HDTenEightyP/NetNews huggingface dataset:
From: cg533@cleveland.Freenet.Edu (James Eugene Alloway)
Newsgroups: rec.games.board
Subject: Looking for COMMAND magazines
Date: 8 Oct 1992 13:19:10 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I am looking for the following COMMAND Magazines WITH the games they come
with.
COMMAND #7     KADESH
#10            Alexandros
#11            Hougemont
#15
#14
#15 is spartacus,  and I don't remeber the main title of #14.
   Let me know your price.  I will accept punched games IF thay are
complete.  And please don't charge me an arm and a leg.  If I want to pay
$50 for #7, I would buy it from the Christopher's Corner ad in CMD.
    Gene Alloway
Newsgroups: rec.games.board
From: hal@HQ.Ileaf.COM (Hal Wadleigh)
Subject: Re: BTech, Aquatic Mechs
Summary: swim jet - jump jet
Reply-To: hal@HQ.Ileaf.COM (Hal Wadleigh)
Organization: Interleaf, Inc.
Date: Thu, 15 Oct 92 17:57:59 GMT

I still don't see any reason for not simply making swim jets the underwater
equivalent of jump jets (in weight, use, etc.)  Why all this added complexity?
Stability problems and so on are already covered in the jump rules and could
simply apply to underwater movement using swim jets.

Incidently, the "broaching" movement of submarines is not all that difficult.
In fact, cub commanders have to exercise some care to avoid it in stealthy
surfacing manuvers.
From: 00nderwin@bsu-ucs.uucp
Newsgroups: rec.games.board
Subject: Re: A&A Fixing the imbalances
Date: 9 Oct 92 00:45:05 GMT

In article <1992Oct8.142511.1@vax.sonoma.edu>, oberland@vax.sonoma.edu writes:
> reply to 00nderwin:
> 
> Well, there are two types of games.
> 1:Historicaly accurate simulations
> 2:Games maed for playing, set on a theme
> 
> Which does the Game A&A fall into?
> Well, the fact is that A&A should be like the rest of the MB series.
> In FAmerica, it is more even(has its quirks, too)
> in the others, it is a game where almost enyone can win.
> 
> The point of a game like A&A is to create a challenging environment
> where players can plan and play against each other.
> THIS MEANS that the game should be evenly balanced(ie: CHess is the
> perfect example here).
> 
> If it is not, and it leans too much towards one side, the game
> suffers greatly.  I would rather play a game where I know there is a 50/50%
> chance of winning than suffer with the present 70/30 problem.
> 
> If I wanted historical accuracy, I'd play AThirdReich.
> I wnat to play a competitive game instead.
> 
> Joe
> --
> It shouldn't be THIS hard to win...AH!  But the Challenge!  DOon't you wnat
to find out what would happen if Germany had a competant leader?
From: kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Blood Bowl -- New Race: Lepers
Date: 12 Oct 92 18:51:43 CDT
Organization: University of Kansas Academic Computing Services

	Seeing these posts about new races I figure I'll give my attempt at
one.  I'm interested in hearing any comments about it, things you think should
be improved, etc.

	I got started on my race with a little interest in Nurgle's
Rotters (Gosh I wish I had rules for them) and a little blurb about leper fans
in the NAF facts in one of the supplement books.  The race is not really
a race, it's just a team of humans with the same affliction: Leprosy.  For the
sake of ease though I call them a new race, Lepers.
	They have the same stats as regular humans with a slight twist.  All of
them have the Leprous Flesh Mutation.  For those who don't have the Star
Players book, this means that when an opponent wishes to tackle or block 
a leper, they must roll a d6.  On a 1-3 the opponent won't attack, for fear of
getting the disease, on a 4-6 he may attack normally.
	The down side the leper is that they tend to lose body parts.  When a
leper fails an armor roll he must roll a 1d6.  On a 1-3 he loses a certain body
part, as determined by the chart below.

