HDTenEightyP/NetNews huggingface dataset:
From: mcclure@force.ssd.lmsc.lockheed.com
Subject: DBA and HOTT armies lists
Reply-To: mcclure@force.ssd.lmsc.lockheed.com
Organization: LMSC, Sunnyvale, California
Date: Tue, 17 Nov 92 15:16:49 GMT

Greetings.  I have a couple of questions out there that maybe some
of you wargamers can answer.  Based on WRG's De Bellis Antiquitatis,
how would you do a Slave Army of Spartacus?  Would you have 1 unit of
blades (to represent the Gladiators) and the rest warband, or have 1
blade unit, 1 auxilia (to represent some of the better trained rebels
or lesser trained gladiators), a couple of psiloi, and the rest as
warbands?  Any suggestions would be helpful.
Also, regarding WRG's Hordes of the Things, how would you do a Barsoomian
Black Pirate Army, or an army of Dray Prescot (Kregan series) that is not
the Imperial Vallian army.  It seems those rules totally ignore Prescot's
habit of having his own forces separate from Vallia.
Kent M. McClure
Auto racing afficionado and member of San
Jose IPMS chapter.
My views are what they are, like them or not.
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Tue, 17 Nov 1992 05:34:13 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: What's better: A&A or SL ?

>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?
>
>Thanks for any answers!
>
>	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

Squad leader is much more complicated.  Both can be played with 2
people, A & A handles up to 5.  Squad leader is a tactical game, some
people love it.  If that is what your friend wants, squad leader is a
great choice.  Advanced squad leader has some big fans.


Erik
---=
Newsgroups: rec.games.board
From: warren@nscf.org (L3 Warren)
Subject: Re: SFB: The Ultimate Fleet?
Organization: National Science Center Foundation
Date: Mon, 23 Nov 1992 17:36:49 GMT

$stephan@sasb (Stephan Fassmann, Software) writes:

>I need some advice on the ultimate battle fleet. 
>Limits: no conjectural ships, and generally the S8? limits on fleets-
>1 DN, 1 BCH, 1 Scout, and 9 other ships.

>Mixing races IS allowed.

>Any ideas?  Thanks.

Ultimate fleet? There probably is no such thing. It would depend on who
your opponent was flying.

The best fleets in general are the disruptor fleets. Klingons in fleets
have astounding power.

However, I'll build a mixed race fleet for the hell of it.

My first thought is to employ all-disruptor ships so that tactics can
be similar.

Build a core of Klingons, add in a Kzinti cruiser or two with extra drone
control and firing ability. Toss in a couple Neo-Tholians with web casters
to provide fire breaks and other neat stuff. Perhaps a couple of Lyrans to
increase drone defense and provide a close-in ram ability.

Say a Neo-Tholian DN, a Kzinti or Lyran BCH, 5 Klingon cruisers, 2 Kzin
cruisers, 2 Lyran cruisers.

If allowed, I'd stick with war cruisers and larger for my 9 extra. Just a
personal quirk. I don't really like flying them big or small. Just
cruiser sized.

----

Another possibility on the crunch-power side:

Hydran hellbore ships in conjunction with ISC PPDs and plasmas. A really
devastating combination.

Warren
From: keith@cco.caltech.edu (Keith Allan Schneider)
Newsgroups: rec.games.board
Subject: Re: Stratego
Date: 23 Nov 1992 01:36:31 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:

>Excerpts from netnews.rec.games.board: 22-Nov-92 Re: Stratego Alec
>Habig@bigbang.astro (1229)

>> Another tactic I like to use is to set up a fake flag somewhere where one might
>> logically put a flag.  People find the bomb wall, then mount an expidition to
>> take it, only to have their point 8 ambushed by the 7 pretending to be a flag.

>> Another setup rule of thumb - put your 9's near the back.  They are much more
>> useful in the open field of the later game (due to their large movement
>> capability).


>	Both important points.  7s make the good scouts early in the game.
>	I often have my spy with a 3 rather than the standard 2.  Not always,
>of course, but if they're expecting the peice trailing the 2 to be a
>spy, it makes them less careful arround the 3s.
>	Sometimes I have so many fake flags that I end up putting the flag
>somewhere weird.  I've actually done quite well with the flag in the
>front row next to a lake.

