HDTenEightyP/NetNews huggingface dataset:
From: elm4252@venus.tamu.edu (MOORE, ERIC LEE)
Subject: Btech-MuseAddress?
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Fri, 4 Sep 1992 04:38:00 GMT

Could someone please post either on the net or to me the address for
the Btech Muse?  The address i have is 129.72.2.135 port 3026.
i am receiving an illegal port error.  Is it because Muse is
down? or am i doing something stupid???

					Mok

a.k.a.  Mjr Kessel
        CMDR 537th Heavy Company
        (2nd Company on the horizon...<WHOA Salvage>..)
        Mercs employed by Federats

	How can you expect to outwit a maniacal genius on an
	empty tummy?   
					-Eve
					 Mann and Machine

			 
Newsgroups: rec.games.board
From: Jesse.Taylor@bbs.oit.unc.edu (Jesse Taylor)
Subject: Re: Axis and Allies
Organization: Extended Bulletin Board Service
Date: Wed, 26 Aug 1992 20:30:56 GMT

In article <26AUG199213525529@zeus.tamu.edu> mrh0631@zeus.tamu.edu (Mark Hesidence) writes:
>1.  How do you handle new industrial complexes?  Captured complexes?
	Since the gains/losses of building new plants are about equal (you
can build your troops where you need them, but the enemy can
destroy/capture the plant, destroying a large investment of $.
>2.  It seems kind of pointless for Japan to do any thing but attack
>    Russia.  (exept for the inital pearl harbor attack to kill the
>    U.S. fleet)   Is this what most players do?
	Nope. In one game I was in, Japan attacked (and captured) the west
coast of the US. And held it for about three turns until the Axis made a
critical blunder. They did destroy Russia utterly though.

>3.  Is there any PBeM A&A games?
	Not that I know of.

>-------------------------------------------------------------------------
>| You have reached an imaginary number, please  | Mark R. Hesidence     |
>| rotate your phone 90 degrees and try again.   | mrh0631@zeus.tamu.edu |
>-------------------------------------------------------------------------

JT ain't got no tagline.

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  bbs.oit.unc.edu or 152.2.22.80
From: sennet@ocf.berkeley.edu (Sennet Williams)
Newsgroups: rec.games.board
Subject: Berkeley playtesters needed
Date: 2 Sep 1992 09:30:10 GMT
Organization: U.C. Berkeley Open Computing Facility
Distribution: ucb
NNTP-Posting-Host: tornado.berkeley.edu

Hi, I am completing a humorous board game about politics very shortly.
I expect to publish it within the month but really need some
last minute playtesting during the upcoming days.  
Please contact me if you think you may be interested.  If you and friends
are interested in playing it some night that would work, or you could
join a group of other people playing it.  
The game:  About the same difficulty as monopoly.  More social.
takes 1.5 - 2 hrs to play the first time.

Oh yeah,I almost forgot.  I'll provide the beer and pizza for anyone who
will help test this game.  You'll get some copies of the first printing
when it is printed.  I might be open to other incentives.
If you want more info give me call or Email me.
Sennet@OCF    or Sennet at (510)-849-9673
(I especially need testers this week!)
.
From: dunger@lamar.ColoState.EDU (Dallace Unger)
Newsgroups: rec.games.board
Subject: Re: The Civil War (VG) rules questions
Keywords: looking for clarifications
Date: 4 Sep 92 19:41:21 GMT
Distribution: na
Organization: Colorado State University, Fort Collins, CO  80523

In article <1992Sep4.143025.4252@cbnewsl.cb.att.com> zippy@cbnewsl.cb.att.com (steven.s.albert) writes:
>I'm in the middle of a PBeM game and a couple of potential situations have
>raised some questions that I'd like opinions on...
>
>1) If an attacker is out of supply and overruns a defender stack, is the
>   attacker demoralized?  The rules state that for overrun, there is no
>   leader loss check, no leaders become eligible for promotion, and the
>   stack just keeps moving.  The supply rules say that when an out-of-supply
>   force is involved in a combat, it automatically becomes demoralized.
>   Which has priority?
>2) In a similar vein to the above.  Suppose a defender is out of supply and
>   an understrength stack attacks it (e.g. 1 sp attacks 4 out-of-supply sp).
>   The CRT chart shows a '-' for the column with a note that in this case
>   the attacker is wiped out and the defender suffers no effects.  Should the
>   defender be demoralized by the combat?  Not to bias the answer, but
>   consider the case of 1 sp attacking an army of 25 sp, which happens to be
>   out of supply.

