HDTenEightyP/NetNews huggingface dataset:
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Newsgroups: rec.games.board
Subject: Re: BTECH: two questions on targetting and leg destruction, and a design
Keywords: multiple targets, leg destruction
Date: 5 Nov 92 16:28:53 GMT
Article-I.D.: news.Bx94G7.8K3
Organization: University of Illinois at Urbana

rfvhout@cs.vu.nl (Houten van RF) writes:

>My first question: if you target hexes iso Mechs, do you still
>get the +1 penalty for targetting when you target multiple hexes?
>I haven't been able to find an answer, but I feel that targetting
>an immobile hex shouldn't give you a penalty.

I would say offhand that the secondary target would still apply.
Still, -3 isn't that bad. +1 is for all secondary targets, not
cumulative.

>But my question is: if after loosing a leg a Mech automatically
>falls, and if a legless Mech has 1 MP, and getting up costs
>2 MP, how does he get up? You can't run with one leg, and even if
>a Mech has jumpjets, I doubt he could use them lying down.

No, you can't use jumpjets after you've fallen or laid down. That's
in the 3050 Rules clarification.                                
I'm not sure on whether the 'Mech automatically falls if he loses
a leg, or if he just has to make a ridiculously good piloting roll.
If that's the case, then you could have a standing 'Mech with one
leg. If it does fall automatically, I'd say he can't get up due to
1) Lack of movement points and 2) No way to push yourself up.

>Type:PLC-DIN Diana
>                    Internal             Armor
>                    Structure            Value
>Head:                  3                   9
>Center Torso:         29               29/28
>Rt/Lt Torso:          19               20/18
>Rt/Lt Arm:            15                  30
>Rt/Lt Leg             19                  30

>Triple Strength Myomer                                0       6

Great idea. This 'Mech would be great for denying Clans easy movement 
around the board. Even firing direct fire, it would probably get enough
hits to do some good damage, while getting a lot better spread than
you would with LRM 20's. The Thunder loads wouldn't affect the combat
effectiveness as you could use the 2 RT tons as Thunders, and the 5 tons
on the LT for combat (Swarms would fit in there nicely.) 

The armor on the rear torso's is a little heavier than I like. You might
be better off moving some of it to the legs and front R/L torso, especially
since you are running an XL.

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
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: More Questions re: MechWar v1.2
Organization: Student Pool, CSD, University of Erlangen, Germany
Date: Mon, 9 Nov 1992 16:22:29 GMT

Hi again!

Look, I've just taken out a lot of bugs (now the Ammo WILL blow
your Mech into tiny pieces, for example) and have added a GUI for
MechWar, GroundDesign and ConflictDesign.

I'm now planning to add LOTS of things, which will mean completely
rewriting a large part, new (incompatible) data structures, and so
on.

The question is: I hate releasing lots of in-between versions.
Should I release v1.1 now, and v1.2 in a month or so? Or would
you guys rather wait that month out?

Changes in v1.1: SRM-2 now fires Infernos
                 Ammo Explosions work
                 Engines can explode (ouch)
                 Can't shoot anymore if ammo is destroyed :)
                 TAG now works properly
                 GUI
                 Victory screen works
                 No longer crashes if two Mechs on the border
                  shoot at each other.
                 Gauss Ammo doesn't blow up anymore
                 Tar only takes 1 MP

Planned changes for v1.2 are too long to list, but they include
proper Maps (woods on mountains, fe), vehicles, infantry, computer
opponents, and still no real Gauss Guns, XL Engines, Double Heat
Sinks and other Munchkin^H^H^H^H^H^H^H^H3055 Tech.

Please keep up the feedback, I'm incorporating most of the ideas into
v1.2...
Note that v1.2 won't include Modem|Network play yet, and also no
3055 (no use asking me for it till it's out :)

To repeat an earlier, VERY important question: how many of you do
use RAM disks/Disk Caches? If I keep all sprites on disk, would
it slow the whole thing down too much?

Ciao,
Klaus
---
Klaus Breuer, Rudelsweiher Str. 6b, 8520 Erlangen, Germany
** "Geez, I need a _reason_ for everything?" --Calvin 
** "Should I or shouldn't I? -- Too late, I did!" --Hobbes
Newsgroups: rec.games.board
Subject: EIA Naval and Looking for WIE
From: cvadrayb@vmsb.is.csupomona.edu
Date: 4 Nov 92 22:25:36 PST
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvadrayb

Howdy all.. a few things here:

1)    Since no body ever posted the advanced naval rules (if I missed them, let
me know!), could someone give me a clue as to the General issue they can be
found int?

