HDTenEightyP/NetNews huggingface dataset:
From: smithme@spot.Colorado.EDU (Steve Crawford)
Subject: Re: MechWar v1.2 Questions
Organization: University of Colorado, Boulder
Date: Mon, 9 Nov 1992 17:43:22 GMT

In article <BxEquz.LB8@immd4.informatik.uni-erlangen.de> kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer) writes:
>Hi all!
>
>
>
>a) I plan to drop EGA support for VGA. Anyone using only EGA out there?
>b) How many of you are using RAM Disks/Disk Caches? I would like to kick the

	I think EVERYONE has VGA by now. EGA was only the standard for
	something like 6 months so only a few people even bothered with it.
	(That was years ago). Stick with VGA. Everything is VGA these days.

>b) sprites out of the RAM, keeping them on the Disk.
>c) What kind of computers are you using? 286 or 386+ ?

	To answer both b) and c).. I don't know a SINGLE person with
	less than a 386SX and 2 megs of ram. At least 256k is almost
	always dedicated to disk cache on their computers. Personally
	I have a 386/40Mhz and a 2 meg disk cache. (Actually I do
	know two people with 286's.. but neither of them would be even
	remotely interested in playing Mechwar. :> )

>
>Ciao,
>Klaus
>---
>Klaus Breuer, Rudelsweiher Str. 6b, 8520 Erlangen, Germany
>** "Geez, I need a _reason_ for everything?" --Calvin 
>** "Should I or shouldn't I? -- Too late, I did!" --Hobbes 


	How about giving us some "teasers" for what you have planned
	for version 1.2? I know I'm anxiously awaiting it.

	smithme@spot.colorado.edu
From: foelsche@css.itd.umich.edu (Karl Foelsche)
Newsgroups: rec.games.board
Subject: Re: EIA: Re: Supply limits
Date: 13 Nov 1992 20:29:23 GMT
Organization: University of Michigan ITD Consulting and Support Services
NNTP-Posting-Host: stimpy.css.itd.umich.edu
Summary: Would someone please post the old bidding system?

The summary sums it up.  I probably missed the first ed posting, if someone
would be so kind as to mail it to me, I would really appreciate it.  
Thanx.

By the way...I was wondering if some people could post their naval strategies.
The group I play with tends to let their fleets trashed seperately, much to
my dismay (I tend to play France a lot.)  Anyway, how often do people
build ships in your games?  How often is GB forced to surrender?

Hoping for feedback....

Your revolutionary comrade,
	Karl Foelsche

Newsgroups: rec.games.board
From: jennifer@jato.jpl.nasa.gov (Jennifer Schlickbernd)
Subject: Re: Games that belong on every gamer's shelf...
Reply-To: jennifer@jato.jpl.nasa.gov
Organization: Jet Propulsion Lab - Pasadena, CA
Distribution: na
Date: Fri, 13 Nov 1992 03:24:48 GMT

This is in no particular preference order--

1. Airlines by Alan Moon
2. Advanced Civilization
3. 1835
4. Up Front
5. Merchant of Venus
6. Republic of Rome
7. Eurorails
8. Scotland Yard
9. Musketiere
10. Silverton

I should probably limit my game collection to just 10 games, that's all
we have time to play in any given year or so anyway....

-- 
Jennifer Schlickbernd                     Jet Propulsion Laboratory
jennifer@jato.jpl.nasa.gov or elroy!jato!jennifer@csvax.caltech.edu
72466.3413@compuserve.com  Voice:(818) 354-1167
From: mckinney@athena.mit.edu (Ethan L Mckinney)
Subject: Re: Can you identify this game?
Organization: Massachusetts Institute of Technology
Date: Wed, 11 Nov 1992 16:00:19 GMT

It was in fact a module fo the TORG game.  I think it was called "Possibility
Chalice," but I'm not certain.  Definitely RPG, though...
From: wyattw@tekig1.pen.tek.com (Wyatt A Webb;629-1592;92-835;tekig1.pen)
Newsgroups: rec.games.board
Subject: Re: Axis & Allies
Date: 12 Nov 92 20:12:33 GMT
Article-I.D.: tekig1.WYATTW.92Nov12121233
Organization: Tektronix - Application Software Development
In-reply-to: pmenard@cse.unl.edu's message of 12 Nov 92 01:43:40 GMT

WHOA!!!

