HDTenEightyP/NetNews huggingface dataset:
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: SFB: preplotted movement?
Organization: FSU nuclear physics
Date: Fri, 16 Oct 92 18:12:55 GMT

In article <fuhrman-161092133113@litmac13.epfl.ch> fuhrman@litsun.epfl.ch (Cris Fuhrman) writes:

>Hi,
>
>For a few years in college, I played my fair share of SFB with a regular
>group of friends. Surprisingly, I've never played it without pre-plotted
>movement as the friends with whom I played preferred this method saying
>that it added a level of complexity to the game which was quite interesting
>(trying to second-guess your opponent).
>

It's not complex enough for you without plotted movement?  As far as I
can tell plotted movement is a rarity.  It's hard enough to second guess
you opponents energy allocation.

>How do most people play SFB? How are tournaments run at gaming conventions?
>

The tournemants are free movement.
>---------------------------------------
> Cris FUHRMAN, fuhrman@litsun.epfl.ch
> Laboratoire d'informatique technique
> EPFL-LIT, IN Ecublens, CH-1015 Lausanne, Switzerland

Roger
books@fsunuc.physics.fsu.edu
From: rnlee@sdcc3.ucsd.edu (Profess'nal Agitator)
Newsgroups: rec.games.board
Subject: Attn:  David Gibbs
Date: 8 Oct 92 18:14:27 GMT
Distribution: na
Organization: MAWL - Mudd Alums Without Lives

Sorry about this, but mail has been bouncing for over two weeks.



David,

Attempts to reach you have failed for some time now, but I saw a post
of yours just this past Monday, so I know your machine is not down.
Mail is also bouncing to your site postmaster.

Anyhow, Josh is preparing to replace you in Tiananmen since we can't
contact you.  If you want to remain in the game, I suggest contacting
someone in the game, or, at the very worst, following-up to this post.

Agitator  (Burgher of Marseilles and Chief Potentate of the Riviera)
  #->

"A political deadend."                  Bruce Herschensohn for U.S. Senate!!!
    --Gore on the Vice Presidency when    Not the ten-year       //  The REAL
      asked about a Dukakis-Gore ticket   Congress insider      //   outsider
--------------- R E M E M B E R   B E I J I N G ------------\\ //------------
IBM PC - Who wants a politically correct computer?           \X/  Only AMIGA!
========================================== Bring Back the Caltech Cannon!! ==
Roderick Lee, HMC '91      "The Professional Agitator"      agitator@ucsd.edu
Newsgroups: rec.games.board
From: s666@ac.dal.ca
Newsgroups: rec.games.board
Subject: Space marine: 1st ed. Rulebook
Date: 8 Oct 92 13:44:53 GMT
Organization: Dalhousie University, Halifax, Nova Scotia, Canada


    Does somebody out there have a copy of the 1st edition Space Marine
rules that they could photocopy and send to me? I would, of course, be
willing to cover copying/mailing costs.


Sean Dzafovic
Dalhousie university
Newsgroups: rec.games.board
From: rday@magnus.acs.ohio-state.edu (Robert E Day)
Subject: OHMU(mecha rules)
Organization: The Ohio State University
Date: Wed, 7 Oct 1992 14:34:00 GMT

I was looking through the new "Dragon" magazine, when I saw an add for a game
called OHMU(Oversized Heavy Mechanized Units). It is supposed to combine
cybertanks & mechs with conventional tanks & infantry. It is produced by TBA
Games(from England).

Does anyone out there play this?

Is this a good game?

Thank in advance.

-
-- 
If the price that I must pay to obtain my *  Robert E. Day/Syr Otto von    *
freedom, is to acknowledge that the Gov-  *  Schwartzkatz, Shire Mugmort   *
ernmet was granted the power to infringe  *  Barony Middle Marches,        *
on them, then I am not free. Paul Anderson*  Middle Kingdom                *
From: spectre@wpi.WPI.EDU (Christopher Jachimowicz)
Newsgroups: rec.games.board
Subject: RE: Blood Bowl
Date: 8 Oct 1992 13:06:09 GMT
Organization: Worcester Polytechnic Institute
NNTP-Posting-Host: wpi.wpi.edu


I too would be interested in seeing and sharing more information about BB on
this board.  I've been in the Worcester Dervish Football League for two years
now, and have just finished editing the third edition of our own rules
compendium.  The Compendium includes clarifications, new spell tables and
the DFL Marketplace (where coaches may use previously earned income to purchase
Wizards, Secret Weapons Workshops, etc. to improve their team).