In both cases I'd say that since the rules say that the larger force is not
effected by the combat, or overrun, I'd say the force is *not* demoralized.

>3) Can a supply line be traced through an army's reaction radius?  The rules
>   give a specific answer under combat supply, but don't mention any
>   restrictions on movement/rally supply.  As a specific example, if an army
>   is adjacent to an uncut rail line, can supply be traced over that rail line?

No.  Why could you trace movement supply but not combat?  You could use the
rail ilne if it is not in a reaction radius.

>4) This one may be dealt with in the rules, but was different enough from the
>   example for me to ask.  Suppose you have a southern army and a northern
>   army adjacent to each other.  If a southern sp moves into the hex adjacent
>   to both armies (i.e. it's in the reaction radius of each), clearly the
>   northern army can react into that hex and force the lone sp to attack it.
>   Since the northern army is reacting into a hex in the southern army's
>   reaction readius, can the southern army react into the hex too and join
>   the combat?  If so, for purposes of retreat do you consider both attacking
>   directions?  For the record, the rules example showed the case where the
>   sp's were already there and the northern army was attacking (i.e. was the
>   phasing player instead of the other way around).

Only the non-phasing army can react.  The rules do state this some where.

Dallace Unger
DUnger/CSU-CS@RandD.FS.ColoState.edu
Newsgroups: rec.games.board
From: cinnibar@netcom.com (Jeff Wood)
Subject: Re: BTECH editors
Date: Sun, 30 Aug 92 20:08:28 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Summary: where?
Keywords: location, btech, battletech

Well, now that I know about the UNIX version, anyone know of a Macintosh or
hypercard version available?

Jeff Wood
Cinnibar
cinnibar@netcom.netcom.com
From: jjd3@po.CWRU.Edu (James J. Dibenedetto)
Newsgroups: rec.games.board
Subject: BTECH: Couple o' Mech designs
Date: 3 Sep 1992 19:08:51 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: jjd3@po.CWRU.Edu (James J. Dibenedetto)
NNTP-Posting-Host: hela.ins.cwru.edu


These are both 3025 technology designs; I really, really don't like
3050 or the clans tech...

The SLH-21 Slasher:

Basically, it's the TR3025 Assassin, but it replaces the ASN-21's LRM-5
and SRM-2, as well as 1 ton of armor, with 6 additional medium lasers, and the 
arm-mounted laser is moved to the head.  So it's:

40 tons, 7-11-7 movement, 3.5 tons armor, 10 heat sinks, 1 MLas in the head,
2 in the center torso, 2 each left and right torsos.  

The preferred tactic for this 'mech is to hide and sneak until the
opportunity arises to jump behind an enemy 'mech.  Then, it fires all
7 lasers, and the next round jumps to safety (ideally, into depth 2
water).  If the opponent is a slower 'mech, in open terrain, the Slasher
has 7 rolls at 7 to hit it in the back, then jump away...

The RP-1R Reaper:

Take an Archer, and rip out the LRM-20 racks, and put the two rear-mounted
lasers in the front, and move the other two medium lasers into the torsos.
Add a PPC, a Large Laser, a small laser, and a hatchet (5 tons).  Also add
jump jets (4 tons).  Ad half a ton of armor and 2 heat sinks, and you've got
someting like an 3050 Axman - it doesn't have quite the punch the axman 
does, but it has much better medium to long range punch and better
armor.


-- 
James John DiBenedetto (jjd3@po.cwru.edu) | "I hate to judge before all the 
SUNY Buffalo School o' Law Class of 1994  |  facts are in, but it looks like
Western Reserve College '91               |  General Ripper exceeded his
Go Giants!                                |  authority..." - "Dr. Strangelove"
Newsgroups: rec.games.board
From: traynor@fnalf.fnal.gov
Subject: Re: Advanced Third Reich Question
Organization: Fermi National Accelerator Lab
Date: Mon, 31 Aug 1992 23:26:10 GMT
X-Posted-From: fnalf.fnal.gov
X-Posted-Through: sol.ctr.columbia.edu

In article <14675@mindlink.bc.ca>, Bruce_Harper@mindlink.bc.ca (Bruce Harper) writes:
> Does anyone who is familiar with Adavnced Third Reich have an opinion
> concerning the following question:
> 
> 23.2, 29.552, 31.2:  Do exploiting Axis armor units lose
> their automatic supply status after a Russian Winter die
> roll of "5" or "6"?
> 
> In the next day or two I will have to make a ruling on this question, but I
> thought it might be held to see if there is agreement on what the answer should
> be.
> 
> Post replies on the net.