2)    Anyone out there ever play the massive board game War in Europe? I played
a friend the first few years of the war last year in Germany, but am now half
way accross the globe and looking for my own copy. I understand it is out of
print, but does anyone out there have an edition they would be willing to sell?

Thats all..

-Kevin

Newsgroups: rec.games.board
From: jgould@adobe.com (Jim Gould)
Newsgroups: rec.games.board
Subject: Re: Games that belong on every gamer's bookshelf
Date: 13 Nov 92 15:53:35 GMT
Article-I.D.: macd316.jgould-131192075046
Followup-To: rec.games.board
Distribution: usa
Organization: Adobe

In article <1992Nov13.052949.1@vax.sonoma.edu>, oberland@vax.sonoma.edu
wrote:
> 
> My list of top 10
> (not necess. in order)
> 
> 1:CIV/Advanced CIV
> 2:Grass
> 3:Nuclear War/plus the other sets
> 4:Axis and Allies
> 5:Wiz-War
> 6:Panzer blitz/leader(any AH tank game)
> 7:Planet Busters
> 8:Chess
> 9:Those Awful Green Things
> 10:Clay-O-Rama

> Top 5 RPG's - a bonus list :)
> 1:Paranoia - Die 7 times in 5 minutes and ROFL doing it :)
> 2:AD&D FIRST EDITION - Requires more role-playing and record-keeping, but
>   since it has worked with only a couple mod's for all these years(12 for me),
>   I see no reason to change.  NOT for the meek or the hurried, tho.(heh)
> 3:Chill - Like Chuthlu, but nastier, and open to more options and realism.
> 4:Champions - Fun, and non-genre-specific.  
> 5:Traveller series - LOVE that Sci-Fi.  Possible to do many things.
> 
> That's it :)
> Joe

You gotta include KUNTA in your top 10 list.

Adobe Hounds of Rebound
ALL-TIME Leading REBOUNDER

Playin in the paint...
From: gee7759@bcstec.ca.boeing.com (Glenn Elliott)
Newsgroups: rec.games.board
Subject: Re: looking for Squad Leader info
Date: 12 Nov 92 22:17:57 GMT
Organization: Boeing Computer Services, Seattle
X-Newsreader: TIN [version 1.1 PL6]

Lee Gordon (lrg@crud.cray.com) wrote:

:      I am new to the game of Squad Leader (I've played the first scenario
: *once*), and I'm looking for more information and/or tools that might exist
: on the net somewhere.  I saw there is an Advanced Squad Leader mailing list
: and archive, but to me it seemed like giving a child a book on Calculus when
: he's trying to learn division...  Is there a mailing list/support group for SL?

The ASL mailing list covers both Advanced Squad Leader and Squad Leader.
While ASL was more than just Squad Leader version 2.0, it is not so much
"advanced" as it is completely reorganized.  You shouldn't feel that you need
to learn SL before you take on ASL; in fact, it would be better if you did NOT
play SL first.

While there are definitely experts on the ASL mailing list, there are quite a
few new players there as well.  We believe that there is no such thing as a
stupid question, only stupid answers.  I've supplied my share of the latter... :-)

: Also, is there an archive site for SL tools, maps, and scenarios?

A couple of different members of the ASL mailing list maintain archives of the
discussion list, the most prominent of which is Bas de Bakker's.  I, personally,
don't have anonymous ftp access (which is why I'm not sure of the archive
machine's name), but Bas also provides an email archive server.  Send a message
to "bas@phys.uva.nl" with a subject line of "asl-archive-request" and a message
body of "help".

The ASL mailing list is run by Brian Youse (brian@tpocc.gsfc.nasa.gov).  I
encourage anyone interested in Squad Leader or Advanced Squad Leader to join the
ASL mailing list.  We don't bite.  Really.

