HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.board
Date: Tue, 17 Nov 1992 22:08:48 -0500 
From: John Lerchey <jl4l+@andrew.cmu.edu>
Subject: Corps Commander?

Hi gang!

Has anyone played Corps Commander by OMG (Bruce Rae-Taylor)?  I picked
up a copy of the Modern version and CANNOT figure out the direct fire
resolution.  The steps make sense, and I can walk through it, but the
examples are showing that either I'm an idiot or the authors were doing
serious drugs when the wrote them up.  Basically, in section 4.11 on
page 13, there are about 8 examples of how fire works.  I stepped
through the group involving a group of M-60s and a group of T-72s.  

Example 1 has the M-60s firing on the T-72s:  

If I do the first shots WRONG and add the Unit Strength to Final Fire
Value, it works.  Otherwise it's off.

If I do the second example WRONG by going to the top of the chart in the
final step instead of cross referencing with the Fire Strength it works.
 Otherwise it's off.

I couldn't F*** UP bad enough to make the rest of the direct fire
examples work AT ALL.

Anyone know how this system is supposed to work?

Thanks in advance!

John Lerchey
Carnegie Mellon University

lerchey+@cmu.edu

"My opinion is worth about what you've paid for it!"


Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: EIA: Nutshell News "Words of Wisdom"
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Sun, 15 Nov 1992 20:24:12 GMT

Yeah, it'd be fine for the middle ranges of Strategic ratings, then you would
end up getting away but taking some casualties.  And the Big Boy could abuse it
too much.  A bigger worry would be the bad (1 & 2) rated commanders.  Now
sometimes an army unfortunate enough to be commanded by these guys might
escape, but with this mod they'd be dead meat in a hurry.  Well, maybe this is
what _should_ happen.

Historically, I would guess that a withdraw means that the commander managed to
avoid combat entirely.  Once an army was engaged, it could not get away without
major losses.  Thus, all or nothing might be the way to go.

A house rule we use for withdrawls : if the attacker picks an escalated
assault, the withdrawl roll becomes one harder (the attackers going balls to
the wall to catch the defenders).  Of course, if you think that they're going
to escape, and pick E.A., but the defender "defends", then he's suckered you
into a good trap.

	Alec
Newsgroups: rec.games.board
From: jchunko@magnus.acs.ohio-state.edu (Jeffrey Chunko)
Subject: Re: EiA: Problems
Organization: The Ohio State University
Date: Wed, 18 Nov 1992 07:49:02 GMT

In article <1992Nov17.225522.27988@cis.ohio-state.edu> farrell@second.cis.ohio-state.edu (christopher k farrell) writes:
>	Well, let me briefly defend Jean as Austria (but, I'm afraid, only
>briefly).  He was angered because Russia refused to jump on the bandwagon and 
>attack France (preferably by sending troops to defend Austria).  I can see
> how having a fairly strong Russia who isn't willing to help would be a 
> drag, but in defence of Russia I see relatively little reason to jump
> into the war since Austria didn't make any offers, for Poland or otherwise.

I really can't comment on this, since I wasn't privy to any discussions
the between Jean and Richard.  I was _quite_ bloodied from the war in 
Prussia. But still stronger than Austria I would think.  

But I think Russia had to look to the long term.  Once Austria and France
realized how two great tastes taste great together,  it was inevitable
they would ally.  IF he had helped Jean, he'd have a nice debt to milk
for the rest of the game.  But that's not really Richards style I guess.

>case.  After all, when viewed in conventional terms, if you are Austria and
>you have all of Italy (including the Kingdom of Italy), with no real
>threat of loosing it, and by far the strongest nation backing you and keeping
>you relatively safe, how can you possibly be doing worse than if you 
>surrendered?  But if France is streaking to a win even faster, you most
>certainly are!

But what were his alternatives, Chris.  Right now, he's probly in second
place.  If he'd have fought me alone he'd be last.  I think he's done a
fine job.  The rest of you needed to make it worth his while to fight me.


>	I'm thinking the 1792 variant might be a lot more interesting, since
>France and Britain are much weaker and the nations are, in general, closer in
>strength.