		  2   Arm  Cl -2 St -1 (If you lose both, no catching or
                                        throwing or carrying the ball
					; Hope your a kicker :) )
                3-4   Finger  Cl -1    Maximum of -3
		  5   Hand   Cl -2  (If you lose both you can't throw or carry
                                    the ball)
                  6   Nose   You are not eligible for sponsoring a product
		  7   Ear              "
                  8   Lips             "
                  9   Leg  No sprint; MA/2 AG -1.  If you lose both, you might 
                           as well retire, unless you want to drive a tank or 
                      sit in one place on the pitch and toss hand grenades
		 10   Foot  MA -1  SP -2  If you lose both MA -2 and no sprint
                 11   Toe   Nothing really happens.  Just filler space :)
                 12   Big Toe   AG -1; AG -2 if you lose both

After this, whether the leper has to roll or not, you procede to the normal
injury roll to see if the poor fellow is Stunned or worse.

	If you having any ideas concerning the chart or the race I'd be
interested if you'd post them OR mail them to me.  Your preference.  All
constructive criticism welcome.

				Tim Benninghoff

				kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: SFB anti retrograde responce
Organization: FSU nuclear physics
Date: Fri, 16 Oct 92 12:17:47 GMT

In article <1992Oct16.095235.627@dct.ac.uk> mcsbc3maw@dct.ac.uk writes:

>Thanks for your fast responce on the retrograde ,
>	It looks like there are a number of tactics to use against this
>	cursed fed trick. 
>
>	1) get loads of range 40 disruptors(B10/C9,8,7/DX) stick to range
>	31+ and let the fed have it with P1s + disruptors while sending
>	pfs + fighters behind him (it doesn't hurt these units to go
>	at high speed) and launch waves of drones at the ships at the edge
>	of the federation formation (hard to overlap Adds) .
>
I assume you mean the back edge of the Fed formation.

>	2) Close to range 13 and stay there the fed'll probably go to standard
>	loads just in case you close suddenly.At this range , as we all
>	know disruptors are great . Wait until he has fired , then close
>	the range the next turn for an overloaded volly , using mid turn
>	speed changes to drop back at the end of the turn out of range 8 
>        try  to stay near the edge of the feds formation
>

Watch it, no one that has played feds much will fire all their photons.
They will leave several torps unfired.  If he lets you close to 13 when
doing a retrograde he deserves to die.  The times we have used this it was
next to impossible to get inside range 18.

>	With any luck I might win my next engagement against a retrograding
>	fed .
>
>	With reference to the comment that it is no use controlling empty
>	space (Thats where a retrograding fed WILL be) . The Objective
>	will probably be the destruction of the FED fleet at the start of
>	the combat . With no pretence of any other objective .
>

If that's your objective you should be there with overwhelming force.  If
you have this kind of setup the best way to deal with a retrograde is to
split your fleet. Actually instead of Read the Faq, Read the Tactics
Manual.  It goes into detail on this and many other useful things.  Make
sure you read the new one.  It's much better than the old one.

>	The other Thing i'l like to ask is -
>
>	What is the OBLIQUE-30 maneauver ?
>	sounds like a sideslip by the feds from range 31-30 and launch
>	prox photons . Very hard to manage - how do you control the range
>	at 31 for so long ?
> 

(I'd have to look this one up, it's in the Tactics Manual but I've never
seen it used.)

Roger
books@fsunuc.physics.fsu.edu
From: marc@Software.Mitel.COM (Marc Beauregard)
Newsgroups: rec.games.board
Subject: WANTED: MB Gamemaster
Date: 15 Oct 92 22:03:28 GMT
Distribution: usa
Organization: Mitel. Kanata (Ontario). Canada.


Hi everyone !!!

Is there anyone who knows where I could get new Gamemaster Series board games ?

If not new then, anyone intersted in selling copies of these games ??

I am searching for : Shogun, Fortress America and Conquest of the Empire.

If you have any idea where I could get them, either post here or send me EMAIL.

