HDTenEightyP/NetNews huggingface dataset:
From: aflitney@physics.adelaide.edu.au (Integrator III)
Newsgroups: rec.games.board
Subject: Re: Titan: 2 types of megacreatures in one stack
Date: 6 Apr 92 16:07:26 GMT

etb@cunixa.cc.columbia.edu (Elam T Birnbaum) writes:

>Ok, now, if nobody out there minds, I would like to bring up some new topics
>of discussion. First, how many people out there like building a warlock on the first turn if one rolls a six? I don't like it too much (takes up space, behind
>on building, etc.), but I would like to hear what others think. Second, has

When I started playing Titan I used to take the warlock on a roll of six on the
first turn nearly all the time. In one game I started with three sixes = three
warlocks. It was a long time ago so I cant remember what happened but I dont
think I won (it was a 5-6 player game as I recall). Now, on a six I use one of
the following stategies:

	Teleport to vacant tower and muster a third centaur (ogre). Best if it
	is a tower with the woods (hills) four hexes away, not the woods
	(hills) that forces you onto the outer ring. Either way there is a 1/3
	chance of mustering a warbear (minatour) on the following turn,
	teleporting again with a six.

	Teleport to the plains (marsh) below the inner ring, with a 2/3 chance
	of mustering the same creature again on the following turn assuming
	no blocking.
--
Adrian Flitney, Dept of Physics,   | "I think that I think, therefore I think
University of Adelaide, Australia  |    that I am" -- Ambrose Bierce
         E-mail:                   | "I think, therefore I might be"
aflitney@physics.adelaide.edu.au   |    -- Werner Heisenberg
Newsgroups: rec.games.board
From: nfs410c@kepler.unh.edu (Neil F Sorenson)
Subject: Darkover
Organization: University of New Hampshire  -  Durham, NH
Date: Mon, 6 Apr 1992 14:17:11 GMT

  Someone posted a notice a while back that they were looking for Darkover
by Eon... I found an original copy in my local game store and if this 
person is interested, I will buy it for them and ship etc. etc.
  Leave me mail.

Newsgroups: rec.games.board
From: ktko@athena.mit.edu (Kwanghyon T Ko)
Subject: WANTED: Sword's Path: Glory
Organization: Massachusetts Institute of Technology
Date: Sun, 12 Apr 1992 06:13:48 GMT

I'm looking for the LEG game Sword's Path: Glory, which is out of 
print.  It doesn't have to be mint only playable.

Thanks

K. Thomas Ko
Dept. of Biology
MIT

Newsgroups: rec.games.board
From: morzinpl@HYDRA.ROSE-HULMAN.EDU
Subject: Re: Axis&Allies(new)
Reply-To: morzinpl@HYDRA.ROSE-HULMAN.EDU
Organization: Rose-Hulman Institute of Technology
Date: Thu, 9 Apr 1992 15:08:52 GMT

In article <reynard.702858170@usceast.cs.scarolina.edu!>, reynard@susie.cs.scarolina.edu (John Reynard) writes:
>
>A tactic I usually employ as Germany is to attempt to build a fighter 
>on every turn that I can.  As the Axis wins most of the games I play in
>I think that this must greatly improve German chances.
>
>Typically by turn three I have 7 fighters on the eastern front after having 
>pounded the Brit fleet into pulp.  I make attacks with massed infantry and 
>fighters with some tank support.  The fighters are immesurable once you have
>to defend an area such as Karelia from massive allied attacks.  I have in my
>last 4 games eliminated the Russians before turn 6 every time.  Each game saw
>both U.S. and U.K. giving massive aid to Russia by invading Karelia repeatedly.
>By the time Germany was weakened enough to fall against the three of them the 
>Japs had taken part of Africa in all four games.  My strategy seems to work
>with proper Axis cooperation.
>
>Comments, criticisms


And what is the US doing all this time?  How did him manage to both let Germany
kill the Atlantic navy and Japan take Asia?  It sounds like you need more
experienced Allies.
								Pete
						morzinpl@rosevc.rose-hulman.edu

>John
>
Newsgroups: rec.games.board
From: db@dcs.ed.ac.uk (Dave Berry)
Newsgroups: rec.games.board
Subject: Re: Empire of the Middle Ages
Date: 14 Apr 92 16:59:31 GMT
Reply-To: db@dcs.ed.ac.uk (Dave Berry)
Organization: Laboratory for the Foundations of Computer Science, Edinburgh U

In article <kujq3aINNjqr@exodus.Eng.Sun.COM> elric@imryrr.Eng.Sun.COM (Rick Heli) writes:
>We found though that the Saracen raiders were too powerful

I used to play the millenium scenario a lot, and we often ignored the
saracens.  If we did use them, we gave them home areas and ruled that
a conquest of their home areas would stop them raiding for a while (I
forget the exact rule).  I know of severalvariants to the game, some
of which have got (IMO) ludicrously complicated.

