HDTenEightyP/NetNews huggingface dataset:
From: barich@bach.udel.edu (Dewey H Barich)
Subject: Re: Axis and Allies
Organization: University of Delaware
Date: Fri, 28 Aug 1992 16:00:27 GMT

>>Also, (I couldn't find a specific answer to this in the rules) does the whole
>>attacking land force have to end the turn in a conquered territory, or can you
>>choose which units end up there?  If that's the case, you can't use all the
>>units in a territory to attack an adjacent territory without leaving the
>>original territory undefended?
>	I think they do have to, but I could be wrong... The tactic to use

Yes, all land units that enter a territory and capture it remain in that
territory at the end of the turn.

>to get around this is to take first one territory with part of your force,
>mainly infantry, then (because armor has two moves), you can blitz across
>there with your armor and take yet another territory that turn, although

NO NO NO NO !!!!   (Please don't be offended, but I see this error a LOT)
You cannot taake a territory and then blitz through it with other units
in the same turn!  It's as simple as following the Order of Play.  After
Weapons Development and Purchasing Units, you have Combat Movement.
During this portion of the move, you must move all units into the
battles which will be fought.  Tanks do have a movement factor of 2,
but the first territory must be either enemy controlled, but unoccupied
(no units, exceptions: complexes or AA guns), this is called a blitz, or
the territory must be controlled by you or one of your allies.  So you
cannot move the tanks through the territory.  Now you have Combat, and
resolve battles.  The only movement allowed at this point is Non-Combat
movement.

The most common use of this misunderstanding is on the German's first
turn.  I've seen players attack and take Karelia, leaving one tank back,
and then taking the unoccupied capital.  It's simply not legal.

>>Any help from you A&A veterans will be appreciated.
Unfortunately, I probably qualify as a vet of the game.  All that time I
could have ben studying, making money, having a life, etc., etc., etc.

Wanna play?  :-)

Newsgroups: rec.games.board
From: zippy@cbnewsl.cb.att.com (steven.s.albert)
Subject: The Civil War (VG) rules questions
Organization: AT&T Bell Laboratories
Distribution: na
Date: Fri, 4 Sep 1992 14:30:25 GMT
Keywords: looking for clarifications

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.
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?
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).

Thanks for any help.

	Steve Albert
	ssa@usl.com
From: v077mdph@ubvmsb.cc.buffalo.edu (John of Gaunt)
Newsgroups: rec.games.board
Subject: Re: Another JUNTA question
Date: 26 Aug 92 15:46:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Aug18.200804.4416@CSD-NewsHost.Stanford.EDU>, vadim@cs.stanford.
edu writes...

>There is a problem that occurred several times in our Junta group:
>When someone declares a coup, the bank is closed...  Knowing this,
>whoever thinks s/he is in the lead towards the end of the game will
>simply declare a coup the last turn (or two or even three), thus
>keeping everyone else's money from joining their Swiss bank accounts.
>They get shot due to their failed coups, but next turn, their
>"younger siblings" take over, draw a coup excuse, and we're off
>again.  This is both a big time suck and a bit annoying.  Has
>anyone solved this problem?
> 
>Cheers,
> 
>-Vadim

	The game ends when you run out of money cards, so you shouldn't be able
to tell when the game ends, especially if people take more than they're supposed
sometimes.  The solution is just to get your money in before hand.  I don't
think that this is any problem inherent in the game.

Snoopy 
Xref: sparky rec.games.board:8235 news.groups:17161
From: caraher@pn32.petnet.med.umich.edu
Subject: Re: World in Flames/Planes in Flames
Organization: pet/cyclotron
Distribution: usa
Date: Wed, 2 Sep 1992 21:45:36 GMT

In article <1992Sep02.200010.12420@rchland.ibm.com> seurer@rchland.vnet.ibm.com
(Bill Seurer) writes:
>I am interested in WiF but have a question.
>
>How does the air combat work?  What does PiF add that WiF was missing?