I have been playing A&A for several years now and have been following
alternate rules as a hobby (not very actively).  I drop in on my local
game store about every other month and I have never heard of any of
these expansion sets or alternate rule sets...

Please pass along any and all information regarding the
manufacturer/author and where I can purchase them (approx. price would
be helpful, too!)

Thanks again!!

An, evidentally, not-very-well-informed Axis & Allies player...

	-Wyatt
--
=====================================================================
|   wyattw@tekig1.pen.tek.com	|  			 	    |
|     Engineers are better	|       "I'm all ears!"		    |
|	   by design		|  		-Ross Perot 	    |
+-------------------------------+-----------------------------------+
|       Disclaimer: My opinions were bought at a garage sale	    |
=====================================================================
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Wed, 11 Nov 1992 02:03:40 -0500 
From: Robert Everett Brunskill <rb6t+@andrew.cmu.edu>
Subject: BT: SEGA game

Several people have mentioned some game for the SEGA Genesis in BT
discussions.  Which game is it?  Is it good?  Is it available in the US?

Thanks,
Rob
Newsgroups: rec.games.board
From: yogi@iesd.auc.dk (Joergen H. Andersen)
Subject: Re: A&A - Can Allies ever win (IIa)
Organization: Mathematics and Computer Science, Aalborg University
	<1992Nov9.222608.5026@schaefer.math.wisc.edu>
Date: 10 Nov 92 12:32:26


[...a lot of very correct stuff deleted...]

Jason> You continue to miss the point.  The game is heaviliy weighted in favor
Jason> of the allies, but not if the Russian's play stupidly.  For Russia to
Jason> build anything but infantry is pretty stupid.

I guess you don't play with any extensions at all, when you say that.
There are some extension rules with 3 new naval unit types, and
competely new rules for transports and submarines. There are a lot of
other stuff that makes the battle a lot more equal: All players exept
Russia recieves extra 6 ipc's.

But still if Russia have got just enough to defend Karelia you should buy
some tanks to defend against and attack the Japanese...

/yogi
From: shoham@ll.mit.edu (Daniel Shoham)
Newsgroups: rec.games.board
Subject: Re: [A&A](No of dice and luck)
Date: 11 Nov 92 22:24:00 GMT
Distribution: rec
Organization: MIT Lincoln Laboratory

In article <YOGI.92Nov11120234@gulbug.iesd.auc.dk> yogi@iesd.auc.dk (Joergen H. Andersen) writes:
>
>It is very fine all the analyses, there has been mede on this
>newsgroup about chanses in defense and attack of varying types of
>units. 
>
>I find that for a simple rule of deciding the chances of an attack you
>simply count the values of the units and add them. that is:
>
>3 inf -> 3 points in an attack and 6 points in a defence situation.
>
>The golden rule is: "the one with the most points will win" 
>
>But if you in an attack have a lot of inf, you don't lose as many
>points as your opponent during combat.
>
>For simple calculation of odds I find this method is fine.
>
>/Joergen

This method is the "first cut" tecnique used by our group. However, a few
important points should be mentioned:
1. Correct for pre-battle events (AAA shots, Battleship shots)
2. In land attacks that has a large infantry component the attackers gets a
   "bonus" of, usually around 20%. If the attack is pure inf, the bonus should
   be over 40% (in fact, it should be sqrt(2)-1 against land units).
3. Naval battles give an advantage to the fleet with more subs and transports
   (for equal pointage). Thus, 2 bombers (or BB) will usually not win a battle
   against 5 transports, despite a 60% advantage in points (8 vs 5).

