo.Bw64J8.F40
Organization: Hewlett-Packard Corporation, Chelmsford, MA

Houten van RF writes:

NAME            Tons  Pow  W/R/J Arm H Cen  Side Arm Leg HS  Weapons
PLC-CP Cyclops-G  90* 360X 4/6/0 262 9 29/28 20/18 30 30 24* TSM LL+ ML(2) GR LRM-10(2) SRM-4(2) ()

First, some nits.  You cannot put Inner Sphere CASE in arms.  The CASE will
have to go into the RT.  This mech will probably not run hot; at long range,
you fire the LRMs LL+, and GR for 21 heat, while at short range, you fire
the MLs and the SRMS instead of the LRMs, and generate 25 heat.  If you 
really want to get hot, to use the TSM, you can run and fire everything, and
go up 9 heat.  I'm glad to see that you have lots of ammo for the GR.
Personally, I'd never put ammo in the legs; they tend to get kicked too much.

By putting the heavy weapons in the arms, you can torso-twist and bring
at least one of them to bear to the rear.  Contrarywise, you cannot fire
them both off and use the double-strength punches.

By the way, the mechedit program only allows 20 pts of rear CT armor.  Is
this a program flaw, or a btech rule?

NAME          Tons Pow  W/R/J Arm H Cen  Side Arm Leg HS  Weapons
PLC-ZEU Zeus-G 80* 320X 4/6/0 231 9 26/24 18/16 26 26 24* LL+(2) MPL(2) ML(2) Ult/5 LRM-20 ()

This mech will drastically overheat if you fire everything, but would be ok
if you restricted yourself to firing just forward or backward.  I totally
disagree with the rearward LL+.  If you need the range, then you are facing in
in the wrong direction...

Carl Hommel
carlton@apollo.hp.com
From: marc@Software.Mitel.COM (Marc Beauregard)
Newsgroups: rec.games.board
Subject: MB Gamemaster wanted ...
Date: 12 Oct 92 22:18:18 GMT
Distribution: ont,que
Organization: Mitel. Kanata (Ontario). Canada.


Wow ! My first posting !!!

I am searching for MB Gamemaster series game...

The ones that I am seeking are : Conquest of the Empire
                                 Shogun
                                 Fortress America

If you have one of these and like to get rid of them, please let me know by 
  mailing me ...
I will pay, don't worry, I am not expecting donations...
I will pay a good price, according to the condition of the game.

-- Marc Beauregard --
marc@Software.Mitel.COM
Newsgroups: rec.games.board
From: rleroux1@sol.UVic.CA (Roger Leroux)
Subject: Railway games. 
Organization: University of Victoria
Distribution: na
Date:  8 Oct 92 02:22:29 GMT

Hi all,

I love railway games (and this has been a reasonably FAQ), and was
wondering if people could tell me more about the following:

Eurorails: Supposedly won the 1991 Origins Best Game award
Empire Builder
Silverton 

Thanks to all,

Roger

-- 
Roger Leroux          | "If money can't buy love, why do all dates start 
rleroux1@sol.uvic.ca  |	 at the bank machine?" - Bud Dry tv commercial.
----------------------+ "Everybody lies about sex." Lazarus Long
Be seeing you. DoD#43 | "Six of one, half a dozen of the other." Number 2.
From: rreed@terapin.com (Rick Reed)
Newsgroups: rec.games.board
Subject: Re: SHOCKWAVE/OGRE
Date: 13 Oct 92 04:06:10 PST
Organization: BBS

In article <Bw0syo.n1w@usenet.ucs.indiana.edu>, tbarnes@silver.ucs.indiana.edu
(thomas wrentmore barnes) writes:
>
>Once upon a time I had the Ogre/GEV boardgames from Steve
>Jackson/Metagaming. I never got the Shockwave rules. Now I'm trying to
>replace my Ogre/GEV rules, but I can't get Shockwave because it is out
>of print. What am I missing? 
>       I can sort of piece together rules for GEV-PCs, LGEVs, and SHVY Tanks
>from the Ogre book. But I am clueless as to how Missiles, Shockwave and
>Line of Sight were handled. Also, is there anything else from Shockwave
>that I should know about?
>       Does anyone know if Shockwave is included in the new GEV/Ogre
>boxed edition?
>
>Thanks in advance,    
>       Tom 
>

Interesting - I just saw some (I think) Ral Partha OGRE lead figures that had
Shockwave units.  I think they were new...