In standard WiF there are 5 air unit types:
 FTR = fighters;
 TAC = tactical bombers;
 NAV = naval bombers;
 STR = strategic bombers;
 ATR = air transports.
Each type is a composite unit representing 200-450 aircraft dominated by
aircraft designed for a particular type of mission. Once each turn an air unit
may fly to any hex within its range and attempt to either bomb ground units,
bomb ships, bomb factories/resources, drop paratroops, or engage in air combat
with enemy aircraft in that hex or sea area. All units within a type cost the
same normally, and they all have identical ranges within a type (FTR-4, TAC and
ATR-6, NAV-8, STR variable by country, all increased by 2 late in the war).
Some countries have slightly better aircraft in their force pools, but
basically all planes of a given type behaved alike.

 In PiF, there are more air units which are cheaper to build, and each unit is
more homogeneous, so that each counter is labeled with the aircraft type it
represents (e.g. Me-163, P-51B, P-51D). Counter values now reflect the actual
performance of the aircraft type represented (so the Me-163 rocket fighter has
a zero-hex range but a huge air-air combat value, while the P-51 models used as
strategic bomber escorts have a range of 12 hexes, reflecting their actual use
in a way not possible in standard WiF with its maximum FTR range of 6 hexes).
Also offsetting the cheaper cost of aircraft are the need to also buy pilot
training and an increase in the deadliness of naval flak, plus the addition of
flak units defending key hexes.  The TAC/STR distinction is unnecessary, and
the two types are merged. In WiF, if you drew a good counter early in the war
it is just as effective 4 years later; in PiF, air combat values get better as
new aircraft are introduced, so all sides must continue to buy aircraft even
when combat losses are low.

 PiF is an *expansion*, and I'd recommend playing straight WiF a few times
before even beginning to worry about picking up PiF. The air game is
necessarily abstract (the time scale of a turn is two months, after all), and
the original rules work fine.
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.board
Subject: Re: World in Flames/Planes in Flames
Date: 3 Sep 92 22:10:35 GMT
Reply-To: doug@abby.chem.ucla.edu
Distribution: usa
Organization: Department of Chemistry, UCLA

In article <1992Sep2.142011.21021@med.umich.edu>, caraher@pn32.petnet.med.umich.edu writes:
>Does anyone out there play Australian Design Groups's World in Flames?   I
>picked up the Planes in Flames expansion rules about 2 weeks ago, and while I
>like most of the changes I wonder whether what effect the new stuff will have
>on play balance. So... has anyone actually played WiF using PiF yet, and if so,
>how was play balance affected? Also, did the additional rules slow play
>significantly?

Damn, and I was *SURE* that that was a joke!  Where can one get these rules?


-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
Xref: sparky rec.games.board:8290 news.groups:17206
From: mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner)
Newsgroups: rec.games.board,news.groups
Subject: Re: rec.games.strategic
Date: 27 Aug 92 09:03:13 GMT
Organization: DB and ES Subdivision, TU Vienna

From article <1992Aug26.123855.1@us.oracle.com>, by cracicot@us.oracle.com:
> Why not just create:
>   rec.games.board.avalonhill [...]
> Since those seem generally to be the games mentioned when people
> speak of "gamers", "wargames", or "simulation".

Well, wrong.  

Also, the current AH list of their 25 bestselling games contains about
60-70% non-wargames (I can check it if you want exact numbers).

Whichever way you look at it, this won't work.
-- 
Markus Stumptner                                mst@vexpert.dbai.tuwien.ac.at
University of Technology Vienna                 vexpert!mst@relay.eu.net
Paniglg. 16, A-1040 Vienna, Austria             ...mcsun!vexpert!mst
Newsgroups: rec.games.board
From: elm4252@venus.tamu.edu (MOORE, ERIC LEE)
Subject: Btech-Answer to Poser
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Fri, 4 Sep 1992 04:43:00 GMT

Well, i would like to thank those of you that wrote me with
your opinion on the LB-10X question.  i.e. Do you roll for the
number of pellets that hit a grounded dropship when fired from
an adjacent hex.  The unanimous decision was no.  Most of you
stated in one form or another, that if you let some mechs flank
you and get to roll on a crit ladden table, you deserve to have
the stuffin knocked out of you.  Thanks again for all the 
responses.