EMA is an excellent postal game, BTW.  We used the postal rule face-to-face
as well - basically they replaced alternate movement by simultaneous
movement.  (If "movement" is the right term!)

We found that Byzantium was very strong, being relatively isolated 
and with a lot of neutral areas to occupy.  It often got 20 or 30
gold even in scenarios.  Especially if it pillaged Jerusalem so that
the Syrian magnates would never attack it.  (I like a rule that makes
a Christian player that pillages or plunders Jerusalem run the risk
f being excommunicated.  Alternatively, the Syrians could always go
for Jerusalem if they get the chance.)

My biggest peeve with the game is that it leaves too much to chance,
and doesn't deal well enough with the task of running an empire.
There is no defence against diplomatic endeavours, the event cards
have too much effect, and neutrals don't defend themselves properly.
I tried playing a game where neutral leaders had a combat rating of
2 (instead of 0), and in general it was more realistic - empires
didn't expand into neutral areas so much, and fought each other
more.  Unfortunately this crippled the smaller empires, because they
couldn't raise enough money.

Dave.

--
 Dave Berry, LFCS, Edinburgh Uni.      db%dcs.ed.ac.uk@nsfnet-relay.ac.uk

"And so it looks like we're in for another five years of silly government."
					-- Monty Python.
From: aha@meryl.csd.uu.se (Anders Hallberg)
Newsgroups: rec.games.board
Subject: Re: SFB: Romulan SparrowHawk Carrier
Date: 13 Apr 92 12:52:41 GMT
Organization: UDAC, Uppsala, Sweden

In article <eJHXiB2w165w@angus.mi.org>, thx1138@angus.mi.org (Scott Abfalter) writes:
> I tell you, for 4 BPV a fighter carrying a Type-F Plas is a _scary_
> thing.  Consider that you can buy three times the cost of F-14's in 
> Romulan fighters.  

4 BPV for a plasma-F fighter!?  As far as I can recall there are no
fighters that cheap, at least not in Captains Edition.  Or do you mean that
a plasma-F fighter cost 4 BPV more than a plasma-D fighter?

	/Anders Hallberg
Newsgroups: rec.games.board
Subject: Re: A&A House Rules (clarification)
From: oberland@vax.sonoma.edu
Date: 9 Apr 92 03:13:34 -0800
Organization: Sonoma State University

Two clarificatiions in my rules:

As per optional rule # 2,
the phrase "a 2 or better" should be re-written as:
"2 two or BELOW/same roll as sub's defense roll"
Hope that clears up things.

Also, the "BOMB" rule only allows one bomb per turn per country maximum, even
if that player has heavy bombers.  The player cannot roll two dice for
attacks, and roll for the bomb as well.  The plane that has the bomb can carry
ONLY the bomb, and cannot be transferred to another plane.  The other "dice"
for the heavy bomber are lost.

Thanks for the input, and I would LOVE any other optional rules that anyone out
there may have...

Joe
From: shawni@.tis.llnl.gov (Shawn Instenes)
Newsgroups: rec.games.board
Subject: Re: SFB: Romulans & Torps
Date: 11 Apr 92 05:16:19 GMT

aha@meryl.csd.uu.se (Anders Hallberg) writes:

>> There's a problem with this tactic.  All your opponent has to do is get
>> something to blow up near you (a ship, a shuttle, a t-bomb...), and your
>> ship lights up like a Christmas tree during the impulse of the explosion.
>> Instant lock-on.  Instant death of cloaked ship.  You could even be exposed
>> by one of your own fighters blowing up, if it were close enough to you.
>
>Shuttles and fighter do *not* explode.  It takes a ship, a mine or a PF 
>explosion that causes damage to the cloaked ship to get the flash-cube
>effect Shawn describes.  Note also that the explosion of a ship with an
>explosion strength of 9 or lower does not extend outside the explosion hex.
>Such a unit would have to explode *in* the hex of the cloaked ship to
>expose it.

Thanks for the correction.  You are right, it takes a somewhat larger
explosion to expose a cloaked ship.  I'll have to verify that a t-bomb
counts (I'm pretty sure it does, but it has been a while).  Then you'd
just drop a shield when fighters were docked, lay a bomb where the fighters
disappeared, & detonate it yourself.  Since the fighters would have to
wait 8 impulses before firing, you'd have time to raise the down shield,
just in case he manages to launch one.

Or overrun him with a Lyran ESG, since you have such a good fix on his
position just by watching fighters.