I was talking with one of my local game distributors the other day and was
suprised to hear him say that Blood Bowl was basically 'dead'.  The good news
was that his wholesaler has a bunch of Blood Bowl stuff he's looking to unload
at 20% off.

So, is it dead?

How can we get White Dwarf to feature more articles on Blood Bowl?

What have you written or developed that may be useful for the rest of us 
mashers?

Let's get this going!

Chris.
Owner of last season's UNDEFEATED Skaven Scramblers AND the Blood Bowl runners-
up, the Chapel Hill Quickstarts

-- 
Christopher S. Jachimowicz             |  "If there is no room for the sky in
Assistant Dean for Student Activities  |   a man's soul, how can he understand
Worcester Polytechnic Institute        |   what a pigeon is?"
spectre@wpi.wpi.edu                    |                  -White Reveries-
Newsgroups: rec.games.board
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Blood Bowl question
Organization: FSU nuclear physics
Date: Thu, 15 Oct 92 17:50:54 GMT

In article <492zj!j@rpi.edu> cleggp@aix.rpi.edu (Paul Jason Clegg) writes:
>Newsgroups: rec.games.board
>Path: mailer.cc.fsu.edu!gatech!rpi!cleggp
>From: cleggp@aix.rpi.edu (Paul Jason Clegg)
>Subject: Re: Blood Bowl question
>Message-ID: <492zj!j@rpi.edu>
>Nntp-Posting-Host: aix.rpi.edu
>Organization: Rensselaer Polytechnic Institute, Troy, NY
>References: <books.32.0@fsunuc.physics.fsu.edu>
>Date: Thu, 15 Oct 1992 15:12:26 GMT
>Lines: 19
>In article <books.32.0@fsunuc.physics.fsu.edu> books@fsunuc.physics.fsu.edu (Roger Books) writes:
>>In the basic game if you block a down player one of the possible outcomes
>>is the player is injured.  Nothing is mentioned about this in the veterans
>>rules.  What happens if you block a down player when using the Vet rules?
>
>In the veteran's rules, I believe you add +2 to the block roll, in addition
>to any of the other modifers due to differences in strength.
>
>My question:  How EXACTLY do tackles work?  The rules say something to the
>effect of "when a player moves from one tackle zone to another"  Does this
>apply if a player moves through two consecutive squares of an opponent's
>tackle zone?  That's the way I've been interpreting it, since I figure if
>anything, the guy you're running around is most apt to reach out and trip you
>up, but I never found anything concrete in the rules or the examples.  I only
>own the boxed set, as well...
>
>...Paul
>
>

We've just reread the rules and your interpetation seems to be correct.  In
most cases this will not make a difference because if he only has to go 
through one tackle zone he can almost as easily go through none.

I was more interested in crippling/killing your down opponent that you just
blocked with a second block.  It looks like killing elves is the best way
for some teams to deal with them.

Roger
books@fsunuc.physics.fsu.edu
From: baldwin@carina.unm.edu (Chris Baldwin)
Newsgroups: rec.games.board
Subject: Re: Blood Bowl -- Star Refs
Date: 12 Oct 92 17:14:10 GMT
Organization: Atheist for the Development of a Better God

In article <1992Oct12.143107.10102@news.vanderbilt.edu> LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb) writes:
>In <vjmpd4a@lynx.unm.edu> baldwin@carina.unm.edu writes:
>
[Star Ref Rules deleted]
>
>Who controls Star Refs?  Traditional refs never block (so Mighty Blow is use-
>less), and how do you know when they want to dodge/take a reroll/etc.?
	We have always played the a refs will do which ever has the least
penalty on the roll. For instance, a ref will try to dodge an Ogre, but
most almost certainly take the block from a snotling. Mighty Blow was added,
since when it was written we were under the impression that you got to add
your MB if the attcker went down. This is not the case, so it should be 
replaced with something else.
>
>> Special Self Control Rule
>> A ref with self-control will lower all racial affects by one (hatred 
>> to animosity, animosity to dislike, dislike to no effect). If the ref 
>> has no racial preference towards a player (after the Self Control 
>> shift) who gets a foul called on him (and the ref sees it), there is a 
>> 50% chance that the ref will not call the foul at all! In addition, if 
>> a ref started with no preference (i.e., before the self control 
>> shift), he will only call a foul 1 in 6 times!
>
>What effect does it have if the ref DOES dislike/hate/etc the player?
	First, I should mention that in our league, each team is allocated
6 refs. The race of these race is determined by using the appropriate
Good/Chaotic team race table from the Star Player book. 5 in 6 of these
refs are linemen. Otherwise roll on the appropriate posistion column on the
"Star Player Posistion Table". So, just due to the race of the ref and
player, you can have dislikes and animosities.
The mods to refs due to racial stuff is:
            Spot        Penalty
Dislike      +0           +1
Animosity    +1           +1
Hatred       +1           +2