        -Rick

rreed@terapin.com
From: bill@tredysvr.Tredydev.Unisys.COM (Bill Jordan)
Newsgroups: rec.games.board
Subject: Re: SPace Marine: How to kill Chaos?
Date: 13 Oct 92 14:19:21 GMT
Organization: UNISYS Corp. Tredyffrin, PA

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?
>Does anybody have some good ideas or strategies on beating Chaos in 2ed. Space
>Marine? Also if anybody has seen/bought the RENEGADES supplement what do you
>think of the cost of the WIND RIDER host card. That card is 2 detactments of
>Vyper Jet Bikes and 4 detactments of Jet Bikes for 650 pts. This is an Eldar
>card too.

I certainly don't know how to defeat Chaos (haven't faced it), but I have
seen (and fought) the wind rider host. This is a "must take" company for
the Eldar. I suspect  that it was a mistake on the part of Games Workshop,
but I have no problems with it. The Eldar are certainly not unbeatable
(although I've never beat them myself, but I ALWAYS lose!).

On a similar vein, I consider the following "must take" troops:

Orks:
	Gargant mob. You essentially get a free Great Gargant (although
		the cost is prohibitive unless your playing a large
		battle).
	Dragstas. Great protection for fast moving troops (better than
		wave serpents).
	Extra nobz. 'Nuff said.

Squats: (No clear standouts, but...)
	Gyrocoptors. Great manuverablility, and the only pop up attacks
		for Squats.
	Overlord. Gives sight of the entire battlefield for indirect
		artilery (which Squats always have a lot of).

Imperial Guard:
	Death Strike Missile Launchers. Armed with barrage missiles.
	Support Company. Great infantry, low cost.

Space Marines:
	Thunderhawks. 120 cm charge!
	Thunderhawks. (in case you missed it last time)
	Thunderhawks. (just in case you didn't believe me before)


What troops do others find invaluable?

billj.
bill@tredysvr.tredydev.unisys.com
Newsgroups: rec.games.board
From: peter@techbook.com (Peter Sarrett)
Subject: The Game Report V1.2 (6 of 7): Tabloid Teasers
Organization: TECHbooks --- Public Access UNIX --- (503) 220-0636
Date: Mon, 12 Oct 1992 08:21:59 GMT



 
Game: Tabloid Teasers
Info: $20.00 from Pressman (currently on 
sale for $10 in the clearance aisle of a 
Toys 'R Us near you)
Players: 3-6 (the more, the better)
Playing Time: 40-60 minutes
Type of game: Party
Complexity: 3	Skill: 7
Summary: Hilarious sleeper hit.
 
