HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.board
Subject: Ogre
From: jdriver@netlink.cts.com (John Driver)
Date: Fri, 16 Oct 92 19:47:07 PDT
Organization: NetLink Online Communications, San Diego CA

 
 
        Hi there.  I just purchased Ogre Deluxe Edition and would 
like to discuss Ogre with some people.  Is there an Ogre mailing 
list?
     
        In the meantime, a few questions.  Is there really any 
tactics involved in an Ogre vs. Ogre fight?  I have noticed only a 
very few, which are very dependent on the rolls of the dice.  
 
        I have also noticed that the Advanced Scenario given in the 
rulebook seems to favor the defenders.  It is very difficult to get 
an Ogre through the defender's forces if he is set up correctly.
 
        I am very interested in tactics for the Ogre.  I have only 
had the game a few days and my gaming group seem to have run into a 
wall as far as tactics go.  Using the scenarios given, most of us 
can set up the defenders so as the Ogre does not have a chance.  
But none of us are very good at getting Ogres to the command post 
through well set up defenses.  
 
        We don't own any other rules for Ogre, and most of the old 
stuff that I have heard about is out of print.  Is Ogre Miniatures 
going to cover what was in the G.E.V./Shockwave books?  I sure hope 
so, I just ordered a copy. (btw, Ogre Miniatures shipped on October 
2nd).  
 
        And, if you have any extra 
rules/modifications/vehicles/scenarios/tactics/etc for Ogre, I 
would appreciate you posting or E-mailing them.  I have a few 
supplements that I can mail to you;  none of them are very 
meaningful to me since they seem to require G.E.V. and Shockwave to 
fully understand.  I got these off of Steve Jackson's BBS.
 
LAST OF THE RED-HOT COELACANTHS         
a G.E.V scenario by Tom Warner
 
OGRE MARCH                                      
A "G.E.V" Scenario by Dave Seagraves      
 
OGRE CONSTRUCTION SET            
 
ONLINE OGRE: Formats and Meta-Rules             
 
OPTIONAL SIGHTING RULES FOR G.E.V.              
by Dave Seagraves                              
 
ARMOR!
Ogre supplementary rules - by David Searle        
 
AIRSTRIKE (second edition)
New rules for OGRE/G.E.V.
Designed by David Searle
Copyright 1988 by David Searle      
 
cya later.

--                    
INTERNET:  jdriver@netlink.cts.com (John Driver)
UUCP:   ...!ryptyde!netlink!jdriver
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115
From: webber@gbm.ocunix.on.ca ( Andrew or Patti Webber  )
Newsgroups: rec.games.board
Subject: Re: Panzer Pranks still available?
Date: Fri, 09 Oct 92 16:18:54 
Distribution: na
Organization: Games by Mail, Ottawa, Ontario

In article <1992Oct8.160922.13119@mnemosyne.cs.du.edu> 
(Michael Chance) writes: 

> Is Panzer Pranks still available?  Steve Jackson Games used to put it
> out.  Great fun - "World War II the way it actually was - in the
> movies!"  The only wargame I know of with required sound effects and
> rules for ricocheting tank rounds.
> 
> A friend saw my copy and wants his own.  Any one know if Steve still
> has it available (or did the Secret Service confiscate all the copies
> as "subversive"? 8-)
> 

I believe it was put out by Chaosium (a follow-up to Stomp!), and that
it is no longer available.
Newsgroups: rec.games.board,rec.games.pbm
From: irilyth@fenris.claremont.edu (Josh Smith)
Subject: Diplomacy games starting on the Judge
Originator: irilyth@fenris
Organization: HMC Academic Computing Services
Date: Wed, 7 Oct 1992 21:40:56 GMT

Just wanted to advertise three new moderated Diplomacy games on the Judge:

shuppan : A gunboat Youngstown game, but with white press. There have been
several gunboat no-press Youngstown games on the Judge, but this is the
first one with white press as far as I know. There are seven players signed
up already--we only need a few more to get underway!

pressure : A standard gunboat game, with white press, with partial but no
fake broadcast. Essentially a standard game, since you can direct press to
individual players, but all communication must happen through the judge as
press. I'm not sure exactly what effect this will have, which is part of why
I'm trying it out. (grin)

solo : A gunboat 1898 game, no press. There weren't any forming gunboat no-
press games so I started a moderated one, just for the hell of it. I figured
I was starting too many games using weird variants, and I'd better start a
boring one just to balance things out. (grin)