When we have played, we have taken supplyy status away , since we believe this was a viable possibility
during the time.

						-Mike Traynor

NNN  NN DDDD    Mike Traynor (ND '86)(Rice '93?) |||     Amiga 500 owner   ///
 N N N   D  D   Fermilab PO Box 500 MS 221 E683  |||     Only Amiga makes ///
 N  NN   D  D   Batavia IL, 60510               //|\\    it possible  \\\/// 
NN   NN DDDD    (708) 879-6095 [ans. mach.]    /// \\\                 \XX/

Newsgroups: rec.games.board
From: seurer@rchland.vnet.ibm.com (Bill Seurer)
Subject: Re: WWII strategic level games
Date: Tue, 01 Sep 1992 12:37:08 GMT
Reply-To: BillSeurer@vnet.ibm.com
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester

In article <peters.715307558@physics.ubc.ca>, peters@physics.ubc.ca (Dan Peters) writes:
|> >                                                             ... check out
|> >TSR's re-release of SPI's WWII:ETO (European Theater of Operations). 
|> 
|> Could someone help clear up my confusion:
|> 
|> Before TSR's recent release of WWII:ETO and WWII:PTO, I had never heard of
|> these games, despite them being clearly some old SPI games re-released.
|> Are these the same things as "War in Europe" and "War in the Pacific" (SPI
|> monsters that I remember seeing as a kid but never played)?
|> 
|> Drin

No they are not.

TSR's WWII:ETO is an "upgraded" version of the earlier SPI release(s).  
WWII:PTO is an all new game using the same basic rules with modifications 
(and some nice enhancements) over ETO.
-- 

- Bill Seurer     Language and Compiler Development      IBM Rochester, MN
  Internet: BillSeurer@vnet.ibm.com    America On-Line: BillSeurer@aol.com
Newsgroups: rec.games.board
From: demented+@pitt.edu (Scott E Berry)
Newsgroups: rec.games.board
Subject: Re: Titan
Date: 1 Sep 92 01:57:56 GMT
Organization: University of Pittsburgh

I suggest 4 or more players at least. I think that this will actualy
have little effect on the length of the game if reasonable time limits
are enforced on movement.  I believe that more stacks means more fights
and that mens somebody will be getting points.  I find that once sombody has
Titan teleportaion the game is either nearly over or is going to consist of 
a lot of moving around without much splitting for quit a while.  Usualy
somone will be very unlucky early in the game and lose their Titan.  This
will give somebody a quick boost in points.

I have tinkered with the idea of giving the loser points idea but never done 
any thing with it.  It could change alot of the strategy.  I have also
thought that a variant retreat rule might also prove interesting. 

It may be because you are playing with to few players that you do not
see the more powerfull monsters.  Do not play Titan plus it just doesn't
work.  If you realy want a shorter game have 5 min. moving time limitations.
unless a combat is invlolving a player is occurring witness the next player
or twos die roll an allow him to plan ahead.
If someone has to look at their stack all the time allow them to keep notes
something like
Claw stack wants to go to bushes or marsh
can save a begining player a lot of time.  I think it would be bad to allow
keeping notes on the other players stacks so let everyone look at the notes 
when the game is over. 

As far as playing by mail is concerned the only problem would be battles.
even doing all battles simultaneously one person with slow email could
screw up the game. 

The one thing I realy dislike about Titan is the fact that players can get 
knocked completly out of the game.  Who wants to sit around while other people
play just because someone got lucky and killed your titan early in the game. 

I am going to post this because I want to encourage more Titan discussion 
you should also recieve a copy via email.

Computer titan with battle animations like Battle Chess.  I would buy it in a
heartbeat. I even think decent computer AI would not be that difficult.
 

-- 
-------------------------------------------------------------------------------
                                 Scott E. Berry
                               demented+@pitt.edu
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.board
Subject: Re: Any board game about Baseball out there ?
Date: 2 Sep 92 00:39:58 CST
Organization: Stephen F. Austin State University

In article <Btwr8A.9Fr@wm.estec.esa.nl>, viau@wm.estec.esa.nl (Pierre "play-soccer-not-football" Viau) writes:
> Does anybody know about a (preferably good) board game about
> the great game of BaseBall ?
> 
> I'm also interested to know about any miniatures representing
> baseball players in action (in lead or whatever).