Glenn
-- 
Glenn E. Elliott               | Anyone who believes that what I say or do
Computing Systems Analyst      | represents the policies or procedures of
Boeing Computer Services       | The Boeing Company has more lawyers than
gee7759@eeidf002.ca.boeing.com | they have common sense.
From: bengalt@bigwpi.WPI.EDU (Thomas Lee Russell)
Newsgroups: rec.games.board
Subject: EiA:  Naval Rules
Summary: I'm looking for the Naval Rules
Keywords: See Subject
Date: 5 Nov 92 20:40:38 GMT
Distribution: na
Organization: Worcester Polytechnic Institute
NNTP-Posting-Host: bigwpi.wpi.edu

Hi,

Due to it's high traffic on this group, I finally broke down and purchased a 
copy of EiA.  Could some kind soul please e-mail me the Naval Varients found
in the General and the modifications to those rules posted here?  Thanx in
advance.

later
bengalt@wpi.WPI.EDU
"hey guys, got 200 hours to kill?"
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: Re: BTECH: New MunchkinMechs
Organization: CSD., University of Erlangen
Date: Fri, 6 Nov 1992 09:22:57 GMT

aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink) writes:

>Munchkin Press.  That's what I'm officially renaming FASA if they do what
>I've heard they're gonna do.
>Has anyone out there heard the rumors of the next BTECH suppliment, featuring
>the latest in 'mech designs... including 150 TON CLANMECHS.  That's not
>only scary, that's preposterous!  The gyros alone must weigh...
>You get my picture.

While I would welcome a more flexible crit spaces rule (a 100t Mech has
as much internal space as a 15t? Ok, the internal structure will take up
more space, but surely not that much), I would really HATE mechs > 100t.

I have been trying hard to ignore the fact that a 100t humanoid robot
would hardly be able to move, due to his incredible momentum. A 150t
Mech would a) break all roads he crosses b) probably sink up to his
knees into the ground at every step.

I know BTech is unrealistic, and I don't care, but THAT would be taking it
a bit too far...

And let's hope the next Technical Readout won't have these ghastly illustrations
from 3055 again - darn, these Mechs are supposed to FIGHT, not DANCE! I loathe
this posing, the older illustrations (3025 - the Good Old Days!) gave you a 
much better idea of the apperance of the Mechs...

Ciao,
Klaus
---
Klaus Breuer, Rudelsweiher Str. 6b, 8520 Erlangen, Germany
** "Geez, I need a _reason_ for everything?" --Calvin 
** "Should I or shouldn't I? -- Too late, I did!" --Hobbes
From: jerry@uni-paderborn.de (Gerald Siek)
Newsgroups: rec.games.board
Subject: GAME POLL - first trend
Date: 6 Nov 1992 16:24:12 GMT
Organization: University of Paderborn, Germany
Reply-To: jerry@uni-paderborn.de
NNTP-Posting-Host: planck-bb.uni-paderborn.de
X-Newsreader: TIN [version 1.1 PL6]

Hi all!

After the first day, the top three games are (in alphabetical order):

	Advanced Squadleader, Civilization, Star Fleet Battles

but a number of other games is closing in.

Thanks to all who have voted so far!   All others:  VOTE NOW!
Distribute up to 6 points to up to 3 games and send you vote
to me (jerry@-paderborn.de).   The subject line should cointain
the string "GAME POLL" and you vote should have a format like
this:
	Game_A:  x
	Game_B:  y
	Game_C:  z
where x, y, and z are the points you distribute to the games.

Thanks alot!
	Jerry
--
  Gerald Siek  -  jerry@uni-paderborn.de  -  University of Paderborn, Germany
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Newsgroups: rec.games.board
Subject: Re: Btech: New technology?
Date: 12 Nov 92 16:10:12 GMT
Article-I.D.: news.BxM296.E5p
Organization: University of Illinois at Urbana

m91kgh@tdb.uu.se (Karl-Gunnar Hultland) writes:

>RedSwordTarga (dv52151@uxa.cso.uiuc.edu) wrote:
>: <OPQ@psuvm.psu.edu> writes:
>: 
>: 
>: >The turret---
>: 
>: Why build a turret when removing the lower arm actuator lets all your
>: arm mounted weapons do this for free?


>Maybe to get a 360 degree firing arc??

No kidding. Flip the arms to the rear, as removing the lower arm 
actuators allows you to do, and you've covered all the rear hexes.
Flip them forward and you've covered all the forward hexes.

Axly
 
********************************************************************************
*  Axly       *   "Just because its my gun doesn't mean I'm the one who fired  **             *    it."                                                        *
* Red Sword   *   "OK, I fired it, but I didn't think I'd hit any civilians."  *
*  Targa      *   "Well, yes, it did occur to me that I might hit one or two   *
*             *    civilians. But I really never thought I would hit all of    *
*             *    them. "                                                     *
*             *      - Axly                                                    *
********************************************************************************
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Newsgroups: rec.games.board
Subject: Re: Btech: Favorite Mechs--BOOK MECHS?!?!?!?!?!?!?!?!?
Date: 6 Nov 92 00:09:20 GMT
Organization: University of Illinois at Urbana

phygod72@nic.gac.edu (Phil ) writes:

>I can smear any mech lance with artillery (no problem--none).