Generally an attack should have a "buffer" (cheap units whose purpose is to be
taken as casualties) large enough to give the real "firepower" units a couple
of unmolested rounds to harm the enemy.


Dan Shoham               shoham@ll.mit.edu
------------------------------------------------------------------------
The view presented are not necessarily those of my employer, etc.

Massachusetts Institute of Technology
Lincoln Laboratory
244 Wood Street
Lexington Massachusetts, 02173-9108
Office B-373
617-981-3515
------------------------------------------------------------------------
From: kammr@lafcol.lafayette.edu (Rob Kamm)
Newsgroups: rec.games.board
Subject: Re: BTECH: Us vs. Them vs. who?
Summary: BTech: Us vs. Them...
Date: 5 Nov 92 14:02:02 GMT
Organization: Lafayette College, Easton PA

In article <1992Nov3.213252.26326@midway.uchicago.edu>, arp2@ellis.uchicago.edu (andrew robert polis) writes:
> John (91vanderkolk@gw.wmich.edu writes:
>    But given the small number that escaped the trial of annihilation, they
> couldn't really be much of a threat without nukes.  Imagine one galaxy
> against all the clans (not much of a fight quineg?)
> 
> 
> -Andrew Polis
> 
> arp2@midway.uchicago.edu
> Why all this fighting?  Why can't they all just be friends? :)

(Note: Alot of stuff was deleted from the above.)

Not much of a fight.  Lets see, they have the survivors of a Clan trial of
annihilation getting together with a bunch of IS survivors of the Kurita
prison on Richmond.  Hmm, a large number of nomadic survivors of very tough
circumstances who are then given 225 years of peace with which to develop,
their only requirement is that they keep an eye on both the Clans and the  
IS.  With any luck FASA thought about this and will give the Minnesota tribe
great intelligence capabilities (time for a new game-dealing with that type
of warfare?), self-destruct devices of all sizes and more powerful ECM.
With even more luck, as they left Richmond they misjumped into a star some-
where...
:)
                  Rob Kamm
From: thornley@milli.cs.umn.edu (David H. Thornley)
Subject: Re: Beer and Pretzel game query
Organization: University of Minnesota, Minneapolis, CSci dept.
Date: Fri, 13 Nov 1992 14:05:29 GMT

In article <23981@hacgate.SCG.HAC.COM> dave@pce2.fu.hac.com () writes:
>
>I am looking for multi-player games recomendations.  

These have become popular in our group, approximately in increasing order
of time and complexity:  Nuclear War/Escalation/Proliferation, Minion
Hunter (the supplement Minion Nation is inexpensive and adds some to the
game, recommended), Merchants of Venus, 1830.  All are, I think, available.
Judge Dredd and Black Morn Manor (put them between Nuclear War and Minion
Hunter) are also somewhat played, but I think out of print.

DHT
From: maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Newsgroups: rec.games.board
Subject: Re: MechWar v1.2 Questions
Date: Tue, 10 Nov 92 13:24:20 EEZ
Distribution: world
Organization: Sweet Oblivion

smithme@spot.Colorado.EDU (Steve Crawford) writes:

> In article <BxEquz.LB8@immd4.informatik.uni-erlangen.de> kabreuer@cip.informa
> 
> 	I think EVERYONE has VGA by now. EGA was only the standard for
> 	something like 6 months so only a few people even bothered with it.
> 	(That was years ago). Stick with VGA. Everything is VGA these days.

If dropping EGA support helps make the game better, I understand, but
otherwise why?