					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
Newsgroups: rec.games.board
Date: Tue, 25 Aug 1992 13:12:23 -0400 
From: "Peter O. Hill" <ph1w+@andrew.cmu.edu>
Subject: BTECH Players wanted

Hi All,
This is sort of an Advertisement for anyone who likes to play BTech.
There is currently a MUSE based on it.  If you'ld like the chance to play
on line with alot of other poeple, learn how to build, or just want to try it
out, stop by.  
	Or if you'ld like some more details reply to me.  (Although I am
partial to house Kurita.)

The adress of the Muse is  129.72.2.135 3026
My name online is Melizar.  
Peter
ph1w@andrew.cmu.edu

Hope to see you there :)
Newsgroups: rec.games.board
From: m1b@rayssd.ssd.ray.com (Barone)
Subject: Re: Conquest of the Empire
Organization: Raytheon Submarine Signal Division, Portsmouth, RI
Distribution: na
Date: Tue, 1 Sep 1992 16:32:49 GMT

In article <1992Aug31.193856.13840@usenet.ins.cwru.edu>
bz556@cleveland.Freenet.Edu (Joshua E. Randall) writes:
> 
> Anybody play this game?  I find it a good break from more serious games
> like CE and Diplomacy.  It does, however, suffer from the usual lack of
> balance.  But as a "beer and pretzles" game it is a good one.

I've played this game several times and it seems that whoever goes
first always wins because they always cause inflation.  Also, I don't
like the way combat is resolved either -- targetting the piece you
want to kill seems stupid, especially for a game of ancient Rome.  I
find Shogun to be a better version of the same concept.
-- 
Joe Barone
m1b@rayssd.ssd.ray.com
"I was watching an old news show on A & E and the announcer came on and said,
'The Twentieth Century will continue in a moment.'  Actually I had no doubt
that it was true, but for a moment I considered bolting to my window to see if
anything looked different." --Mark Leeper
Newsgroups: rec.games.board
Subject: Axis & Allies 2nd ed rules ADDRESS and more
From: josh@gacvx2.gac.edu
Date: 27 Aug 92 17:55:08 -0600
Organization: Gustavus Adolphus College, St. Peter, Minnesota

You can order your second edition rules manual from:

	CO Department
	Milton Bradley Company
	443 Shaker Road
	East Longmeadow, MA 01028


If you are interested in Axis & Allies strategy try to find an issue of
WARGAMER magazine #13 volume 2.  This magazine has over twenty pages of Axis &
Allies strategy by Dearl Albright.

Last weekend I attended GenCon/Origins.  A huge (20,000 people) convention for
wargames, role-players, ect...  It was held in Milwakee, Wisc.  This convention
has one of the largest Axis & Allies tournaments around.  The A&A Mega-tourney
had 32 teams competing in a 5 round single elimination marathon.  Four rounds on
Saturday and the final on Sunday.  Here is how this one worked:

The USSR player was allowed to attack German units 1st round, but NOT Japanese.
To decide who played the Allies the opponents bid on the number of points the
Axis needed to achieve economic victory.  Example team A bids 77 and team B
bids 76.  Team B's bid is lower so team B gets to play the Allies.  However
team A as the Axis only needs 76 points instead of 84 to win by economic
victory.

Remember that Dearl Albright guy I mentioned earlier, I met him at the
convention on Friday.  As I watched him play a game of A&A I was surprised how
closely our strategies were.  We decided to be partners for the Mega-tourney.
We won the whole thing.  Five straight victories.  2 as Axis and 3 as Allies.
All games were under a four hour time limit.  If the game was not over the
judges would decide in favor of one side or the other.  We only needed a
judge's decision in our second round game.  We had the Axis and Japan had 3 ICs
on the mainland pumping out 9 tanks a turn.  Since Germany was still 3 or 4
rounds from falling the judges found in our favor.