                                    (.....)     (   )
-Marc Beauregard                      0 o        O O
marc@Software.Mitel.COM              \___/      =====
-----------------------------------%%-----%%---%%---%%-----------------------
Views, opinions and whatsoever expressed here are            
mine , and don't you forget it !!!                  
------------------------------------------------------------------------------
From: gt1275c@prism.gatech.EDU (gt1275c - Dave Pullen)
Newsgroups: rec.games.board
Subject: Re: BTECH-Bad Con Experiences
Date: 16 Oct 92 20:12:07 GMT
Organization: Georgia Institute of Technology

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

I was at a Con in Orlando and decided to join a BTech game.  Turns out,
I was one of maybe 3 experienced BTechers.  So we divided up into lances,
decided what 'Mechs we wanted (I think we had 400 tons a side to divide
among players, whatever 'Mech or variant you want from Tech readouts).
The objective was to wipe out the other side.  

Everyone set up their 'Mechs on the board and we started playing.  Well,
about half of the guys on our side decided that they would really like to
go around the north side of the map to try and flank the Bad Guys.  I,
thinking they knew what they were doing, said "Sure, why not..."  Big mistake.
They ran all the way, through forest, roads, and even the river.  They didn't
quite make it across the river, though.  One guy failed his piloting skill
roll, and managed to knock himself out.  Meanwhile, we were getting clobbered
royally by The Bad Guys.  By the time they got everyone up and running
toward battle again, the remainder of my lance had actually won (by a lot
of lucky shots).  That was the last time I assumed that any of my teammates
had any knowledge of tactics or of the game, for that matter...


  - Dave
-- 
Cthulu '92 - When you're tired  | "And in local news, four gang members died
of voting for the lesser of two | of lead poisoning today.  Story at 11..."
evils...                        | Internet: gt1275c@prism.gatech.edu
-----------------------------------------------------------------------------
Newsgroups: rec.games.board
From: barich@bach.udel.edu (Dewey H Barich)
Subject: Re: A&A House Rules
Organization: University of Delaware
Date: Mon, 12 Oct 1992 18:42:54 GMT

>In article <1b3drkINNb6o@gap.caltech.edu> keith@cco.caltech.edu (Keith Allan Schneider) writes:

>I think you are referring to "bridging" in which the transport is in place,
>boardering the territories.  I don't think that you are allowed to move
>transport, and then drop off the guys in two different territories.
>I don't have a copy of the rulebook handy, though, so who knows.

Well, again, just to clarify....

I am referring to bridging, and you can do it after the transport moves.
While the rulebook does not specifically state it, the Rules
Clarifications from 1991 do state that bridging can occur after the
transport has moved.  Still, the transport cannot move out of a sea zone
after it has dropped off any units, and on any given turn it can ONLY
transport 1 armor OR 1 AA OR up to 2 infantry.

>>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?

Well, I answered my own question here.  The rulebook specifically states
that I must control both territories that I drop these units too (I'm
sure we could extend this to territories your side controls).  So, since
you do not control territories you are attacking, we can't attack 2
territories with just 1 transport.  Darn!

>keith

Dewey
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: Empires in Arms
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Tue, 13 Oct 1992 15:25:56 GMT

fred_s@earwax.pei.com (Fred Scott) writes:
> The Turks auto-magically regenerate at the end of the year,

Good point.  The rule to follow is:  attack the non-feudal corps first since
they can't regenerate.  If scheduling allows, always declare war or attack
the feudal corps early in the year (in January if you can afford the
foraging or supply, later if you can't).  If you're given about a year to
demolish Turkish forces, the revival of feudal corps (scattered to their
home provinces) won't matter much.

This was my plan when I was playing Russia but we scrapped the game before I
could declare war on Turkey.  Oh well.

One thing I learned in EIA:  Scheduling is key.  You should have a clear
idea of who you're going to attack, which minors to conquer, and which
allies to court in the next 12 months.

> you have some negotiation leeway with the French, but DON'T push it - even if
> the war doesn't help the French it will almost always hurt you worse.

Good point.  It can only be used as a threat.  If France actually does
invade, it's a big loss for both Spain and France.  Spain should try to
avoid a war with France if possible.

By the way, if you do surrender, try to protect your fleets during the
negotiations.  If you're forced to remove your fleets, you've lost 1/2 the
strength of Spain.  Fleets take so much time and $$$ to build that you'll be
crippled for most of the game.