	I detest the tabloids.  But I have to admit, 
every now and then I leaf through one while 
waiting in line at a supermarket, just for laughs.  
It's often hard to resist the bizarre headlines 
peeking out from the magazine rack.  Taboid 
Teasers transforms these headlines into a 
hilarious game of absurdity.
	The game comes with 360 actual 
headlines from real tabloids like National Enquirer 
and (my personal favorite) the Weekly World 
News.  But a key part of each headline is left 
blank.  One each turn, someone reads one of 
these edited headlines and players fill in the blank 
with their own wacky ideas.  These are passed to 
the reader who shuffles them together and reads 
them aloud, along with the real, completed 
headline as it actually appeared in a tabloid.  
Players then vote for the headline they believe 
was the real one.  Players advance along the 
board for guessing the correct headline, and also 
for every vote their own headline receives.  The 
first player to reach the end of the board wins.
	The voting mechanism is nothing new, 
having appeared in similar bluffing games like 
Balderdash.  But games like Balderdash suffer 
from requiring a lot of creativity and quick thinking 
in order to win-- skills many players aren't 
comfortable with.  Tabloid Teasers, on the other 
hand, is remarkably simple.  We've all marveled 
at ridiculous tabloid headlines.  They've 
permeated our culture to such an extent that you'll 
be surprised at how easy it is to make up your 
own.  Headlines like "Robert Redford's Friends 
Fear He's _____" and "Michael Jackson's Weird 
Plan To _____" immediately bring to mind a host 
of possibilities, most of which are not only funny, 
but plausible in the context of a tabloid.  In fact, 
it's not uncommon for players to fill in the blank 
with the same words as the actual headline.
	Tabloid Teasers takes material we 
already laugh at and allows us to make it even 
funnier.  And because the material is so 
accessible, annybody can play and win.  I have to 
admit, I was skeptical about this game and only 
bought it because of its bargain price.  But we've 
laughed from start to finish every time we've 
played, and I heartily recommend it-- even at full 
price.

(copyright 1992 Peter Sarrett, all rights reserved)

Newsgroups: rec.games.board
From: farrell@iroquois.cis.ohio-state.edu (christopher k farrell)
Subject: Re: EIA optional rules
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Fri, 16 Oct 1992 14:53:50 GMT

In article <5HVRBND3@cc.swarthmore.edu> hirai@cc.swarthmore.edu (Eiji Hirai) writes:
>farrell@hydroplane.cis.ohio-state.edu (christopher k farrell) writes:
>> 	BTW, running the guns of most real (100-gun) ports involves about 20
>> (or more!)ship casualties
>
>We were playing with the rule where fleet compositions aren't publicly
>known.  This may be part of the Advanced Naval Combat rules, I can't
>remember.  In any case, I had a token fleet in Brest (100 guns) that
>contained only two ships, while the rest of the French ships were in a fleet
>in Marseilles.  I was boasting that my invasion fleet from Brest would sail
>out any day now to London (we were using a "one ship per one infantry factor
>transported" house rule and I had a big corps sitting in Brest at the time).

	BTW, I believe Fleet strengths are public knowledge by the rules.  I
don't have a copy with me, but I believe that's why the numbers are on the
front.

>This scam worked and a big British fleet sailed into the 100 gun port to
>destroy the "invasion fleet" before it took off.  The British fleet met with
>severe casualty, only to find two ships in the port.  The two ships were
>sunk but since my French guns had sunk more British ships than I had lost in
>the port, technically, Britain could not claim victory and thus couldn't gain
>political status from the raid.  It was a massively cost-effective
>destruction of British ships ever.

	I'm sorry, but it sounds like your British player was an idiot.  Any
French fleet that sorties can be destroyed by Nelson before it can land.
What's the point in running a hundred guns?  I, as the British, will only
raid if the port is ungarrisoned.  Always keep smaller fleets on blockade
duty, since they can usually defeat a larger force, then keep 30+ ships at
London or somthing to decimate anyone who sails.  It's much more efficent to
kill people in blockade battles and on the open sea than in port.  Unless,


-- 
"If every man says all he can, if every man is true
	Do I believe the sky above, is Caribbean blue ..." - Enya
Organization: Doctoral student, Chemistry, Carnegie Mellon, Pittsburgh, PA
From: elm4252@summa.tamu.edu (MOORE, ERIC LEE)
Subject: BTECH-Scoring System
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Wed, 14 Oct 1992 05:37:00 GMT



Has anybody out there ran into any points system for BattleTech
that seems fair?  I was just railed at a Con because of the
damage that my Mech took.  That in itself does not seem unfair.
But, the other side decided that my Marauder and i needed to 
be taken out.  I was not missing with my PPCs and i was hitting
the same section on consecutive shots.  i.e. 2 left torsos, 2
right legs, etc.  I was the sole target for the enemy for 3
rounds.  Even though, there were 2 mechs in front of me, they
still concentrated fire on me.  I lost major points because of
the damage I took.  I seems to me that I should have gotten
some bonus points because I was the designated target and all
my party members got to rack up more points than me because I
was the one railed on.  I managed to stumble away after the 
4th firing round and survived a rear Torso shot by a Victor to
survive the tournament round.