Oh well, I will write more on this later.  If you are a serious A&A player, get
a copy of that WarGamers magazine.  I haven't seen the issue yet but will soon
be searching all of Minneapolis to find it.
From: tbarnes@silver.ucs.indiana.edu (thomas wrentmore barnes)
Newsgroups: rec.games.board
Subject: Re: Wings
Date: 3 Sep 92 18:19:06 GMT
Article-I.D.: usenet.Bu0LJu.G63
Distribution: na
Organization: Indiana University

In article <1992Sep2.221754.21308@cs.sfu.ca> kenward@cs.sfu.ca (Kenward Chin) writes:
>I have a friend who owns the board WWI air combat game Wings.  He's
>quite positive about it, but I haven't heard any talk about it in this
>group.  Any comments, or comparative notes with other WWI air combat games?
>
>Kenward Chin
>
  It's a great WWI Air Game. It was done by the same guy who did the AH
games Dauntless and Airforce, after he did those games for Battleline
games, so they essentially use AF/D mechanics, but the inconsistancies
have been ironed out. It's a very good game with the following
imperfections (IMO):

   1) Not all the planes (even some of the famous ones) flown in WWI are
listed. Yaquinto games planned an expansion kit, but it never came out
and probably never will.

   2) It's a bit slow to play. It uses written orders to plot movement.
If you're flying a lot of planes, order writing is time consuming.

   3) Fire takes place at the end of movement in all but the most
complex game. This means that you can be following an enemy who is going
dead level and straight for the entire turn (5 seconds?) and then not be
able to hit him, because in the last segment of movement you turn R or L
and he doesn't. 

   4) They corrected for problem #3 by giving most guns 60o arcs of
fire. This is very unrealistic for fixed guns. It can also be easily
corrected by allowing fixed guns to only fire straigh ahead. This also
makes the game much harder.

   5) Most planes in the game have only one power factor (measuring
acceleration and engine power) if a plane takes an engine hit, it really
can't climb very well and must gain speed by diving. The enemy can also
escape by climbing and then dive once he achieves an advantageous
position. If the crippled plane can't outdive the attacker or hide in a
cloud, he's very likely going to die soon. Realistic, but a drag.

    6)ITS OUT OF PRINT!! :-(, :-(  Yaquinto games, which published it,
folded about 1984. No expansion kit, no more Wings, Wah!

   BTW Yaquinto games did a lot of really neat games with really good
production values (thick counters, pretty maps, nice boxes) a lot of
them using plotted si-move for tactical games. If you like really
detailed tactical games you might like them. I reccomend the Panzer, 88,
and ARMOR games. These cover Eastern Front, North Africa and Western
Front tactical WWII armor very nicely and can be adapted easily for
miniatures. They started out as a miniatures game.
   I'm suprised noone has bought the rights to any of Yaquinto's
designs. How 'bout TSR?

Have Fun,

Tom
From: exukozi@exu.ericsson.se (Tom Koziatek)
Newsgroups: rec.games.board
Subject: Victory in the Pacific: Questions
Date: 1 Sep 92 14:48:11 GMT
Organization: Ericsson Network Systems

Two questions regarding Avalon Hills Victory in the Pacific:

1) The rules state a patrolling ship can move x sea zones. For both raiding
and patrolling ships, is the sea zone surrounding the port it starts from
counted in the number ? Say a ship starts in Yokusaka Naval Yard. Is the
first sea zone Japanese Waters, or does it go to sea, THEN begin counting ?

I tend to favor the first as a ship could cruise the entire Pacific in one turn.

2) Is the Japanese decision to retire/remain after air raiding Pearl based
before or after the placement of Groups W,X,Y, and Z ?? This could really
affect the decision as he KNOWS where the carriers are.

I feel it is made before the placement.

--------------------------------------------------------------------------------
Death is the Ultimate Victor............            
                                                                      -Tom

Note : I don't care that my location shows .se, I'm in Dallas !!
--------------------------------------------------------------------------------
Newsgroups: rec.games.board
From: mrh0631@rigel.tamu.edu (Mark Hesidence)
Subject: Axis and Allies PBeM?
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Thu, 27 Aug 1992 16:23:00 GMT


      I've gotten two mail messages hinting that there are PBeM
   A&M games, but nothing specific.  If you have information
   on this could you please send it to me?


   Thanx

-------------------------------------------------------------------------
| You have reached an imaginary number, please  | Mark R. Hesidence     |
| rotate your phone 90 degrees and try again.   | mrh0631@zeus.tamu.edu |
-------------------------------------------------------------------------
From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Newsgroups: rec.games.board
Subject: Re: Advanced Third Reich Question
Date: 1 Sep 92 03:59:22 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

The official answer to the question of exploiting armor during a severe winter
is that the armor is in limited supply - in other words, it can move as
infantry.  I appreciate the feedback.