> >b) sprites out of the RAM, keeping them on the Disk.
> >c) What kind of computers are you using? 286 or 386+ ?
> 
> 	To answer both b) and c).. I don't know a SINGLE person with
> 	less than a 386SX and 2 megs of ram. At least 256k is almost
> 	always dedicated to disk cache on their computers. Personally
> 	I have a 386/40Mhz and a 2 meg disk cache. (Actually I do
> 	know two people with 286's.. but neither of them would be even
> 	remotely interested in playing Mechwar. :> )
> 

Hey, I'm running this usenet site on 286, 640kB and Hercules graphics!

I do have an old 386/20MHz for working, but don't underestimate older
machines. 


--------
maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters
Newsgroups: rec.games.board
Subject: Re: Step reduction (WAS: Re: Classic games...)
From: ppugliese@pimacc.pima.edu
Date: 8 Nov 92 01:18:15 -0700

In article <BAS.92Nov6165347@carlo.phys.uva.nl>, bas@phys.uva.nl (Bas de Bakker) writes:
>> I confess innocence though -- what's a step-reduction system?
> 
> This means that units cannot only be eliminated in combat, but can
> also be replaced by lower quality units if the combat result is less
> severe.
> 
> For instance, a 4-4 infantry unit could be replaced by a 2-4 infantry
> unit.
> 
> Bas de Bakker.

To my knowledge the first that used this system was 'Guadalcanal' (AH)
which came out in summer '66. It featured a pad that had all the units
printed on it with boxes for each strength point. You checked off each
point as casualties were assessed by the CRT.

PHIL

Newsgroups: rec.games.board
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Subject: Re: EIA: Re: Supply limits
Organization: Indiana University
Date: Thu, 5 Nov 1992 13:18:00 GMT

In article <dodd.720929007@pekoe> dodd@csl.sri.com (Chris Dodd) writes:
>ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>>From the AH edition of EiA, rule 12.3.1 (Supply Limits per Depot) p36 :
>
>>"Each individual depot that is a supply source or part of a valid supply chain
>>may only be used to supply a maximum of 4 corps and/or besieged garrisons."
>> 
>>Anyway, it seems that the edition I have is clear about the supply chain not
>>being limited, but rather just the individual depots.  Fred might have a
>>different vintage of rules.
>
>Is it just me, or does this rule clearly say the exact opposite -- each
>depot can only supply directly or be used as part of a supply chain
>for at most 4 corps.  Thus if you have two depots in a chain (one in a
>supply source and one 2 spaces away), you cannot supply 4 corps from
>each, because then the one in the supply source would be supplying 8
>corps (4 directly and 4 via supply chain).

It's just you.  The rule does not say anything about the limitations
of an entire chain.  The only thing missing from this sentence is a
mention of the number of corps which may be supplied by a depot that
is NOT a supply source or part of a valid supply chain (the obvious
answer is zero).
-- 
Gary Charbonneau
charbonn@silver.indiana.edu
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Newsgroups: rec.games.board
Subject: Re: BTECH-Gamer/Player which are you?
Date: 12 Nov 92 04:03:03 GMT
Article-I.D.: news.BxL4L4.2x1
Organization: University of Illinois at Urbana

elm4252@summa.tamu.edu (MOORE, ERIC LEE) writes:


>forces posted recently have got ba-jillions of vtols, artillery
>platforms, hover gun platforms, and giga-ba-jillions of 5
>ton hover vehicles.
>most of the artillery pieces that show up in my campaigns are
>scenerio items.  Even Kurita fanatics would start running
>dry on the number of suicidal vehicles and spotters that
>seem to be running around the battlefield now.  
>In the BattleTech universe, it is not a question of how many
>were killed.  it is a question of how much materials were
>destroyed.

Well, the reason most people place artillery systems in the hovercraft is
so you can get artillery to the place where you need it. Placing Arrow
IV or a Thumper on a slow as molasses BattleMech leaves you a day late
and a dollar short. Artillery on hovers can get to the FEBA, deliver
it's ordinance, and then run away. Placing artillery on 'Mechs just
slows it down to the point where the enemy can chase it easily.