I'm willing to try it Chris, as soon as I finish reading these damn rules.
I suspect that a restart would go over well with everyone but possibly
Turkey (since he hasn't gotten to fight a real war yet. :)


j
Newsgroups: rec.games.board
From: hamaguch@uhunix.uhcc.Hawaii.Edu (Ron Hamaguchi)
Subject: Re: What's better: A&A or SL ?
Organization: University of Hawaii
Date: Fri, 20 Nov 1992 11:58:38 GMT

In article <1e7u5kINNolv@uni-paderborn.de> jerry@uni-paderborn.de writes:
>Hi all!
>
>A friend of mine wants to buy a wargame and cannot decide whether to buy
>Axis'n'Allies or Squad Leader.   He has not played either of them (nor
>have I) so asks what you recommend.   How long do the games take, how many
>player do you need and how complex are the rules?
>

IMHO, if you want a game that is easy to learn but gets boring very very
quickly, get Axis and Allies.  But, on the other hand, a game that is very
difficult to learn because of the new twists that can be added to the game
with differing scenarios get Squad Leader.  

The games of A&A are short prolly 2 hours at best, while games of Squad 
Leader for my friends and I have been known to take about 4 or 5.

A&A can have anywhere from 2 to 5 players each running either, Russia,
U.S.A., Japan, Germany, or Great Britain. The rules are very easy to learn.

SL can have either 2 or 3 players I believe.  players either run U.S., German,
or Soviet troops. Rules are very complex.
hope this helps.

>Thanks for any answers!

no problem.


>	Jerry
>
>P.S.:  I hope I have not offended anyone with this question as these games
>       might be entirely different and not comparable.  Forgive me - I really
>       have not played them.
>--
>  Gerald Siek  -  jerry@uni-paderborn.de  -  University of Paderborn, Germany

+----------------------------------+------------------------------------------+
| Ron Hamaguchi                    |One of the 50th's States' Little Known but|
| hamaguch@uhunix.uhcc.hawaii.edu  |Loyal Lovely Angels Fans.                 |
+----------------------------------+------------------------------------------+
|  WWWA    We'll Solve Any Problem For You, And We'll Send You Our Best!      |
|          Yuri And Kei Are On Their Way!!!                                   |
+-----------------------------------------------------------------------------+
Newsgroups: rec.games.board
Date: Mon, 16 Nov 92 15:43:16 MST
Newsgroups: rec.games.board
From: $stephan@sasb (Stephan Fassmann, Software)
Subject: SFB: Playtesting Needed
Keywords: sfb, playtest
Organization: BYU

Steven Petrick is in dire need of playtested scenarios to complete Module S2.
So if you have Modules P1-P4 Petrick needs these scenarios playtested and 
reports sent to him.

Module P1: SL47.0, SL77.0, SP64.0, SP1352.0, SL32.0

Module P2: SP509.0, SP1062.0, SP270.0, TP8S1.0, TP8S2.0, TP8S3.0

Module P3: SP66.0, SP233.0, SP278.0, SP329.0, SP336.0, SP344.0, SP1291.0

Module P4: SP1064.0, SP374.0, SP510.0, SP0864.0, SH28.0

Send these reports as specifed in the P modules to ADB. If you want you could
EMail me your reports and I will upload them to GEnie. And if you have a 
scenarios that have made up Petrick wants them too, it's better to have 
tried them yourself a few times as well, so most of the bugs have been 
worked out. They have about 200+ scenarios on file but they need 
playtesting, new ones are best if they have been tried. 

Anything to help the best game out there.

_____________________________________________________________________
|Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|The Random Acts of Kindness will Continue until Morale Deteriorates|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: rec.games.board
From: kbos@carina.unm.edu (Kurt "Some Guy" Bose)
Subject: Re: Republic of Rome Wars...
Date: Mon, 23 Nov 92 18:13:40 GMT
Organization: University of New Mexico, Albuquerque

In article <w6319j_@rpi.edu> woodc@aix.rpi.edu (Christopher A. Wood) writes:
>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. 
>>
>>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).
>>
>  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.  
>
No, because that influence _didn't_ fade.  I think you're probably thinking
too much in terms of American politics, or at the very least, modern politics.
The Late Republic is the most obvious example of the importance of military
leadership, and the dangers that can result from a strong military leader, but
the idea is there from the beginning.  

The importance of the military aspect of the game is, perhaps, more understood
by looking at Dr. Berthold's view of the Republic, which centers in part 
around the procession of wars in the history of the Republic.  Again, it is
important to note that this is an accurate reflection of the political 
situation in Rome from the First Punic War on towards the fall of the Republic.