Join one, join all, but do join! If you need help using the Judge, send a
one line mail message with just the word "help" (no quotes) in the body of
the message to judge@u.washington.edu.
-- 
original text by Josh Smith    ::   Comments, questions, etc. welcomed
irilyth@fenris.claremont.edu   ::   #include <std.disclaimer>
"If you ever fall off the Sears Tower, just go real limp, because maybe you'll
look like a dummy and people will try to catch you because, hey, free dummy."
Newsgroups: rec.games.board
From: jerry@uni-paderborn.de (Gerald Siek)
Subject: Titan - what means "slugathon" ?
Reply-To: jerry@uni-paderborn.de
Organization: University of Paderborn, Germany
X-Newsreader: TIN [version 1.1 PL6]
Date: Mon, 12 Oct 1992 16:01:52 GMT

Could someone explain that word to me?   I have not found in in any dictonary

Thanks
	Jerry
--
  Gerald Siek  -  jerry@uni-paderborn.de  -  University of Paderborn, Germany
From: keith@cco.caltech.edu (Keith Allan Schneider)
Newsgroups: rec.games.board
Subject: Re: A&A House Rules
Date: 10 Oct 1992 03:35:15 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

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

>In article <1b3drkINNb6o@gap.caltech.edu> keith@cco.caltech.edu (Keith Allan Schneider) writes:
>>barich@bach.udel.edu (Dewey H Barich) writes:
>>
>>>Again, this is the rule (actually, not quite.  You can drop off units to
>>>more than one territor provided that this is non-combat AND the two
>>>territories are adjacent to the same sea zone).
>>
>>Oh?  Is this the rule?  I thought that once you dropped off a unit somewhere,
>>the transport was finished.  Hmm...

>Well, let me clarify.  In a given turn, the transport cannot move to 
>another sea zone once it has dropped off any units.  It CAN, however,
>drop to two land territories that border the SAME sea zone.  There is a
>brief mention of this in the manual (2nd edition, of course).  Sorry,
>forget what page.  I'd ba glad to check it, though.

>So, for example, let's say the German transport in the Baltic sea is
>still around on the German's first turn.  Also, we'll not have it used
>in any combat.  During non-combat, it could pick up two infantry from
>Finland and drop one in Western Europe and one in Eastern Europe.

>OK?   Sorry for the confusion.  Like I said, it's mentioned in the book,
>but only vaguely, as I recall...   In fact, I think they use a UK
>example, but it's all the same.

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.

>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?

See above.

keith


Newsgroups: rec.games.board
From: webber@gbm.ocunix.on.ca ( Andrew or Patti Webber  )
Newsgroups: rec.games.board
Subject: Napoleon @ Borodino - new game
Date: Sat, 10 Oct 92 21:01:48 EDT
Distribution: world
Organization: Games by Mail, Ottawa, Ontario

Here's another unusual item: Napoleon at Borodino, by Randy Pippus of
Fandom II here in Ottawa.

This has been a tournament game at the Cangames convention since 1986 (long
term playtesting!).  It's a variation on the Napoleon at Waterloo/SPI Quad
system.

The rules are three typewritten pages, plus a page of charts.  The map is
11x17", neatly hand-drawn and coloured.  Counters are utilitarian, in white on
red, white on green, white on purple, and purple on white, mounted on bristol
board and ready to cut (a bit thin, but acceptable -- or mount them again on
another sheet!).  Map and counters are Canon Laser Copier reproduced
(one of the wonders of modern technology!).

Overall, a fine amateur-level production.

Price of the game is $10 each.  You may be able to find a copy at your
local store.  For more information write to me at
webber@gbm.ocunix.on.ca

Andrew Webber
Newsgroups: rec.games.board
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Re: Blood Bowl: YAQ (Yet Another Question)
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Fri, 16 Oct 1992 16:31:59 GMT

In article <books.39.0@fsunuc.physics.fsu.edu> books@fsunuc.physics.fsu.edu (Roger Books) writes:
>This is not made extremely clear in the rules, some clarification would help.
>
>When is it a tackle and when is it a block?  It seams to me that the way
>everything is written it is a block if you are the team currently moveing.
>With an exception if you are doing a Heroic Tackle.  It is a tackle if
>you get someone as they go by.  This is sort of counter-intuitive.  If my
>blocker runs his 4 and wants to throw the passer to the ground shouldn't
>this be a tackle?  Of course the Passer-Blocker Ag-Ag is much better for
>the passer while St-St is much better for the blocker.