If you don't like vehicles, then by all means don't use them. The reason
most of the people posting use vehicles is that they just work better
than 'Mechs at some jobs. No, I don't advocate hordes of 5 ton suicide
hovers, but allowing the IS side to equal Clan weight in 'Mechs and
vehicles (You get double weight without being too overpowering) helps
to equal things out fairly well and staying with the Btech universe 
flavor.

>Btech quote of the day-'you want to put all of the regiments
>                        Arrow systems on WHAT????'

Btech quote of the day #2- "On something that will get there today, sir.."

Axly
Newsgroups: rec.games.board,rec.games.pbm,rec.games.diplomacy,bit.listserv.dipl-l
From: pwg25888@uxa.cso.uiuc.edu (Patrick W. Grady)
Subject: Re: Btech : LRM/SRM ammo
Organization: University of Illinois at Urbana
Date: Thu, 5 Nov 1992 21:13:02 GMT

roleary@st.nepean.uws.edu.au (Rocqueforte OLeary) writes:

>One other thought...If LRM's are 31st century equivalent of 20th C.
>Folding Fin Areil (spelling ?) Rockets (FFAR), which I kinda seen them
>as being, then their range should be 1,800 Meter's i.e. 3 times normal.
>I then times all weapons ranges by 3, and the ranges seem quite good.
>Haven't play tested it yet, but what do you think of the idea. Makes 
>Clanners even nastier IMHO.

>Cheers,

>--
>  ,-_|\   *********** Rocqueforte Daemaen Alexander O'Leary *********** 
> /     \  B.App. Sci. (Computing), Uni. Of Western Sydney, Nepean,Aust.
> \_.--_/  E-Mail: roleary@st.nepean.uws.edu.au       Tel: 61 047 301471 
>      o   "Completeion of degree in t minus three weeks and counting...."

	FINALLY!  Someone who has the same idea as me on what the equiv-
ilent technology between Btech and 20th Century weapons is like.  FASA may
have the ranges shortened for sake of fitting the game on the table, but
that is not to say that those of us who can draw parallels with current
technology can change things to make them more easily digestable for our
imaginations.

	
Patrick
---
pwg25888@uiuc.edu
From: cd23+@andrew.cmu.edu (Carl I. Dockhorn)
Newsgroups: rec.games.board
Subject: Rail Barons
Date: 9 Nov 92 01:27:57 GMT
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

I played the game for the first time this weekend and enjoyed the early
part of the game of buying up rail lines.  But the second phase of the
game when everything had been bought was boring.  The payoffs for most
deliveries were far smaller than the cost of delivering, and the influx
of money is so small that it took forever for there to be enough money
in the players hands to allow someone to win.
	Has anyone come up with a way to speed up the second part of the game? 
Are there any optional rules out there for making the game better or
faster?  Any alternate winning conditions that seem reasonable?
	Also, if there is no way to complete a contract and make a profit why
would any company bother to do it, any optional rules for re-rolling
contracts that pay less than the cost to complete?

A second and minor nuisance:
	It was easy for players to forget to pay the bank a thousand to move on
their own or unowned track, any ways of fixing this easily with out
added book keeping?
				Thanks
				Carl Iwan Dockhorn
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.board
Subject: Re: A&A - Can Allies ever win (II)
Date: 9 Nov 92 00:30:44 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.board: 8-Nov-92 A&A - Can Allies ever
win (II) Ingolf Markhof@ls12r.inf (2973)

> Most people cried "No! Building a fighter is stupid, Russia must build all
> infantry". I still don't believe that. Germany will retake Eastern Europe
> in the first year and attack the Ukraine in the second. Russia *must* retake
> the Ukraine. If not, Germany will send a large force to the Ukraine, including
> a lot of tanks, and it will palce its fighter there. From the Ukraine, Germany
> can attack either Karelia or Moscow and Russia, or the allies, won't be able
> to defend both. 