Now, in game terms, the problem might be that the other players (the
"politicians") might not be opposing the General in question to as great a 
degree as is necessary.  It is true that a general can quickly earn enough
influence to win the game outright.  It is, in fact, one of Berthold's points 
that the military reforms put forth by Marius changed the way the game was
played significantly.  You really need to watch the Generals carefully to keep
them in line...just as in real life.


-- 
Kurt Bose (as in Daisy, not Rose) * kbos@carina.unm.edu * Make outs, not walks!
TONIGHT-In "Ryecatcher", Holden Caulfield foils a plot to turn his old prep
school into a right-wing military acadamy run by Neo-Nazis. 8PM(7PM C/M) Ch. 7
                                                        -The Book of Sequels...
From: brendan@cs.uq.oz.au (Brendan Mahony)
Newsgroups: rec.games.board
Subject: Re: EiA: Problems
Date: 19 Nov 92 04:21:13 GMT
Reply-To: brendan@cs.uq.oz.au

In <1992Nov18.073306.18869@magnus.acs.ohio-state.edu> jchunko@magnus.acs.ohio-state.edu (Jeffrey Chunko) writes:

[Combined attacks]

-I really do want to know the answer to this, it will be important in our game
-and it will happen _soon_.  Anyone? Prussia and France are in an enforced
-peace... Would it matter if they were just not at war?

Read 7.3.8, it really isn't all that hard to follow.
--
When soldiers form lines or hollow squares, you call it reason.
When wild geese in flight take the form of a letter V, you say instinct.
When the homogeneous atoms of a mineral arrange themselves into shapes
mathematically perfect you have nothing to say. You have not even invented a name to conceal your heroic unreason."
Organization: Arizona State University
Date: Monday, 16 Nov 1992 14:17:34 MST
From: <ICECW@ASUACAD.BITNET>
Newsgroups: rec.games.board
Subject: Re: Games that belong on every gamer's shelf...
Distribution: na

In article <1992Nov12.012510.11984@sol.UVic.CA>, rleroux1@sol.UVic.CA (Roger
Leroux) says:
>
>
>If you could keep only 10 games on your shelf, what would you pick?
>

Here's my 10--in no particular order!
1)Advanced Squad Leader Rulebook and one module (Beyond Valor)
2)Spacehulk  (I love killing stealers!)
3)Axis and Allies
4)Shogun
5)Wiz_War
6)Warhammer Fantasy Battle
7)Titan
8)Runequest (OLD RQ in Pavis or the Rubble!)
And two sleepers i especially enjoy:
9)SPI's Barbarian King
10)Wotan Games Sorceror King

That covers the spectrum for me!
From: jtisdel@digi.lonestar.org (J. Michael Tisdel)
Newsgroups: rec.games.board
Subject: Re: Eastern Front Poll
Date: 20 Nov 92 13:27:18 GMT
Organization: DSC Communications Corp, Plano, TX

In article <1eh6e4INNj25@crcnis1.unl.edu> ksoutor@unlinfo.unl.edu (kevin soutor) writes:
>To all grognards:
>
>What is your favorite game dealing with the Eastern Front during
>World War II?  I would like a short review/synopsis; I want to
>build my meager collection.
>
>Thanks!

My suggestions are:

(1) Advanced Squad Leader.  This is a game covering small unit tactics in
    all theaters of World War II.  It does have a lot for the Eastern Front.
    The most obvious is "Red Barricades" a large campaign for the Barkady
    factory complex in Stalingrad.  For ASL Eastern Front, you the minimum
    you would need would be:
	o The ASL Rulebook (seperate from every other piece)
	o Beyond Valor (the German and Soviet OBs)
    Other parts that might interest you are:
	o Partisan (Axis Minors such as Rumanians)
        o Red Barricades (Stalingrad!)
	o Streets of Fire (minature scale city fights in the east)
    Now the draw back is, of course the price and the amount of rules to 
    read.

(2) Squad Leader.  The  precursor of ASL; not necessarily a less complex
    game.  It covers both eastern and western fronts at a tactical level.

(3) Sniper.  SPI's (now TSR's) answer to Squad Leader.

(4) War in the East.  SPI's old eastern front monster game.  This one is
    a strategic level game with division-sized units.  Not for everyone.
    Works very smoothly with War in the West for (ta-da) War in Europe.

(5) Fire in the East/Scortched Earth. The basis for the Europa system.  Much
    like War in the East in size and flavor.

Hope this helps.