That's if you are protected. Unsupported artillery is easily overrun by 
a scout or recon lance. 

>I can take out a lance with elementals.

That depends on the lance, the terrain, and whether the pilots are dumb
enough not to send the PBAI to LRM hell. 

>I can take out anything that I want with an AeroTech fighter.

Except the AeroTech rules are broken and your AeroTech fighter can only
travel about 25 miles from base before it runs out of gas. Then I'll come
over and take you out with a Savannah Master once you land.

>I can take out infantry with Mechs, elementals with artillery (or AeroTech).

>All I really have to do is say "I want all artillery (plus some of my handy  
>spotters: 30/45 5-ton heilos with...C3 (or TAG--take your pick), or all  
>AeroTech fighters (configured to strafe, of course)", and you can't win.  

The AeroFighters run out of gas too quick. The artillery is nice, but C3
is all too easily jammed by Guardian ECM. TAG is very nice, but it requires
a to-hit roll on the round that the missle shows up. This can be hard to pull
off when someone throws out one of those Clan monsters that carries 10 LRM
5's (They call them "Vehicle Slayers") and barrages the living daylights out
of your vehicles.  That's on a Puma that runs 7/11.  That's assuming that
you aren't playing IS opponents, who would send their Ludicrous Speed XL
engined Gabriels armed with MG's into your back field to shoot your cannon-
cockers.

Axly

********************************************************************************
*  Axly               *  "I didn't want to shoot him."                         *
* Red Sword Targa     *  "Well..maybe I did want to shoot him, but I didn't    *
*                     *   mean to kill him."                                   **                     *  "OK. Maybe I did mean to kill him ... but he deserved *
*                     *   it. "                                                *
*                     *        -Axly                                           *
********************************************************************************
Newsgroups: rec.games.board
Date: Tue, 10 Nov 1992 08:32:54 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A - Can Axis ever Win (IIb)?
Distribution: world

 markhof@ls12r.informatik.uni-dortmund.de (Ingolf Markhof) writes:

>3) By my analysis of fighters and infantries hit probabilities, I did not
>   want to tell you that fighters are better or more cost effective than]
>   infantry. If you compare forces to forces of all fighters or all infantry,
>   infantry are more cost effective, of course. The important thing is to
>   use the right mixture of both! And keep in mind that you don't have to
For winning a single battle, the proper mixture is all infantry.
>   care for the one battle, in which your all infantry force attacks, only.
>   The follwing attack of your opponent is important, too. If Russia attacks
>   Karelia (or what ever territory) with only infantry, all of your infantry
Russia may have to back out of Karelia, but in gereral, between the
Russian stuff, the allies airforce, and allied inf transported over, the
allies should never lose Kareila.
>   will be eliminated by a combined force of infantry and fighters in the
>   next turn, whereas the attacker will loose only a few infantry, but Russia
 >  will lose all. Germany and Japan both have a lot of fighters. Even four
>   or five russia infantry will be almost killed after only one round in the
  > battle if Japan or Germany uses a force of four fighters and three
infantry.
  > Russia will lose all of its infantry, while the attacking Axis force will
  > lose only two infantry.
Right, but two fighters are plenty for the small battles russia will get
into.  Germany getting lucky and defeating karelia withing the first 4
turns is one of the largest threats.

Erik
---=
From: brendan@cs.uq.oz.au (Brendan Mahony)
Newsgroups: rec.games.board
Subject: Re: EIA: Re: Supply limits
Date: 9 Nov 92 01:58:35 GMT
Reply-To: brendan@cs.uq.oz.au

In <1992Nov6.051704.12110@pei.com> fred_s@earwax.pei.com (Fred Scott) writes:

>And what has Turkey, specifically got to do with anything?  Just because it's
>last in resolution order doesn't mean you have to bid one point for it.  (In
>fact, I usually wouldn't - I'd might bid one for Spain or Prussia and perhaps
>as many as three for Turkey.)

Would be as happy to only bid three for Turkey if it were not resolved last?
You would have to bid more if you were really keen to have it.