Of course, you don't want someone to *accidently* capture your flag...

keith

Newsgroups: rec.games.board
From: blum@medici.ils.nwu.edu (Dan Blum)
Subject: Re: Germ of a game idea: RoR vs. Junta
Reply-To: blum@ils.nwu.edu
Organization: The Institute for the Learning Sciences
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 18 Nov 1992 21:35:42 GMT

Actually, I would say that Kingmaker fits your description fairly
well, in that it captures the political spirit of the era.  It is most
certainly NOT a military simulation.

As far as other settings go - China might actually be reasonable,
although it depends on what period you choose.  Japan is probably not
workable (for one thing, the almost total lack of outside pressures).
How about feudal France?  Or Poland?  (Although that would be almost a
reductio ad absurdum.)  Granted, there was a great deal of military
conflict, but it was handled so badly for the most part that a very
simple combat system would be just fine (i.e., the military commanders
had a lot less control than did, say, Roman commanders).  Poland might
be especially interesting, with the elected kings and all.  One could
probably do a good game of this sort in an African or (Asian) Indian
setting, but I suspect that it would be more difficult to find
detailed source material.  In any case, you have lots of choices -
your description could fit just about any feudal or semi-feudal state,
with a few exceptions (England and Japan, for instance, which have
more or less the same problems from this perspective).

--
_____________________________________________________________________
Dan Blum           Institute for the Learning Sciences   Room 327
blum@ils.nwu.edu   1890 Maple Ave., Evanston, IL 60201   708-467-2306

 He thought he saw an Argument
 that proved he was the Pope;
 he looked again and found it was
 a Bar of Mottled Soap.
"A fact so dread,"
 he faintly said,
"extinguishes all hope!"
____________________________________________________________________
Newsgroups: rec.games.board
From: sau@cco.caltech.edu (Sean Alan Upchurch)
Newsgroups: rec.games.board
Subject: Re: BTECH:Re: Diff form of XL engine.
Date: 18 Nov 1992 22:54:41 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: globie.caltech.edu

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.

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
From: richard@smok.demon.co.uk (Richard Clyne)
Subject: Games that belong on every gamer's shelf... 
Distribution: world
Organization: Richard Clyne (Home System)
Date: Sat, 21 Nov 1992 20:14:37 +0000


In article <1992Nov18.184849.12621@csd.uwe.ac.uk> pm3_norr@csd.uwe.ac.uk writes:

>
>(Bob Rossney) writes:
> (Richard Clyne) writes:
>}
>}(bunch of stuff deleted, but his top 10 list includes Homus Tour and
>}Showbiz.)
>}What are Homus Tour and Showbiz?
>
>Homas Tour is the original of the game recently released in French/German 
>as Demarrage/Um Reifenbreite - cycling board game
>
>Showbiz I remember playing a few years back, but I can't remember how 
>it works.
>
>Paul
>
>
>-- 
>Remember.  A Dragon is for life.
>Not just for Hogswatchnight.
Showbiz is a game by Derek Carver, that he orginally released himself. It was
then picked up by a German company 'Hexagames' (since defunct). More recently
Avalon Hill have produced a version of it.

It is basiclly an auction game, but with the twist that all teh bids are
spent regardless of success. It works best with people you know, as you can
then better predict what they are going to do.

>
>
--
Richard Clyne
319 Violet Lane, Croydon, Surrey, CR4 4HN. Tel +44 (0)81 686 7159
richard@smok.demon.co.uk (Prefered)    rclyne@cix.compulink.co.uk
From: barich@bach.udel.edu (Dewey H Barich)
Newsgroups: rec.games.board
Subject: Re: A&A - Can the **AXIS** ever win?
Date: 17 Nov 92 06:33:40 GMT
Article-I.D.: news.BxuKw5.Evt
Organization: University of Delaware

In article <1e97t6INNp4e@uwm.edu> sackett@csd4.csd.uwm.edu (Michael Scott Zimmerman) writes:

[Description of a wonderful victory deleted :-)    ]

>Has anyone ever tried building a US Complex in there Western Asian territory.
>Then having Russia send some a couple inf to help defend it?  I know they
>can only pump out 2 units per turn, but they can afford to build 2 tanks
>every turn or maybe even some fighters and bombers to threaten Japan even
>more...maybe create a 2 front war for japan as well as Germany.  This
>way the US player can "get his feet wet" right away. This would of course
>require cooperation from the Ruskies to help defend it initially.