It's not really that hard.  A block is an offensive maneuver; it's intent is
to put someone down for a while.  In real football, this is when they go up
to someone and push on him.  A tackle, OTOH, is a defensive maneuver; its 
intent is to trip someone up, and get his knees on the ground while you're
touching him.  Okay, so it is counter-intuitive.  But what's the opposite of
a block?  of a tackle?  You just have to commit to memory:  Blocks are made
by moving players.  Tackles are made against moving players.

...Paul


Newsgroups: rec.games.board
From: sb380@city.ac.uk (HOLT A D)
Subject: Re: <Btech> Two Engines Question
Organization: The City University
Date:  7 Oct 92 08:13:36 GMT

s903609@minyos.xx.rmit.oz.au (ACE) writes:

>Greetings,
>	  What do people think about having two engines in a Battlemech ?
A fiddle, but one that would allow the design of a large mech (100 tons)
that was anything like competitive with a well-designed medium (50t) mech.
Weight for weight, of course, vehicles would still be much more effective
fighting machines.

IMHO

Andy
From: bruceb@mpd.tandem.com (Bruce Burden)
Newsgroups: rec.games.board
Subject: Re: EIA: How far between depots? (Rule question)
Date: 15 Oct 92 17:56:56 GMT
Organization: Tandem Computers (MPD) Austin, TX

In article <1992Oct15.133918.24613@tdb.uu.se> t89dsp@tdb.uu.se (Daniel Spahr) writes:
>
>The group I'm playing in has a rules question that is nagging us: how far apart
>should depots be from each other to define a supply chain? In the rules 
>(7.2.3.2) it says:
>
>"A 'supply chain' is a seris of *one* major power's depots that are placed no
>more than two areas apart and lead back to a supply source of that major 
>power."
>
>As I see it, "two areas apart" mean: 'area with depot - area without depot -
>area with depot', etc; that is: one area without a depot between two areas with
>depots.
>

	Correct. Every other space in the chain is empty.

>
>However in 7.4.2.1.1 it says: "...Other corps up to 3 unblocked areas away from
>a depot pay the number of areas they are away from a depot in a valid supply
>chain in money points..."
>
>It seems like corps can be 3 areas away from a supply chain to survive (without
>having to forage) wereas a depot (as I see it) can only be two steps away
>from a supply chain to be able to be part of a supply chain. Is this correct? 
>

	Correct. The corps is going to draw less from the chain than just
    keeping the chain supplied. However, you pay the penalty in $$$. For
    example, three corps three areas away from a depot pay 9 money, or 18
    in winter. Ouch! Also, remember to watch your corps limit when using
    depots...

>
>If I'm correct it seems impossible for France to ever invade Moscow. Shouldn't
>France be able to do that??
>

	The damn French army forages so well that they can get to Moscow,
    BUT won't be able to get reinforcements from the supply chain. The chain
    starts in one of the conquered minors, and *just* gets to Moscow.

	However, the damn French with their 4 movement just sit during 
    winter, and don't really worry about starving. Grrr. A *major* falicy
    in the rules, in my opinion, especially when out of their "home"
    country, ie: the French 'at start' borders.


	BTW: would somebody be willing to post a synposis of the modified
    navel rules for me and others who missed the article in the "General"?




								Bruce



-------------------------------------------------------------------------------
  Bruce Burden
  bruceb@mpd.tandem.com
  Tandem Computers Inc.
Newsgroups: rec.games.board
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: SFB anti-retrograde ?
Organization: FSU nuclear physics
Date: Thu, 15 Oct 92 17:55:28 GMT

In article <1992Oct15.144824.621@dct.ac.uk> mcsbc3maw@dct.ac.uk writes:
>
>	Does anyone out there know of a good way to defeat the
>	Federation Retrograde maneauver with a klingon force ?
>	(Year 180+)

Realisticly, you don't fight.  You leave.  There is nothing gained by
controlling empty space.  If there is a tactical target it will be in a 
system where his retrograding will give you the victory anyway.

Roger
books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.board
Subject: Re: <Btech> Two Engines Question
From: phygod72@nic.gac.edu (Phil )
Date: 8 Oct 92 10:15:03 -0600

s903609@minyos.xx.rmit.oz.au (ACE) writes:
: Greetings,
: 	  What do people think about having two engines in a Battlemech ?
: 	  A Absurd
: 	  B Ludicrous
: 	  C Innovative
: 	  D Brilliant
: 	  E All of the Above
: 
: 	  Please respond, as I would like to know what people think about the
: concept, and try yo get some feedback on how they might work. Respond how you
: want, email, post, praise, flames, etc.