	Infantry are much better for defending than Fighters are.  Even in
attack (of only one space) infantry gives you 4 ones instead of one 3,
which is MUCH better.  Fighters are only really good if you need to move
quickly or fight on land and sea.
	I feel that having Russia buy all Inf. for the first few rounds is the
main reason that we see the allies win, while you see the axis win.  At
any rate, try it for yourself and see how you feel then.

ZZnew guy
Newsgroups: rec.games.board
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Re: Games that belong on every gamer's shelf...
Organization: Whole Earth 'Lectronic Link
Distribution: na
Date: Thu, 12 Nov 1992 16:15:12 GMT


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

   1. Acquire
   2. Hare and Tortoise
   3. 1829 (northern board)
   4. Die Macher
   5. Sleuth
   6. 6-Day Race
   7. Ambition
   8. Conspiracy
   9. Under Cover
  10. Civilization

I could get along for several years on those ten.  In fact, it might be
overkill to keep 1829, Civilization, *and* Die Macher, all of which take a
lot of brainpower, time, and people to play.  But I'd say I could get
several hundred hours of play out of those games, and would have a mix
diverse enough that I could play with just about everyone I know who's at
all interested in playing games.

Bob Rossney
rbr@well.sf.ca.us
From: mcgrew@ichthous.Eng.Sun.COM (Darin McGrew)
Newsgroups: rec.games.board
Subject: Re: Monopoly Rules
Date: 6 Nov 1992 21:59:21 GMT
Organization: Sun Microsystems, Mt. View, Ca.
NNTP-Posting-Host: ichthous

rbr@well.sf.ca.us (Bob Rossney) writes:
>Many of the variants cited here (put $500 in Free Parking, double the amount
>of money you collect when you pass Go, etc.) increase the amount of money in
>the game, thus ensuring that the game will take even longer to end (as it
>ends when all players but one run out of money).  Something to point out to
>anyone who thinks Monopoly takes too long to play, as I'll bet they're using
>a variant like this.

Yep.  When I was a kid, we played with all kinds of variants, and
a lot of our games went on for days before we got tired of them.
In addition to the variants that put more money into the system,
we also used variants that slowed down development (eg, build
only when you land on the property or only when you land on a
property of that color group, and usurping other players'
mortgaged properties by unmortgaging them yourself).  Plus, no
one wanted to trade properties because that would let the other
player build; we wanted to wait until someone was forced to
mortgage a property and hope we could usurp it.

It's only been in the last couple years that I discovered that
Monopoly is very playable when you get rid of all the house
rules.

Darin.McGrew@Eng.Sun.COM            Wealth is worthless in the day of wrath,
Soli Deo Gloria!                      but righteousness delivers from death.
From: jerry@uni-paderborn.de (Gerald Siek)
Newsgroups: rec.games.board
Subject: GAME POLL - please vote!
Date: 5 Nov 92 13:27:20 GMT
Reply-To: jerry@uni-paderborn.de
Organization: University of Paderborn, Germany
NNTP-Posting-Host: planck-bb.uni-paderborn.de
X-Newsreader: TIN [version 1.1 PL6]

(Our news server had major problems yesterday, so I'll re-post this article)

Hello all!

After all this discussion about 'classic' games I'd like to start
a simple poll about our favorite games.

Which board games do you like best?

Please list 1-3 games and award up to 6 points to these games.  For example
you may list one game with 6 points, 3 games with 2 points each or whatever
you like.

Your list should have the following format:

	Game A:	3
	Game B: 2
	Game C: 1

Mail the list to:	jerry@uni-paderborn.de
Subject:		GAME POLL

Thanks for your help - I'll summarize the results in a week or so.

Regards,
	Jerry
--
  Gerald Siek  -  jerry@uni-paderborn.de  -  University of Paderborn, Germany
Newsgroups: rec.games.board