[ Obligatory EIA question:  should France ever build cavalry?  French
  infantry has a 4.0 morale, the same as cavalry.  Are the extra $$$ and
  extra waiting worth it for calvary pursuit?

  My personal feeling is that if you're France, you should build Guards and
  Artillery first, infantry second and calvary third.  There's nothing like
  having a corps with full Imperial Guards, a full Artillery corps, and lots
  of infantry led by Napoleon.  Reminds me of the Death Star ("The ultimate
  power in the Universe!") ]

--
hirai@cc.swarthmore.edu (Eiji Hirai)    :     :    :   :  : :: ::: :::: :::::
Unix Geek for Swarthmore College        :     :    :   :  : :: ::: :::: :::::
Information Services, Swarthmore, PA, US.       Copyright 1992 by Eiji Hirai.
I don't speak for Swarthmore College.                    All Rights Reserved.
Newsgroups: rec.games.board
From: m1b@rayssd.ssd.ray.com (Barone)
Subject: Re: Shogun
Organization: Raytheon Submarine Signal Division, Portsmouth, RI
Date: Fri, 16 Oct 1992 23:35:42 GMT

In article <Aer5LUm00YV7E3m_YH@andrew.cmu.edu> "Jonathan T. Moore" <jmci+@andrew.cmu.edu> writes:
> 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.

	The ninja is powerful when one of the players is down to one
army.  When this happens, there is fierce bidding for first swords to
deliver the coup-de-grace.  As a result, the player who has the ninja
can disrupt the player who wants to take out the one-army player.  By
the same token, the ninja can assassinate the last daimyo if the ninja-
owning player is fortunate enough to be the first to him.  We once
played a game in which one player's last army consisted of only his
daimyo making the ninja very valuable indeed!

	As someone else mentioned, he's great for threats!  Also,
he's useful to jam up armies on the smaller islands.  If an army
is, say, in Bungo, on Kyushu and the other armies are on Honshu
and/or Shikoku, assassinating the Daimyo in Bungo prevents that
player from moving either of his other armies onto Kyushu through
Bungo.

	My question concerning the ninja is when he is used as a spy.
After you look at one player's koku allocation, are the other players
allowed to reallocate their koku?
-- 
Joe Barone
m1b@rayssd.ssd.ray.com
Gentlemen!  You can't fight in here!  This is the War Room!
From: cvadrayb@vmsb.is.csupomona.edu
Newsgroups: rec.games.board
Subject: EIA: Advanced Naval Rules?
Date: 16 Oct 92 04:19:18 GMT
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvadrayb

Me again.. I've scanned this entire newsgroup and can seem to find the
Advanced naval rules refered to on it.. I heard something about these, I
think (were they in The General or something?), but my question is:

would someone be willing to post a copy of the advanced naval rules?

I've always thought France should have a better chance of sneaking out of
port, and that a concerted English attack should be able to bust into a
port, but we've never come up with our own rules, and I only heard of the
'Advanced Rules' third or fourth hand..

By the way.. How would play-by E-mail EiA work?

Hmm..

-Kevin
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Newsgroups: rec.games.board
Subject: Re: EiA House Rules: The casus belli
Date: 16 Oct 92 13:36:21 GMT
Organization: Indiana University

In article <Bw7sM2.H2H@usenet.ucs.indiana.edu> ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>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?

Yes, I did say you'd have to drop a PP to forgive a casus belli.  You raise
a good point about forced access--how about giving the power being trespassed
upon a casus belli against the trespasser, good for the duration of the tres-
pass?  I would say "no" to allowing a DoW or awarding a casus belli for a
broken alliance.
>
>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.

Yeah, I had thought of that possibility.  I would argue that you should get 
a casus belli if there is either a "+" OR a "-" modifier.  In the case of
the "-" modifier, the assumption is that the country considers the minor in
question to be in its sphere of influence and would prefer to conquer it
itself.  This is not a strong opinion, however, and I could easily be per-
suaded otherwise after a look at the minor country control chart.