The only time (In 2nd edition rules) that I would build a complex in
Sinkiang is after the UK had built one in India.  In fact, I've done it.
What seemed to work best (assuming Japan was expecting this) was to, on
USSRs 1st turn, advance the Russian AA gun to Novosibirsk, as well as an
infantry or two (probably the ones in Evenk'i).  Also, bring in the
Russian armor (both of them).  Also, if you didn't attack Manchuria,
bring the armor from Yakut as well.  This gives you the 2 US infantry
and 1 to 3 USSR armor to defend the territory from 2 Japanese infantry
and (at most) 2 fighters and a bomber (only 1 fighter if you attack
Manchuria).  This is all unnecessary if the Japanese player is not
expecting this...  

Now, on Japan turn 1, he cannot take Sinkiang (and, given my premise, is
already facing a UK complex in India).  He does most likely capture
China itself.   The US, though, gets to build the complex.

On USSR turn 2, move the infantry into Sinkaing, move whatever armor out
taht you can afford (don't end up losing the territory!), and move the
AA in (I do this as Sinkiang is now more likely to see aircraft than
Russia).

I don't particularly care for this, but if/when I do it, if I plan on
building either a UK or US complex in Asia, I build both.  That will
really slow the Japanese down, but, of course, also releases some
pressure from Germany.


>Any comments greatly appreciated.

>Mike


Dewey
Newsgroups: rec.games.board
From: deej@cbnewsf.cb.att.com (david.g.lewis)
Subject: Re: EiA: Problems
Organization: AT&T
Date: Wed, 18 Nov 1992 21:58:54 GMT

In article <2938@devnull.mpd.tandem.com> bruceb@mpd.tandem.com (Bruce Burden) writes:
>	The problems I have with the game are:
>
>	GB: Large navy, tiny army.
>
>	Prussia: Lose your army, and you are sunk. Prussia doesn't have
>    the economy to replace an army devastated by surrender
>
>	Austria: A large army, good leaders, and a healthy economy. I
>    think that the Austrians have to avoid the temptation to over-expand,
>    as this will draw unwanted attention to themselves, especially if
>    France has been recently defeated.
>
>	Forage: Can't agree with this one, especially when some of the
>    really big French corps forage just like a small Russian one (or
>    better, if they don't move).

Problems?  They sound like accurate abstractions of the historical
situation.  England *had* a large navy and a tiny army.  Prussia had a
professional army and weak economy.  If Austria had attempted to expand too
drastically, it *would* have gotten unwanted attention.  France's great
strength was the policy of supplying its field armies by foraging, instead
of great bloody supply trains.

I don't know the game personally, but it sounds to me as if "remedying"
these "problems" would succeed in stripping it of historical accuracy.
From: oberland@vax.sonoma.edu
Newsgroups: rec.games.board
Subject: Re: A&A - I think the AXIS may be able to :)
Date: 21 Nov 92 08:20:29 GMT
Organization: Sonoma State University

In article <If3DD1S00VpHM6OFNM@andrew.cmu.edu>, el0g+@andrew.cmu.edu (Erik Lauer) writes:
> "Jonathan T. Moore" <jmci+@andrew.cmu.edu> writes:
> 
>>> [question from Joe]
> 
>>Well, I've usually seen Britain do the following:
> 
>>Turn 1: Don't buy anything. The reasons for this will become apparent by
>> [good advice]
> 
>>Turn 2: Buy one of the following sets of stuff:
>>
>>Set 1: All transports
>>Set 2: Aircraft carrier + as many transports as you can afford
> 
> Just a while ago, Jon said all good players buy an AC.  Maybe I have him
> converted to the all transports plan.  :-)
> 
> Gee, if Germany won't attack all transports, why whould I bother with
> the other naval units????

BUT I WILL attack transports.  That buys me until turn 4 for the Allied
invasion.  8-10 I in W Europe is tough to get around.
More(10-15 "2's")in Germany.
PLUS flak and fighters there, if any.

You make a mistake in your logic by assuming that I will not do suicide runs
to weaken or delay the Allied plans.  If I do it enough, I will allow Japan
to walk in Russia(figure Japan attack with str 90-100+ on turn 5).