	I have Classic Statis Pro Baseball, by Avalon Hill. The game is
relatively good, and cost $15 (US). There is an 'advanced' version (includes
scorepads, a baseball field and markers, I think) for about $25 (US). There are
a few other games out there which are much more expensive, but better detailed.
You might want to post this to rec.sports.baseball, if you get that newsgroup.

Brandon Cope

Newsgroups: rec.games.board,news.groups
From: os9ug@gkcl.ists.ca (OS-9 User Group)
Subject: Re: rec.games.strategic controversy
Keywords: FAQ
Reply-To: sizone!justin@ee.ryerson.ca (Justin)
Organization: y
Date: Wed, 26 Aug 92 17:33:42 GMT

In article <BtL8tu.Cx@usenet.ucs.indiana.edu> ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>
>1) rec.games.board is a mid to low volume newsgroup.  In any usenet group,
>there are going to be things you are not interested in.  That's why keys like
>"n", "^k", and the whole concept of threaded news readers exist.  Using these
>aids, a group with ~ 20 posts a day can be filtered down to the 1 interesting
>post in 5 minutes or less.  If anyone thinks rec.games.board is too much,
>suscribe to several other newsgroups with a similar scope, and see what the
>volume is!

As someone recently mentioned, proportion is more relevant than volume.

I think one of the main problems here is that th
I think there is another problem here.  Apparently people who play the
wargamer/simulation brand games, and who no doubt have only a minimal
interest in seeing posts about checkers, shogi, etc., except those of
us who want to read about checkers, shogi, etc., to have to wade through
all their posts.  So far every objection has come from a "gamer" --

So I guess I have to ask:  Since you don't play these games, why do you
care?  And why do you insist that we read your posts?  (Are you aware
of how hard it is to accurately kill 90% of the posts in a newsgroup?
Someone mentioned "only takes 5 minutes" -- but that is UNREASONABLE,
I don't read news to get frustrated and spend 5 minutes killing 
news just so that I can read 5 or 6 posts.).
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.board
Subject: Re: Opinions on HeroQuest by MB?
Date: 25 Aug 92 19:57:47 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

In article <66608@hydra.gatech.EDU>, gt7994a@prism.gatech.EDU (ORMOND,SEAN PATRICK) writes:
>
>	Anyone have any comments on HeroQuest by Milton Bradley (I think)?
>How does it compare to Talisman, for example?  For reference, the people
>I game with are in their twenties.  While we generally stick to the more
>elaborate games we occasionally are short on time, short on attention,
>and/or can't get rid of the wives/girlfriends so we play something like
>Talisman - which I still enjoy after having played it for years!  HeroQuest
>looked pretty good though, and I was wondering if anyone has had any
>experience with it.  Any info would be greatly appreciated!

You find yourselves short on time and short on attention, and you play
*TALISMAN*?????

How do you ever manage to finish a game?  (DO you ever manage to finish a
game?)

Gad, but I had an awful time coping with a Gipsy with the Poltergeist and the
Prince bouncing around the Castle...


-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
Newsgroups: rec.games.board
From: dagibbs@quantum.on.ca (David Gibbs)
Subject: Re: PBEM A&A gamers wanted for a game
Date: Mon, 31 Aug 92 18:07:16 GMT
Organization: Quantum Software Systems

In article <1992Aug29.020243.1@vax.sonoma.edu> oberland@vax.sonoma.edu writes:
>Title says it all.
>A moderator would be needed, so if anyone wants to volunteer, please 
>post or leave mail to me.(I'm WAYYYYYY too busy to moderate.
>***Note***
>--Moderator does NOTNOTNOT play the game.  It is up to him/her to do 
>the rolling for the rest of us.

I am willing to be a pseudo-moderator for one (1) game of Axis and Allies
be email.  What I mean is the following: I don't currently have a copy
of the game, so I can't do the turn organisation or game setup part of
the moderation, but I am willing to do the part that really needs moderation,
and that is the dice rolling for one game.  If you have a game of A&A 
organised and you need someone to do the battles, I will.

Basic plan for how it would work, each player would do all his moves,
and then send me a list of the battles for that turn, along with the
sum of pieces for each side.  Each player would give me an elimination
order, or I can try to make best choices.  (I have played enough that
that should be reasonable.)  The attacker should also give conditions
under which he will abort the attack.  I will then do the results.

(For very critical/close combats, the abort sequence might be done
in consultation with the player attacking.)