Undoubtedly the new rules are aimed at discouraging people from entering
bidding wars over the power they want and rather at encouraging people
to make the sort of bids necessary for game balance.

I think we can all agree that for game balance the largest bids (which
should be made by the best players) really should be for France,
then Britain, then Russia, etc.

The new rules encourage this as follows.  Everyone has a live
bid for France, so the winning French bid suffers more competition and
should be correspondingly larger since "lower limit" bids from players
not particularly interested in or capable of playing France are in effect.
With the old rules these "lower limit" bids are ignored when the player already
has some other power. With the new rules you get to push up the market
on France and Britain as well as chase you favourite power. If you get
France or Britain with a nominal bid, then you should be laughing all
the way to the VP bank.

I guess the old rules should have the same result if people play them
properly. Perhaps the real advantage is that the enforced ordering
focuses the minds of the players on what their real objectives should be
in the bidding process.

--
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."
From: shumaker@plx.com (Jim Shumaker)
Newsgroups: rec.games.board
Subject: Re: Blood Bowl--Need copy of Centaur,Lizardman
Date: 5 Nov 92 16:58:25 GMT
Organization: PLEXUS Software, a division of REI

In article 44305@kuhub.cc.ukans.edu, kuaxe@kuhub.cc.ukans.edu () writes:
>	Does anyone have a copy of the Blood Bowl post that had the rules for
>the lizardmen and the Centaurs.  I would appreciate having a copy of those
>rules sent to me.  Thanks.

	I don't know if this helps anyone but some rules for centaurs were 
published a year or so back (could be longer) in _SpaceGamer_ magazine.  The
rules were Ok, they did not include race special skills however.  They also
did not include dislikes and animosities.  However those are easy to remedy
and sometimes fun to create.  Also in that article were Leprechauns and Pixies
which are the "equivalent" of Halflings and Snotlings for the Good team.  I 
use all three in my teams and like the feel they give them.  
	While we are on the subject however I would like to find out if anyone
has any other races they have created.  These are the extra races that my 
group has come up with, (Mind Flayers, Werebears, Werecats, Wereboars, Gnomes,
Hobgoblins, Vampires, Mimics) we are also working on a few more including Yetis
for the Norse teams.  

			                       Jim
______________________________________________________________________________
Jim Shumaker at Plexus-- My views do not necessarily represent the views of my
                         employer, and are not meant to be representative of it
			 in any way shape or form.
______________________________________________________________________________
From: woods@colossal.Eng.Sun.COM (Don Woods)
Newsgroups: rec.games.board
Subject: Re: Rail Barons
Date: 10 Nov 1992 10:05:23 GMT
Organization: Sun Microsystems
Distribution: na
NNTP-Posting-Host: colossal
Summary: use three dice

Carl I. Dockhorn writes:
| ... The payoffs for most
| deliveries were far smaller than the cost of delivering, and the influx
| of money is so small that it took forever for there to be enough money
| in the players hands to allow someone to win.
| 	Has anyone come up with a way to speed up the second part of the game? 

I've only played Rail Baron a few times, but I've always done so using a
variant that seems to speed the game nicely.  It really simple:  instead of
rolling two dice for movement, roll three dice.  The extra distance really
helps make the runs stay profitable so the game drives to a conclusion.

To make this work, you do have to modify the rule for when you get to roll an
additional die after completing your initial movement.  Under the normal rules,
the extra die happens on double-6's for the starting train, any doubles for
Express, and every turn for the Superchief.  If you roll three dice for regular
movement, then you can get the same odds (1/36, 1/6, 1/1) by using:
	1/36 = any triples
	1/6  = any roll where the highest/lowest dice are within 1 of each
		other; this includes any triples plus rolls like 3-3-4
	1/1  = every turn
Note that the extra die every turn for the Superchief doesn't add as many pips
relative to normal movement, but it's still well worth investing in the Chief.
The extra distance does pay off eventually, plus you still win big (same as in
the normal rules) when you're able to use regular movement to go into a
destination on someone else's track, then use the extra die to move back along
that same track without having to pay for it a second time.

The biggest problem I had with Rail Baron was the endgame.  The business of
trying to run over somebody else's train to get a huge swing in cash feels
really contrived, especially when combined with the rule restricting running on
the same track twice between deliveries.
--
--	-- Don Woods.				[*** Generic Disclaimer ***]
--				    ...!sun!woods.eng -or- Woods@Eng.Sun.com