I win almost all of the time playing this way, when the Russia no-attack rule 
is used.  I go defensive on Germany(sorta-still pound Russia), and since I
get as much if not more IPC's in Africa than I loose in Europe, I can do it
for a LONG time.(start loosing IPC on turn 4) Over 40IPC for the first 2-3
turns, also.
Then Japan walks in...
Works very well.

Joe
Newsgroups: rec.games.board
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Btech: Clans will win easily 
Organization: University of Illinois at Urbana
Date: Thu, 19 Nov 1992 16:07:20 GMT

james@cs.UAlberta.CA (James Borynec; AGT Researcher) writes:

>ZST@ECLX.PSU.EDU (Zachary S Tseng) writes:

>>But we CLans have this ace in the hole called orbital bombardment/ system
>>interdiction.  In a nutshell, just sail our star cruisers into a star system,
>>blow away any and every IS jumpship encountered, therefore isolate each and
>>every planet.  Then just move in and force a surrender of the planet under the
>>threat of total annihilation form Naval PPCs and naval lasers.  Game, set,
>>match.

>There you go!  I knew the clans had to win!  All they have to do is
>start acting like industrial soldiers.  If the clans stop being the
>clans, they win!  After all, look at all the honor they get by vaporizing
>a planet which refuses to surrender.  ;-)  

Well, I admit the orbital bombardment idea isn't likely. However, no one
has given a satisfactorily explanation why the Clans haven't destroyed all
the IS Jumpships. Limited to one system, the IS military could then be
honorably engaged and destroyed. *Grin* They could even make up a 
schedule. "Okay, this week we take..Robinson. Next week.." Leaving the
enemy with the ability to shift around his assets is ridiculous. 

Axly
********************************************************************************
*   Axly      *  "Is Axly tough? Yes. Talented? Yes. Brave? Oh, certainly.     *
* Red Sword   *   He is also erratic, irresponsible, accident-prone, and a     *
*   Targa     *   constant threat to public safety. The trick is to keep him   *
*             *   pointed in the right direction. "                            *
*             *         -Niki                                                  *
********************************************************************************

Newsgroups: rec.games.board,rec.games.frp.marketplace,misc.forsale
From: jlb@aal.itd.umich.edu (Jeffrey Lawrence Bailey)
Subject: FOR SALE: Space Hulk combined set
Date: Wed, 18 Nov 92 17:25:07 EST
Organization: The University of Michigan, Ann Arbor
Summary: $95, can't break up set
Distribution: usa
Originator: jlb@clapton.aal.itd.umich.edu

I have a complete Space Hulk set that needs to get out of my closet.
It includes:
  Space Hulk Basic Set
  Nightwing Expansion Set
  GeneStealer Expansion Set
  Space Hulk Campaigns Book
  a recent White Dwarf Magazine with campaign setting
I'm looking for about $90ish on this, but write me if you're interested.
I may look at some trades, but I prefer cash.  The buyer also pays ship-
ping.
-- 
Jeff Bailey, jlb@ccs.itd.umich.edu (Open 24 Hours a Day!)
Standard disclaimer - If you wanted U/M's views, you came to the wrong place. 
"The owner of the game deals and plays first." -- Nuclear War/Escalation
Newsgroups: rec.games.board
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Btech: Clans will win easily
Organization: University of Illinois at Urbana
Date: Fri, 20 Nov 1992 16:49:23 GMT

re@dcs.ed.ac.uk (Roderick Easton) writes:


>   Have you ever tried to find a jumpship that doesn't want to be found?  Not easy.
>Even if they did find them only the most devious, inhumane and dishonourable Clan
>would fire on unarmed vessels.

Well, FASA also tends to ignore the fact that honorable warriors tend to use
honor when engaging those who fight by a similar code. When faced with those
who show no honor, then the honor road cannot be followed. Such foes deserve
no honorable death, thus they may be dealt with in any manner. 
- Sir Richard de Doinder

(I asked one of the characters who plays a Knight in one of our RPG's how
he felt about the Clan honor thing. I felt it was a pretty good response.)