-- 
-----------------------------------\\\\\\\\\\\\\---------------------------
J. Michael Tisdel                   \\\\\\\\\\\\\ jtisdel@digi.lonestar.org
DSC Communications Corporation       \\\\\\\\\\\\\   ...!uunet!digi!jtisdel
1000 Coit Rd, MS 120, Plano Tx 75075  \\\\\\\\\\\\\        jmtisdel@aol.com
Newsgroups: rec.games.board
From: rhame@ctp.com (Rich Hamel)
Subject: SFB opponents in Boston Area
Organization: Cambridge Technology Partners
Date: Thu, 19 Nov 1992 15:22:23 GMT

     Hi folks,

        Is there anyone looking for opponents for SFB in the Boston
area? Or, better still, is there anyone who has the SFB player listing
for the Boston area that ADB has? I've got a couple of regular opponents,
but would like to play others to see some new tactics, etc. Please reply
directly to me.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
!  Rich Hamel                      !                                       !
!  Cambridge Technology Partners   !  Asps?!! VERY Dangerous... You go     !
!  304 Vassar St.                  !  first!                               !
!  Cambridge, MA 02139             !                                       !
!  (617)-233-8266                  !  OK, Blue Jays, lets play ball!!      !
!  rhame@ctp.com                   !                                       !
!                                  !  Toronto Blue Jays, 1992 Champions    !
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
From: taia_a@kosmos.wcc.govt.nz
Newsgroups: rec.games.board
Subject: BTECH: Comstar meks :(
Date: 23 Nov 1992 02:09:14 GMT
Organization: Wellington City Council (Public Access), Wgtn, Nz
Reply-To: taia_a@kosmos.wcc.govt.nz
NNTP-Posting-Host: kosmos.wcc.govt.nz


 Looking through the Comstar I spotted a few errors, ok a lot of them :(
Seems that Stephane wasn't able to help fix these ailing Comstar designs.
With meks like these no wonder the IS is losing :(

Nexus 25Tons
 Jump Jets? What are they? Opps, I forgot to put them in! STUPID!

????? 50Tons
 Forgot the name, but it looks like it needs a weight gain program.
Looked underweight :( and those wonderful rear mounted jump jets :)

Grand Crusader 80Tons
 Illegal armour placement. Too much armour on the arms, torsos etc.
Wonderful rear mounted LRM-20s a must for your mek...NOT! and those
incredible 320XLs that weigh only a mere 8 tons. WOW! Send in the
troops to found out how they did it!

 And those troop uniforms! They look like a cross between the Silvan
Elves, The Klu Kluk Klan and the Lone Ranger. I apoligise for any
comparisons, but that what they reminded me of! :)

 This sourcebook is so good that I'm gonna order it from the states
and wait six months for it! A must for the collector eg me! Else just
ignore it! Reminds me of the Wolf Dragoons sourcebook, that I NEVER read!

 So far I haven't liked any of the mek designs that Blaine Pardoe has made.
He really needs to read the design rules and play the game a bit! Let him
design stupid Clan meks or ICE meks or something else with no value.

This has been....
 Tony Taia
  TAIA_A@kosmos.wcc.govt.nz
*Boo Ho! Another so-so Btek product :(* The FA$A gremlins claim victory!
From: 91vanderkolk@gw.wmich.edu
Newsgroups: rec.games.board
Subject: Re: BTECH:Re: Diff form of XL engine.
Date: 18 Nov 92 22:15:32 EST
Organization: Western Michigan University

In article <1eehjhINN9m1@gap.caltech.edu>, sau@cco.caltech.edu (Sean Alan Upchurch) writes:
> 91vanderkolk@gw.wmich.edu writes:
> 
>>could do this: Roll 3d6, that's the number of missles that are prematurely
>>detonated adn don't affect the mech. The field builds 2 heat plus one heat for
>                                                               ^^^^^^^^^^^^^^^^^
>>every missle shot down. If the generators are hit the mech takes a 5pt ammo
>  ^^^^^^^^^^^^^^^^^^^^^^
>>explosion. The generator weighs 3 tons and has a critical in each location.
> 
>>Ideas? Comments? Flames?
> 
> Just one very major comment: Go ahead and design a Mech with this unit and
> I'll take an Archer.  You'll shut down every time.  Note that the "common"
> result of a 3d6 is 12.  Sure you'll effectively absorb an LRM20 shot, but
> the 14 heat PLUS whatever you're firing will shut you down.
      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
14 heat is just about the same as an ERPPC ever heard of heat sinks? If you
tone down the heat you lose the balance vs. the effect.
> 
> You'll have to tone down the heat to get this idea practical.  My 2 cts, but
> I`m sure I'm not the only opinion out here.
> 
> Sean A Upchurch
> sau@juliet.caltech.edu
 