Well, I think it's quite silly.  This means that you could have a 100 ton mech  
moving at 16 hexes per turn (two 400XL with MASC).  That means that your poor  
mech would get trounced in a charge - 160 points of damage - and I wouldn't be  
but scratched (max of 10 points damage, due to the silly charging rules).

*BUT*, even more important to note - if you allow it for 'mechs, then it must  
be allowed for vehicles (why not?).  This becomes quite mean - 50-ton  
hovercraft, butt-loads of light engines - XL of course - (I don't have my books  
with me now, but put a lot of them in there, since vehicles don't have to worry  
about crit spaces), and make your hovercraft move on an order of magnitude of  
100 hexes per turn.  500 points of damage in a charge (given a big map with  
plenty of room), and any mech that it hits is toast, considering the most  
damage points (armour & IS) is 44*.  

It's just silly, that's all...

Phil
From: hcobb@fly2.berkeley.edu (Henry J. Cobb)
Newsgroups: rec.games.board
Subject: Re: SFB anti-retrograde ?
Date: 15 Oct 92 21:38:44
Organization: /rubin/hcobb/.organization
NNTP-Posting-Host: fly2.berkeley.edu
In-reply-to: books@fsunuc.physics.fsu.edu's message of Thu, 15 Oct 92 17:55:28 GMT


	Jump the range-15 disruptor ramp, If he's running away, he won't
get to pick a range.

	I'm MUCH more afraid of the Oblique-30, where the Freds show up for
a single impulse every other turn at range-30 and kill something.  You will
never see a shield you dink again.

--
	Henry J. Cobb	hcobb@fly2.berkeley.edu	SFB Tyrant
		"What's the frequency Kenneth?"
Newsgroups: rec.games.board
From: abick@sebastian.carleton.ca (Alan Bick)
Subject: URGENT HELP NEEDED ON JUDGE (PLEASE READ!!!)
Organization: Carleton University
Date: Sat, 17 Oct 1992 01:52:55 GMT

I'm not sure who is responsible for JUDGE so I thought I'd post it here so
someone can tell me who to email or better still, that person will read
this and correct the problem.

The problem is that I am/was Germany in the JUDGE game 'cow'. Atleast I
was until this afternoon. I don't know what happened becuase I never quit
the game and I had my build orders in well before the deadline! I got a
message saying that Russia and Italy were abandoned but never that I was
in any trouble! In fact, I signed on this morning and my orders were still
there.

I still want to play Germany and want to know what happened! I was given
no notice that anything like this was going to happen. If anyone can tell
me who to email I really appreciate it. Speed is important as the next
moves will be due soon and I want to re-establish my control over Germany
with all other players.

Sincerely,

Alan Bick
The REAL Kaisser of Germany (in cow that is)
From: kendrick+@CMU.EDU (Kendrick Kerwin Chua)
Newsgroups: rec.games.board
Subject: Re: SHOCKWAVE/OGRE
Date: 13 Oct 92 21:39:06 GMT
	<rreed.1v9q@terapin.com>
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA

If you are really interested in getting a new copy of Shockwave (which
is not included in the new Ogre/GEV small box), there's a store in
Jacksonville, Florida called Xeno's that has a distributor that can get
a hold of the old Shockwave stuff, as well as Battlesuit.  It is
extremely out of print, but is well worth the trouble to get because it
adds a wealth of complexity to Ogre or GEV.  They unfortunately cannot
get ahold of the OGRE reinforcement pack, something I have sought in
vain.

As to what you are missing, missiles can get to any place on any map of
any size (provided they don't get shot down first by proximate tanks)
and totally obliterate an extire hex and everything in it, not to
mention attacks of various degrees on all counters near that hex.  Also
there were rules for individual buildings (which suffer structural point
losses), "marine" infantry (that travel in the water and are worth 2x
normal infantry), hovertrucks, and laser towers (for shooting down
missiles and blowing tanks away at close range).  THis is by no means a
complete rules description; get the supplement.

Tom, do you (or anyone else) know of any way to get a hold of the OGRE
Reinforcement Pack, preferably several copies?  I am trying to complete
a copy of Ogre stuff (I have a copy of all versions of OGRE, GEV, and a
few Shockwaves as well, but to Reinforcement pack . . .)