If you would like to take me up on this, I can be contacted at:
dagibbs@quantum.on.ca

-David
Newsgroups: rec.games.board
From: clport@eos.ncsu.edu (CHRISTOPHER L PORT)
Subject: Re: Car Wars
Originator: clport@c00031-118dan.eos.ncsu.edu
Reply-To: clport@eos.ncsu.edu (CHRISTOPHER L PORT)
Organization: North Carolina State University, Project Eos
Date: Tue, 25 Aug 1992 21:00:32 GMT


I've found that a good database helps a lot in car design.  Instead of trying
to create a database with everything available, I started one with the things
I considered for one car, and everytime I wanted something not on the dbase
I added it.  after a while I didn't do too many adds; it worked pretty well.

Chris Port
Newsgroups: rec.games.board
From: chem7l@rosie.uh.edu
Subject: Re: BattleTech--What should I get next?
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Tue, 1 Sep 1992 15:38:00 GMT

In article <1992Aug29.165322.13730@mnemosyne.cs.du.edu>, cmeadows@nyx.cs.du.edu (Chris Meadows) writes...
> 
>Okay.  My little b(r)others and I are just now getting into BattleTech.
>We have the BattleTech boxed game, MechWarrior 1st. Ed., the BattleTech
>Compendium, the Clans novels, the ComStar Clan mech blueprints, and
>that's it.  My question is, what should I get next, like for a Christmas
>present for them?
>
>---Chris Meadows

Well, to play BattleTech at all, you have to have maps and counters.  If I were
you, I'd get Reinforcements II and some of the map sheets.  You really need some
variety in your terrain, and the basic set doesn't give you much.  The counters
in Reinforcements II are pretty helpful, but you could do without them if you
have to.  MechWarrior 2nd Ed. is definitely worth the price, but 1st Ed. will
work if you can't get it.  Unless you want to create your own 'Mechs, the Tech
Readouts are very helpful.  However, if you want to use vehicles, you will need
CityTech (which, if I remember correctly, is the only set with vehicle counters)
and Technical Readout 3026.  Basically, it depends on what kind of campaign you
want to run, and how much money you have.  For a MechWarrior campaign, I would
suggest getting things in this order:

BattleTech Reinforcements II (for the counters and the TR 3050 info)
Map sheets
MechWarrior 2nd Ed.
CityTech (for the Vehicle counters and map sheets)
Technical Readout 3026
Technical Readout 3025
Technical Readout 3050
Objective Raids (if you intend to do extensive raiding, this helps)
Technical Readout 2750 (if you intend to have a Star League Cache found, this
                        can give you an idea of what could be in it.)

Of course, I tend to use quite a few vehicles in my campaigns (usually with IC
engines and in a 3-to-1 ratio to 'Mechs because of their low price.)  If you
want to concentrate on 'Mech to 'Mech fighting, drop CityTech and TR 3026 from
the list. 

Good luck,

Jim Corbit
Chem7l@Jetson.uh.edu
From: kuryakin@bcstec.ca.boeing.com (Rick Pavek)
Newsgroups: rec.games.board
Subject: Re: For Sale: Divine Right
Date: 26 Aug 92 17:16:47 GMT
Organization: Boeing

In article <1992Aug26.094828.18278@morrow.stanford.edu> GC.SUL@forsythe.stanford.edu (Sullivan) writes:
>Divine Right game for sale
>
>Price:        open bid plus shipping.

I realize that everyone didn't get to Origins and attend the auction but
there were many Divine Right games, punched and unpunched, and they went
for far less than I'd expected.  Is demand waning for this item?

Rick

-- 
Rick Pavek                       | Never ask a droid to outdo its program.
                                 |           
Seattle, WA                      |   It wastes your time
                                 |          and annoys the droid.
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.board
Subject: Re: Car Wars
Date: 25 Aug 92 11:29:11 CST
Organization: Stephen F. Austin State University

In article <ed.714733088@cwis>, ed@cwis.unomaha.edu (Ed Stastny) writes:
>>In <fuhrman-240892190845@litmac13.epfl.ch> fuhrman@litsun.epfl.ch writes:
> 
>>> Does anyone know if any computer aids exist to facilitate the tedious
>>> bookkeeping involved in Car Wars? Even a simple program to handle the
>>> movement chart would be useful.
> 
> I programmed a BASIC program called PHASER that would keep track of
> phases, what speed vehicles moved during that phase, total time
> consumption for the game, smoke/paint screen durations...etc.  Not all
> that complex, but it helped.   
>  
> It was programmed on BASIC on an APPLE IIe...I still have it.

	I have a program (actually a series of programs) for building vehicles.
However, it basically covers the original pocket-box sets, and is written in
C-64 BASIC...

Brandon Cope

Newsgroups: rec.games.board