BTW, Alec, are you in the mood for another epic EiA game after your return
from sunny Italy?  I have this vague, itchy feeling -- I want to invade
somebody.





-- 
Gary Charbonneau
charbonn@silver.indiana.edu
"En avant!"
Newsgroups: rec.games.board
From: dagibbs@quantum.on.ca (David Gibbs)
Subject: Re: Fortress America?
Date: Tue, 13 Oct 92 17:41:26 GMT
Organization: Quantum Software Systems
Distribution: ont

In article <Zw8ksB6w165w@Micor.OCUnix.on.ca> alsandor@Micor.OCUnix.on.ca (Michel Boucher) writes:
>
>I have found that it has to be played with at least three players, but 
>it's really only feasible with four.  If one player plays all three 
>invading "farces", the game will definitely be imbalanced in favour of 
>the invaders.
>
>Part of the game lies in having the invaders fighting among each other as 
>well, making the invasion more difficult.  Otherwise, it's a turkey 
>shoot.

I'd like to disagree on this, I have found, with heavy play, that
in the default setup, it is slightly biased in favour of the
Americans. 

If you say differently, I would like to challenge you to a
game, I will play the US, you can play all three invaders.
It has been a while, but I expect I'll give you a tough
game.

(I am serious about the challenge, and from your address, we should
live close enough to do this, as I live in Ottawa.)

-David
(dagibbs@quantum.on.ca) (when email starts working again)
(phone: hm: (613) 731-8973; wk: (613) 591-0931 x 261)
Newsgroups: rec.games.board
From: cal@fang.att.com (Charles A. Licata)
Subject: How do you fight a Gargant!
Organization: AT&T Tax Systems Development, Maitland FL
Date: Fri, 9 Oct 1992 13:54:16 GMT

Hi,

  I am just curious if anyone out there has found a good way
to fight a Gargant using SPMAR 2nd ed rules.  We had one on
the board the other night that had 11 power shields and he
was murder.  One shot destroyed 4 devestator stands, 2 Rhinos,
and a Land Riader.  It toppled a Reaver and a Warhound with 
little difficulties and by the end of the game he still had
10 powershields left (due to some poor manuvering on my part).

  All I know is I now have a fear of this walking fortress.

Chuck
From: sclera@milori.ccit.arizona.edu
Newsgroups: rec.games.board
Subject: Re: Empires in Arms
Date: 14 Oct 92 22:15:07 GMT
Reply-To: bob@sclera.physics.arizona.edu
Distribution: world,local
Nntp-Posting-User: sclera


Now that the EIA lurkers have come to the surface, I'd like a little 
advice, the kind that's well worth the price.

A refereed 1805 campaign game is starting here soon with all 7 countries,
2 players for each one to ensure attendance.  We are wondering what you
all believe to be the optimal rules options in such a case.  Many of
you seem to have played in multiple campaigns, so any arguments for/against
certain options would be greatly appreciated.  After all, 15 people need
convincing!

Partner and myself will be going for Turkey this time.  Between us we have
lots of experience in Austria and Spain, which should tell us something
about succeeding as Turkey.  Not so.  For instance, how does one actually
find a path through the other players towards the Ottoman Empire?  What
do you do with the fleet?  It seems to me that Turks make great garrisons,
and that cities on the Med should all be maxed out.  Is this a correct
impression?  Who should we pick as friends/enemies?  I would guess that
France and Russia would be best as allies, but this depends on Spain.

Thanks.

C.S. Cornuelle
bob@sclera.physics.arizona.edu
From: keith@cco.caltech.edu (Keith Allan Schneider)
Newsgroups: rec.games.board
Subject: Re: A&A: Allies buy how many dice?
Date: 9 Oct 1992 07:33:13 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

barich@bach.udel.edu (Dewey H Barich) writes:

[stuff deleted]

>I wouldn't worry about killing the navies.  Japan can make MUCH better
>use of its navy, and you don't collect IPCs for the sea zones you
>caprture...

>Let me know what you think!  

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

Newsgroups: rec.games.board