	I had forgotten what a nonstandard version of BB we play. I will
try to remember to add these little comments in the future.
-- 
"Hey, Guido! It's all so clear to me now. I'm the keeper of the cheese and
you're the lemon merchant. Getit? And he knows it! That's why he's gonna kill
us. So we gotta beat it. Yeah, before he lets loose the marmosets on us! - Ren
Newsgroups: rec.games.board
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: Empires in Arms
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Thu, 15 Oct 1992 02:52:11 GMT

farrell@news.cis.ohio-state.edu (christopher k farrell) writes:
> just staying out of other people's disasters can be a winning strategy.

I agree completely.  Biggies like France are burdened with the need to
constantly win battles to maintain the high average political status they
need to win the game.  Ironically, France simply cannot afford long periods
of peace.  In sharp contract, Turkey can cruise by if she just sits idle.
Turkey's best chances are in avoiding wars (on the assumption that you'll
lose if you declare war on a major power).

One thing you can do is take the number political points each nation needs
by 1815 and divide it by the number of Economic Phases there are in the game
and then determine where each nation needs to be on the Political Status
table on average:

Nation		VP per Economic Phase
-----		---------------------
France		9.1
Great Britain	8.4
Russia		7.6
Austria		7.5
Spain		7.4
Prussia		7.3
Turkey		7.2

So on average, France must stay in the Dominant Zone or else she'll lose.
Turkey can stay in either of the two +/- O PSA boxes which gives Turkey 7 VP
per Economic Phase.  Theoretically, she can stay there and do some Economic
Manipulation a couple of years or win some battles to win the game by 1815.

This all depends on how the other nations are doing though since any nation
can win way before 1815 if they're played well.

Presumably, Great Britain can spend VPs to bring down the leading nation's
VPs but you should never rely on that.

--
hirai@cc.swarthmore.edu (Eiji Hirai)    :     :    :   :  : :: ::: :::: :::::
Unix Geek for Swarthmore College        :     :    :   :  : :: ::: :::: :::::
Information Services, Swarthmore, PA, US.       Copyright 1992 by Eiji Hirai.
I don't speak for Swarthmore College.                    All Rights Reserved.
From: slh4r@cc.usu.edu
Newsgroups: rec.games.board
Subject: Is Talisman in White Dwarf?
Date: 7 Oct 92 10:05:19 MDT
Organization: Utah State University

I was wondering if the White Dwarf zine has any articles on Talisman.  Does
anyone know, and if so which issues?  I know that White Dwarf is supposed to
have lots of articles on all GW stuff but have glanced through a few and never
noticed anything on Talisman.

Thanx in advance!
 
   _               0***}============-      -============={+++0              _
  "O"   <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<-->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>   'O`
  -|-   <<      Phil D. McElfresh               Twibils Rule!!!       >>   -*-
   +    <<                                                            >>    *
  / \   <<      slh4r@cc.usu.edu                                      >>   / \
 =====  <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<-->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>  =====
Newsgroups: rec.games.board
From: kevin@allgfx.agi.oz.au (Kevin O'Neill)
Subject: EIA - PBeM.
Summary: Does anybody have rules for Empire In Arms by mail?
Keywords: EIA PBM PBem
Organization: All Graphic Industries R+D
Date: Thu, 15 Oct 1992 02:45:11 GMT

G'Day,

I was wondering if anybody out there may have their own rule for EIA vai Mail?
Failing that, would anybody be intrested in developing a set.

Regards,

Kevin

kevin@allgfx.agi.oz.au
Newsgroups: rec.games.board
From: jody@athena.mit.edu (Jody C Miller)
Subject: Re: Shogun
Organization: Massachusetts Institute of Technology
Date: Fri, 16 Oct 1992 00:23:51 GMT

|> >I have seen in the rulebook example how it can majorly swing a battle.
|> >Consequently, I would like some ideas about how to use the ninja to its
|> >full potential.
|> >
|> >Thanks in advance.
|> >
|> >Jon
|> >
Yes, proper use of the Ninja does swing battles, I like to use it for 3 purposes:

1)  Keep players from attacking me.  This is done by threat of its use and
    by actually using the ninja just as the player starts to do battle, thus
    keeping any weak armies of mine around a little while longer.  8-)

2)  To lower the level of the current highest mobility Daimyo (my own excluded,
    of course).  8-)  This helps in battles because it helps keep multiple
    Daimyos from attacking a lone Daimyo of mine.  