					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: eda858xsft@vx24.cc.monash.edu.au
Subject: Re: BTECH: Mechwar 1.01 Fix?????
Organization: Computer Centre, Monash University, Australia
Date: Wed, 7 Oct 1992 07:47:20 GMT

In article <1992Oct6.013431.27028@mnemosyne.cs.du.edu>, mhatz@nyx.cs.du.edu (Mike Hatz) writes:
> I got the newest version of Mech War 1.01 and am still having all kinds of
> trouble with it.  I try to run the mechwar.exe and all the fights barf
> ANSI all over the screen in a very ugly way.  I am using a 386/25, Stacker
> and SmartDrive if these are possible offenders?  Any hints would be very 
> appreciated.  This happens when I go into the weapons screen to select the
> weapons to fire.  Thanks.  Mike
> 
I also had this problem with the ems version 386-25, superstor, emm386 (windows
3.1 version), smartdrive,DOS 5.0

Haven't tried the other one yet

Paul Ortenburg
renegade@yoyo.cc.monash.edu.au
Newsgroups: rec.games.board
From: pat@ritcsh.csh.rit.edu (A jedi in training)
Subject: BTECH xmechbuilder request
Originator: pat@nick.csh.rit.edu
Organization: Computer Science House @ RIT
Date: Thu, 15 Oct 1992 02:50:21 GMT


A friend of mine was telling me that people have posted source
code here for an Xwindows interface to aid in building mechs for
BattleTech.

I'd appreciate someone reposting it or mailing it to me.

Thanks...
pat
-- 
   ========================================================================
   "Karmically, self-defense is quite cool." -- Robin Williams (Dead Again)
   ========================================================================
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Newsgroups: rec.games.board
Subject: Re: Empires in Arms
Date: 13 Oct 92 19:06:32 GMT
Article-I.D.: usenet.Bw2qEw.7CE
Organization: Indiana University Astrophysics, Bloomington, IN

In article <8eqjVn_00WB_93LXsM@andrew.cmu.edu> Mustafa Unlu <mustafa+@CMU.EDU> writes:
[nice strategic description deleted]
>So to emphasize the effect of numbers more, we came up with additional
>combat modifiers:
>
>2-1 superiority gets +1
>3-1 gets +2
>4-1 gets +3
>
>etc..
>
>We also stipulated that you could use some or all of the positive
>modifier above as a negative modifier to your opponent's dice roll.
>Neither side can be more than +/- 1 of course. We think this reflects
>better the advantage that one could gain from sheer numbers.

Nice!  I really like this add-on, it would make the fun new naval rules useable
without just handing the british the game.

Alec
Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: EiA House Rules: The casus belli
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Fri, 16 Oct 1992 12:42:01 GMT

This rule would make for an interesting twist to the diplomacy of things.  I'd
add the following, though : You can forgive a casus belli for a cost of 1PP
(eating crow) (or did you assume this already?).  A few more excuses to declare
one would also be in order : such as someone uses forced access through your
country, or breaks an alliance with you.  Also, are they mutual?  That is, if
Spain invades Portugal, and Britain declares a casus belli against Spain, can
Spain then declare war on Britain?

Another amendment : To keep things like "Prussia gets ticked at Turkey for
attacking Egypt", allow casus belli only if someone attacks a minor for which
you would get a "+" on the roll for control (spheres of influence and all).
This would also fold in political status - people in the dominant zone get a +1
to this roll anyway (so they would always have an excuse for C.B., being more
aggressive).  People who are in the instability zone have more pressing
problems to worry about, and thus the "-1" for that would cancel out much of
their "sphere of influence" pluses.

	Alec