Thanks in advance


Kendrick Kerwin Chua

kc3u+@andrew.cmu.edu    or
kendrick+@CMU.EDU

Cthulhu for President, 1992!
From: bonar@math.rutgers.edu (Doug Bonar)
Newsgroups: rec.games.board
Subject: Re: Pbem games, EIA (was: EIA Naval Rules)
Date: 8 Oct 92 01:08:16 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

I love the idea.  

EIA is definitely one of the best games I've played, but just like you
I've never been through the whole campaigne game.  In part, people
who are doing poorly get too discouraged stop making time for the
game.  Besides, at the rate of play of my last group, we figured it
would take us a semester worth of 1 full day/weekend, and we just
didn't think we could all keep it up.

Most of game seems straight forward to convert to PBeM with a server.
Sequencial movement inside a phase might be a little slow.  With a
server program though, you could say that as each country's turn came
up, they would have to respond within 1 day or the game would move on.
At least that would keep each phase of the turn at under a week.

Naval interception would be a problem.  

Something that would be really nice, but that wouldn't be too hard
would be a way to get from  the server not only a graphic of the
map-board, but also a graphic of the board with pieces.  That way
people 
wouldn't feel like they had to leave a board set up all the time.

Doug
bonar@math.rutgers.edu
Newsgroups: rec.games.board
From: drh@unccsun.uncc.edu (drew hartman)
Subject: A&A Russia' Army Placement Card
Reply-To: drh@unccsun.uncc.edu (drew hartman)
Organization: University of NC at Charlotte
Date: Mon, 12 Oct 1992 15:42:24 GMT


Ok, After all this talk of A&A on the Net, I thought I would go home and
get my games and bring it back to school.  However, upon opening my box
I notice that my little brother, who like to play with all the pieces,
managed to lose my Russian Army placement Card.  Could some person
email me listing of the Card.  Thanks.

Drew Hartman
drh@mosaic.uncc.edu
Newsgroups: rec.games.board
From: seurer@rchland.vnet.ibm.com (Bill Seurer)
Subject: Re: T$R Auction Payout From Gencon/Origins
Date: Wed, 07 Oct 1992 20:55:02 GMT
Distribution: na
Reply-To: BillSeurer@vnet.ibm.com
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester

I received my check last week and didn't have to call.  What was your
auction number?  Mine was 2221 (or something like that).  They were handling
low numbers (in the hundreds) at the auction so if they got to yours there
that might have caused the confusion.

3 weeks?  Heh.  Sort of like a couple years ago when a friend called about
the prereg packages and they were "waiting on the shipping dock to be
mailed".  They gathered a lot of dust between then and two months later (or
was it three?) when they finally arrived.
-- 

- Bill Seurer     Language and Compiler Development      IBM Rochester, MN
  Internet: BillSeurer@vnet.ibm.com    America On-Line: BillSeurer@aol.com
Newsgroups: rec.games.board
Subject: A&A - Tricky bomber strategy.
From: josh@gacvx2.gac.edu
Date: 10 Oct 92 12:40:38 -0600
Organization: Gustavus Adolphus College, St. Peter, Minnesota

More on the tricky bomber stragegy:

A close examination of the rules will reveal that all the countries combined
can only purchase a total of 4 Industrial Complexes and 3 AA guns.  So if you
are playing  the Allies and love to buy bombers consider this.  Wait until
japan buys a factory (or two), then have the USA buy 2 AA guns (move 2 to
Eastern and Western Canada during non-combat and place in Eastern and Western
USA).  Then USSR purchases the last IC or UK can do it if you can move the AA
gun that starts the game in UK onto a transport hopefully unloading it in say
Norway.  When it's Japan's turn there are no AA guns left to buy.

The Allies simply station there bombers in Russia and fly out to bomb the
unprotected factory Japan placed in Manchuria/Burma/India.  However, if Japan
only purchased one factory he/she (just an aside - I sure wish more females
found A&A as interesting as I do.  I have probabely played against 100 people
and maybe 3 were female).  As I was saying, Japan could transport the AAgun
from Japan to the unprotected factory.  This would mean the Allies would have
to base there bombers in Yakut so that they could reach Japan.  I suppose if
you knew that your opponent always bought 2 or 3 factories  and never bought
AAguns until there were bombers in range of them, you could wait until he had
purchased the second one then buy up all the AA guns and station in Russia.

This stragegy would work best against a sit-back-and-buy-infantry Germany, 
allowing Russia to send a few more units out to fight Japan.

This is probably not the best Allied strategy but it can be fun especially when
the Japanese player realizes that you get free bombing runs at him each and
every round.  And with the chance of heavy bombers lurking out there....

						Josh 
Newsgroups: rec.games.board