I could post a series of Advanced Third Reich Questions and Answers, but the
posting would probably be too long, so I think it would be better for those
interested to just wait for them to be printed in the Winter 1992 issue of
ULTRA.
Newsgroups: rec.games.board
From: mpinnock@casper.cs.uct.ac.za (M B Pinnock)
Subject: Shogi "Japanese Chess"
Summary: Where can I find out more?
Keywords: Shogi Chess
Organization: Computer Science Department, University of Cape Town
Date: Thu, 3 Sep 1992 12:09:36 GMT

I recently discovered an apparently ancient Japanese board game
called Shogi (I think). I know very little about it except that it bears
some resemblance to chess. It is apparently very popular in Japan.

If anyone knows the rules and a little about the game, I would
greatly appreciate the info.

You can mail to me directly at the address given below.


Brian Pinnock

Computer Science Dept.       | 
University of Cape Town      | 
South Africa                 | 
mpinnock@casper.cs.uct.ac.za | 

Newsgroups: rec.games.board
From: wehumble@IASTATE.EDU (Ed Humble)
Subject: Re: Nova Game Designs, Ace of Aces
Reply-To: wehumble@IASTATE.EDU (Ed Humble)
Organization: Iowa State University
Date: Sun, 23 Aug 1992 20:58:41 GMT

In article <fuhrman-200892134510@litmac13.epfl.ch>, fuhrman@litsun.epfl.ch (Cris
Fuhrman) writes:
>     [ Stuff about Nova Games Ace of Aces deleted]
>
>
> Did Nova do any other games besides Ace of Aces?
> 
> ---------------------------------------
>  Cris FUHRMAN, fuhrman@litsun.epfl.ch
>  Laboratoire d'informatique technique
>  EPFL-LIT, EL Ecublens, CH-1015 Lausanne, Switzerland
>  lab tel: +41.21.693.36.97

	Nova also published a set of 6 Battletech books, with a system similar to Ace
of Aces, I believe.  (I don't have AoA, but I've got the BT books)  Essentially,
you choose a maneuver like dodge, fire a weapon, etc. for the current range
(long, medium, close) based on restrictions from the last maneuver you chose. 
Cross referencing your maneuver with the one chosen by your
opponent gives a page number which has a picture of what you see (example: enemy
knocked down at close range)  Maneuvers generate heat, which will cause 
your mech to shut down, so periodically you have to 'cool off'.  

	I really like this game.  It's fast, bloody, and you can teach it to someone in
about twenty minutes and one instruction game.  It seems to be fairly true to
the boardgame's rules, though I've never played it.   The six books have two
heavy, two medium, and two light mechs (Shadowhawk, Griffen, Warhammer,
Rifleman, Wasp, and Locust for you BTech folks) so you can give a 
beginner a chance by giving him a mech with more firepower.  

	The only drawback is I think it's out of print.  


========================================================================
Ed Humble                |   Iowa State University   -  Moo!          
wehumble@iastate.edu     |   Dept. of Aerospace Engineering
                         |    Grad (Professional) Student
========================================================================
  "`Ecrasez l'infame.'  I looked it up.  What infamous thing do you want to
obliterate?"

  "What infamous thing have you got?"
========================================================================
Newsgroups: rec.games.board
From: wlh04953@elp.aero.org (William L. Hayden)
Subject: battle master vs fantasy warriors
Summary: comparison query
Organization: The Aerospace Corporation
Date: Wed, 26 Aug 1992 21:02:10 GMT

Has anyone out there played both BATTLE MASTER and FANTASY WARRIORS ?
Opinions/tactics tried/rules modifications experiments ???
Organization: Sophomore, Architecture, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Sat, 29 Aug 1992 10:11:51 -0400 
From: Jackson Tam <jt38+@andrew.cmu.edu>
Subject: WANTED: Star Wars Minature

Hi,
Anybody have the West End Games Star Wars minatures they want to sell?
(Also looking for those made by Kenner).

Please reply,
Jackson
Newsgroups: rec.games.board