Axly

********************************************************************************
*   Axly      *  "Is Axly tough? Yes. Talented? Yes. Brave? Oh, certainly.     *
* Red Sword   *   He is also erratic, irresponsible, accident-prone, and a     *
*   Targa     *   constant threat to public safety. The trick is to keep him   *
*             *   pointed in the right direction. "                            *
*             *         -Niki                                                  *
********************************************************************************
From: wyattw@tekig1.pen.tek.com (Wyatt A Webb;629-1592;92-835;tekig1.pen)
Newsgroups: rec.games.board
Subject: Re: A&A Subs first attack rule question
Date: 17 Nov 92 17:49:52 GMT
	<Bxv8s6.6Ev@apollo.hp.com> <1eb3r9INN509@uwm.edu>
Organization: Tektronix - Application Software Development
In-reply-to: sackett@csd4.csd.uwm.edu's message of 17 Nov 92 15:41:29 GMT

In article <1eb3r9INN509@uwm.edu> sackett@csd4.csd.uwm.edu (Michael Scott Zimmerman) writes:

	[...]
   Now I read that you can get an unreturned sub shot EVERY round of a battle?
   I could very well be wrong in my assumptions, but I cant see having it any
   other way.  Why not just build 6-7 subs to attack a fleet then?  Who needs
   CVs and BBs?
	[...]

   Mike    sackett@csd4.csd.uwm.edu


One would not do this since subs cannot defend against aircraft.  I
often build some transports with my subs so that I get some return fire.
This often causes the attacker to use his fighters elsewhere since it's
not a free shot...

	-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	    |
=====================================================================
Newsgroups: rec.games.board
From: dave@admiral.uucp (Dave Litchman)
Subject: Re: A different form of XL engine.
Organization: The Admiral's Unix System & The Grid BBS
Date: Fri, 20 Nov 1992 03:08:17 GMT

In article <1992Nov18.075755.3059@uws.EDU.AU> roleary@st.nepean.uws.edu.au (Rocqueforte OLeary) writes:
>G'day all,
>At the request of a friend, I am posting this for him. Please
>direct all comments to m.cockinos@uws.edu.au or to the net. Any
>comments to the author would be appreicated here too tho' :-)
>
>From:m.cockinos@uws.edu.au (Matthew Cockinos)
>		
>	Wolf Dragoons/Blackwell Corporation Extra Light Engine 
> 
>Wolf's Dragoons and Blackwell Corporation are proud to present the Wolf
>Extra Light Engine. These new engines are going to give the Inner Sphere
>the edge over the Clans and there Extented weapon ranges when they start
>the push towards Terra .The engines cost 5 times as much as a normal
>engine to build because of the technology.It uses the technlogy from the
>Steiner arena on Solaris from the detonator grid which force field 
>protects people from missile and energy weapons.This has been used to 
>create a force field to compact the extra light engine into the two 
>critical spaces in the centre torso.This makes using the VRPP impossible
>to use, but the gain outweighs the disadvantages.  You also are required
>to put the field circuit into the head of the Battle Mech to keep the 
>shield running. 
>When a critical in this location is hit you have about five seconds to
>think of something fast before the engine explodes (you're in bigger
>trouble if you have disabled your ejection seat). 

<sniff, sniff> Smell that, folks? That the smell of a munchkin-mech being 
born. Let's take a closer look, shall we?

So, with this engine you get the advantage of the half-weight of a regular
XL engine, and pay these disadvantages in return:

- They cost 5 times as much as normal. Big deal. This has absolutely no effect
  on straight Battletech players. For Mechwarrior players, the effect is a bit
  more tangible, but any Merc unit that can't afford 5 XL engines is in serious
  trouble indeed.

- You can't use the VRPP with it. Well, call me old fashioned, but I think the
  equipment in 'Unbound' is a load of hooey, and should be discarded as the 
  crap it is.

- You have to use a head crit to contain the "field circuit", and if it gets
  hit, the mech is destroyed. Lemme tell ya, if you're taking crits to the head,
  your mech is not long for this world, an extra crit resulting in destruction
  won't change things much. 


And that's it? Why, that's almost like getting an XL engine for free!


-- 
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore
Newsgroups: rec.games.board
From: rbr@well.sf.ca.us (Bob Rossney)
Subject: Extinction
Organization: Whole Earth 'Lectronic Link
Date: Wed, 18 Nov 1992 16:37:30 GMT


Can someone tell me where one can find this oft-recommended game?

Thanking you in advance, I remain, yrs. etc.

Bob Rossney
rbr@well.sf.ca.us
Newsgroups: rec.games.board