3)  To just keep my Daimyos from being stopped before a battle or losing
    mobility.  This is especially crucial before I plan to take out an opposing
    army.  Just having the ninja to prevent someone who knows how to use it from
    using it on me is worth the koku spent.

|> 
|> Now i get to talk about the third MB game that is discussed on the board.
|> I wonder how long i'll have to wait to talk about Broadsides ...
|> 
|> Lets see ... spread out thin as opposed to stockpiled ...

My own experience has been that the baddest armies mop up after everyone else
battles over territory.  I have been in two games where on player "gave up", and
just mopped up all his pieces into his 2 remaining armies, attacking now and then
to build mobility, and not worrying about his provinces. (3 koku is 3 koku if you
own 2 provinces or 11.(I think it is 3 per province, but i haven't played in a
while)).  He then saw that the provincial king was nearby, and wiped out all
three of the guys armies.  With those provinces and his own 5 or so, he had enough
to win the game.  The guys armies became VERY dense too, all bowmen and gunners.
Of course, this is pretty much a long-winded rendition of Jason's reply, but I
had to tell a tale.  8-)

|> 
|> Jason
|> -- 
|>  Jason Duelge  'Did they get you to trade your heroes for ghosts?'        
|>  141 Lakewood  'You better make your face up in your favorite disguise.' 
|>   Gardens ln   'In the bottom of our hearts we felt the final cut.'       
|>  Madison, WI   '(I) kept my heart in dark ruins.'                          


Jody

P.S. Hey, Jason, didn't you give up empire?  Why do you still read the news?
(This and other bone-headed questions intrigue me.)  8-)
Newsgroups: rec.games.board
From: s903609@minyos.xx.rmit.oz.au (ACE)
Newsgroups: rec.games.board
Subject: Re: BTECH: House Rules
Date: 15 Oct 92 07:09:23 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

91vanderkolk@gw.wmich.edu writes:

>I would like to clear up some questions on the house rules I posted.

>5) Gauss Rifles can be CASEd. When Gauss rifles take a critical hit the explode
>like a 20 pt ammo explosion. get it now?

	Okay. I think this is already allowed though.

>6) Initiative alternates. After one side wins initiative it flips back and
>forthfor the rest of the game.

	This seems a bit silly as it takes a lot of randomness out of the
battle. If it was meant to be deterministic, you wouldn't need dice in the
first place. The fog of war often means that many strange things can happen,
same with good ol' Lady Luck. As an interesting point to make, in most
encounters once a side takes the initiative they can usually hold on to it,
unless they don't. It would be better if you kept on rolling initiative, but
you should give the side that lost +1 on their initiative for each previous,
consecutive round they have lost until they win again. Example follows :

	Side A		Side B		Side with initiative
roll	  6		  8		B
	  9+1		  11		B
	  5+2		  4		A
	  8		  9+1		B
	  6+1		  6		A

	This example was so you could get a good idea of how this would work.
I have played with this system quite a bit, and the initiative modifier never
got more than +3, with this being unusual in itself. It is a more fair way of
doing things. Maybe not realistic, but if we wanted that we wouldn't play 
Btech in the first place. Try it.  

>Another idea that has come up is making all damage take effect as it happens.
>So if you shoot the guy before he shoots you (like Solaris VII) you're safe.
>Piloting skill rolls are also made when the damage is taken, so you could fall
>down before you could return fire.

	I don't think this would work. Still, work out how it could be done,
and post the rules.

>Have at it again!
>John
>"What do you mean your Areospace fighter is strafing us with a targeting
>coputer in one location????!?!?"

			       ACE
                   s903609@minyos.xx.rmit.oz.au
	        " How deep is the ocean ? " - Eric
" No Silicon Heaven ? But where would all the calculators go ? " - Kryten
      " Smoke me a kipper, I'll be back for breakfast." - Hero Rimmer
Engineering : The art of using something without actually understanding it.
From: s903609@minyos.xx.rmit.oz.au (ACE)
Newsgroups: rec.games.board
Subject: Re: Btech/rtech comparison(plus ceturion)
Date: 15 Oct 92 07:00:06 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

dshaffer@andromeda.rutgers.edu (Donald A Shaffer) writes:


>  To those who want to compare centurion to the others, heres my say so.
>First, conmsidering how cneturion damage is scored compared to the other two 
>sytems a direct conversion would be difficult if not well nigh impossible, 
>therefore, info. comparison is needed. 
>  So, in a fight between a typical centurion med. grav tank (say a liberator)
>and any piece of fighting machinery in the other sytems, who would win?  My
>vote goes for the liberator.  Not only does it have a laser capable of firing
>at 4000 m, it has a fairly heavy GAUS cannon that has a range of 3000m, and two
>different missile systems, fully laser guided, with ranges of 2000m and 1200m
>respectivley.  Not only that, but with a grav tanks shielding and painting
>lasers, and a maximum speed of 1188km/hour (in high altitude mode) fighting
>a grav tank is going to be slightly difficult for a mech or mecha from either
>of the other two sytems.
>  While were at it, How do Leviathan ships compare to rtech and btech ships
>ie. how many shivas would it take to wipe out the SDF-1 :) )
>*******************************************************************************

	Why does everyone think that range is the ONLY basis for comparison.
In many battles the longest range weapon is not the most effective. For 
instance, German WWII weapons were fairly short ranged comparitively, with
a high rate of fire. These proved to be VERY effective weapons due to the
close in nature of infantry combat. The long ranged rifle, such as an M1,
couldn't keep up with this rate of fire, and considering how many bullets are
usually fired compared to how many wounded occur, it's not very surprising
why the Germans did better. This can be similiar to many Btech/Rtech/RLCent
battles, depending on the predominant terrain.

	I do agree with you on the MASSIVE difficulty of comparing RL to Btech
or Rtech because of the way the damage systems work. BTW I much prefer the
RL system, it gives a much better impression of the damage hitting and affectingyou.

			       ACE
                   s903609@minyos.xx.rmit.oz.au
	        " How deep is the ocean ? " - Eric
" No Silicon Heaven ? But where would all the calculators go ? " - Kryten
      " Smoke me a kipper, I'll be back for breakfast." - Hero Rimmer
Engineering : The art of using something without actually understanding it.
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Tue, 13 Oct 1992 14:08:40 -0400 
From: "Jonathan T. Moore" <jmci+@andrew.cmu.edu>
Subject: Re: Titan -what means "slugathon"?

>Excerpts from netnews.rec.games.board: 12-Oct-92 Titan - what means
>"slugath.. Gerald Siek@uni-paderbor (174)

>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

The word "slugathon" is really just a marketing term made up to sell the
game. I suppose the  closest translation would be to describe it as an
all-out, free-for-all, brawl.

Hope I helped.

Jon
From: oberland@vax.sonoma.edu
Newsgroups: rec.games.board
Subject: Re: A&A Fixing the imbalances
Date: 8 Oct 92 22:25:11 GMT
Organization: Sonoma State University

reply to 00nderwin:

Well, there are two types of games.
1:Historicaly accurate simulations
2:Games maed for playing, set on a theme

Which does the Game A&A fall into?
Well, the fact is that A&A should be like the rest of the MB series.
In FAmerica, it is more even(has its quirks, too)
in the others, it is a game where almost enyone can win.

The point of a game like A&A is to create a challenging environment
where players can plan and play against each other.
THIS MEANS that the game should be evenly balanced(ie: CHess is the
perfect example here).

If it is not, and it leans too much towards one side, the game
suffers greatly.  I would rather play a game where I know there is a 50/50%
chance of winning than suffer with the present 70/30 problem.

If I wanted historical accuracy, I'd play AThirdReich.
I wnat to play a competitive game instead.

Joe
--
It shouldn't be THIS hard to win...
Newsgroups: rec.games.board
Date: Sat, 10 Oct 1992 09:43:37 -0400 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A House Rules
	<1992Oct9.231210.1901@ll.mit.edu>

shoham@ll.mit.edu (Daniel Shoham) writes:

>>In article <BvqJDo.92n@news.udel.edu> barich@bach.udel.edu (Dewey H
Barich) writes:
>>>In article <1992Oct7.005232.6805@ll.mit.edu> shoham@ll.mit.edu
(Daniel Shoham) writes:
.
.
.
>>>DISCOUNTED HARDWARE:
>>>1. Subs        $6
>>>2. Battleships $20
>>>3. I.C.        $10
>
>>Why?
>
>We found that no one wanted to buy Subs (no one still wants to buy BB, so
>perhaps a further discount is in order). As for I.C.'s, they make for very
>agressive industrialization play in the far east. This price is compeatative
>with transports!

If you discount BB's too much you will be in for a nasty surprise.  If
you have enough BB's they make for an excellent (though slow) attrition
piece.  Attack some place (e.g. Germany, or some other capital) by
transporting over one inf, and using lots of shore bombardment.  Boom,
you lose 1 inf, and for every 3 battleships you use, the enemy loses 2
inf.  Not normally a problem, since BB's are so expensive, but if you
reduce the price enough you may see this occur.

Erik
---=