John
"How do we defeat those Clan warships???? Easy, dropships with Thermonuclear
warheads that crash into the ships and then detonate. What about the pilots?
Oh, I hadn't thought about that."
Newsgroups: rec.games.board
Date: Mon, 23 Nov 92 15:46:14 MST
Newsgroups: rec.games.board
From: $stephan@sasb (Stephan Fassmann, Software)
Subject: Re: SFB: The Ultimate Fleet?
Organization: BYU

I think I encountered the nastiest Fed fleet ever. 
DNG, NCA, BCV, CVB, NVS, 3xNAC, 3xDWA, with F14c's, F15c's, and F18c's.
30 photons, watch that C8 get crunched at range 20, 38 drone racks & 264 
drone rails & 11 ScatterPacks & 4 MRS watch all those klingons weasel. 39 
Gatling phasers watch all those klingons explode, that's not even counting 
Ph-1's. It's not that I didn't hurt him but three turns is not enough time 
to saber dance effectively. Scatterpacks get real interesting when you 
scatterpack the fighters at the same time. Now that was not something I have 
ever thought of before.
I want to try this again anyone want to make a Klingon or Romulan or mixed
fleet to deal with this. I could come up with something but this was too 
nasty to deal think about at this time. 
3000 BPV historical ships. No scouts
And I thought *I* could put out a lot of drones with 2xD7D's and 2xD5D's
and a D5P with G1's.
thanks
_____________________________________________________________________
|Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|The Random Acts of Kindness will Continue until Morale Deteriorates|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: kurtg@yang.earlham.edu (Son of Scribbler)
Newsgroups: rec.games.board
Subject: Re: Talisman-Question
Date: 22 Nov 92 17:25:50 GMT
Organization: Earlham College, Richmond, Indiana

In article <By0xnG.9to@uxa.ecn.bgu.edu>, mujel@uxa.ecn.bgu.edu (Ranger) writes:
> When using the cards that replace the Crown of Command, and someone
> gets there and draws the Belt of Hercules, what happens if someone else
> lands there?  Here is the problem we had: According to the description
> of the belt, the player wears it and teleports into combat.  Is the card
> removed from the board and given to the player (does the belt teleport
> with that player), and if so, does the next person to arrive at the
> Crown deck draw the next card and use it?

There is only one end for any one game. You don't draw another card, the lone
belt goes with the person who got there first, the only way the new player can
get it is to kill the one who has it now. The concept of the cards is that you
get to a "cave"(or some other appropriate area) and the card you pull is what's
in the cave. It changes between games but there's only one item per game.
Though what you're asking about could be an interesting varient. B-)

-- 
Kurt Grossman
KurtG@earlham.bitnet
KurtG@yang.earlham.edu

I do not know myself, and God forbid that I should.
		-- Johann Wolfgang von Goethe

"Someone got stranded in no man's land, dancing in the spotlight
 To the sound of clapping hands, nobody knows who's side he was on,
 It's a risk that you take in no man's land, nobody knows what made him decide,
 To run for freedom and to certain suicide, when they turn off the guns
 And his fingers uncurl, he's clutching a photograph of a berlin party girl..."
From: kgnome@cs.concordia.ca (MATIS stephane)
Newsgroups: rec.games.board
Subject: Re: BT: SEGA game
Date: 18 Nov 92 15:53:24 GMT
Organization: Computer Science, Concordia University, Montreal, Quebec

> 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

The Sega cart is a Japanease cart that is going through translation
right now. At Gencon92, they were demonstrating it at the MechForce
booth. It's a shoot-em-up of grand proportions. The US version was still
buggy. I have no idea when it's going to be out, but before Christmass
is a sure bet.

+-----------------------------------------------------------------------------+
| Stephane I. Matis |  E-Mail : kgnome@cs.concordia.ca  | Viva NeXTSTEP 3.0 ! |
|.............................................................................|
|------------ bla bla Mecha*Press bla bla Dream Pod 9 blabla FASA ------------|
| BATTLETECH ----------------------------------------------------- NeXThead ! |
|------------ aka : Major Adrian Hammerhand, WolfNet Intelligence ------------|
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