Modify the entire scheme appropriately for fleet battles; plans for each turn
usually aren't worth much past impluse eight or so.

I'm a Hydran kinda guy, myself.  Take their best shot & then gut 'em.  :-)

-- 
Shawn Instenes, shawni@tis.llnl.gov, shawni@s1.gov
Distributed Computing Support Program, LLNL
From: aflitney@physics.adelaide.edu.au (Integrator III)
Newsgroups: rec.games.board
Subject: Re: Titan: Serpents in the desert
Date: 12 Apr 92 10:56:34 GMT

etb@cunixa.cc.columbia.edu (Elam T Birnbaum) writes:

>Charles Poirier writes in a previos post:

>"Look at what might happen with a Titan and 6 Serpents defending in
>Desert, when attacked opposite the name side.  3 Serpents would die
>immediately from being unable to walk onto the board!"

>I must correct this mistake. All the battlelands have been
>specifically created so that even if you have 6 creatures that move 2,
>no matter what terrain you are fighting in, you can put them all on
>the board. What Charles didn't realize is that it takes two to move
>onto the sand, so 6 serpents could fill up the four blank spaces, and
>the two sand spaces all the way on the end. Ofcourse, that would mean
>the titan would have to be on the front line! Lets say that a seven
>stack with 6 serpents attacked a seven stack of rangers in the swamp,
>again, opposite the name side. Even if the rangers took up all 6 of
>the spaces on the front line, the 6 serpents could still enter. (If
>there were seven, THEN, a serpent would die from not being able to
>enter. I like to get two or three serpents before I start hunting,

I havent got the game in front of me, but my recollection is that when
*defending* in the desert on the name side there is sand on all the entry
points thus making it imposssible to enter more than three non-flying skill two
creatures. Similarly, defending in the Swamp can be a problem for 6 Serpents
and a Titan. Ironically, on two out of three defending sides in the Jungle
the only way to enter six Serpents and a Titan is to put the Titan in the
front! However this is not my biggest qualm about having Brush/Jungle creatures
in my Titan stack. Rather it is the lack of manoeuvrability in the early
stages. All Jungle hexes have only one exit, and consequently other players are
often presented with opportunities to block your Titan legion (if they know it
is your Titan legion) with a strong legion (often Brush/Jungle itself) and hold
up your recruitment for a long period.

I will sometimes go for Serpents in my Titan stack just to keep my opponents
guessing, but it is not my stategy of choice. Though I have never had (nor
seen) a stack of 6 Collosus and a Titan, in  tests I have found this to be
able to defeat any non-Collosus stack in any terrain. Even a Titan and 6
Serpents defending in a tower must have luck on their side to survive.
--
Adrian Flitney, Dept of Physics,   | "I think that I think, therefore I think
University of Adelaide, Australia  |    that I am" -- Ambrose Bierce
         E-mail:                   | "I think, therefore I might be"
aflitney@physics.adelaide.edu.au   |    -- Werner Heisenberg
From: vvirrank@cc.Helsinki.FI (Ville Virrankoski)
Newsgroups: rec.games.board
Subject: Re: WWII: PTO errata for real
Date: 9 Apr 92 13:27:06 GMT
Organization: University of Helsinki, Finland

In article <gdsn3qg91HvkAwdvZ3@rchland.ibm.com> seurer+@rchland.ibm.com (Bill Seurer) writes:
>
>Well, I seem to have gotten the full errata now including the British OB
>and setup changes.  I was missing the changes to the UK setup in
>scenario 9 before.  Here (by popular demand) it is:
>

>
>Allies Player Aid Card
>----------------------
>

>Autralia OB
>There are no 6-3 infantry reinforcements, delete that line
>8-3 Infantry should be 2 in 1942 with a footnote of 1 (appear deleted in
>Bombay whenever)
>

When comes 3-3 Australian infantry?

US OB

When comes 2-3-3 naval airs? 
Are Filippine units built in US west coast?

>Rulebook
>--------
>

Do Indian units get supply from any Indian cities? Burman cities?
Malayan cities?

Do CV air automatically find their targets when naval stack is 
adjacent to the enemy stack?

When 3-3-3 naval airs are destroyed, are they built as 3-3-2 navals?

>- Bill Seurer    Language and Compiler Development     IBM Rochester, MN
>  Internet: BillSeurer@vnet.ibm.com          America On-Line: BillSeurer

THIS IS THE THIRD TIME I ASK THESE SAME QUESTIONS! PLEASE ANSWER!
(Is there anybody reading this? Yo-hoo? Where has everybody gone...?)
Newsgroups: rec.games.board
From: jfc@athena.mit.edu (John F Carr)
Subject: Re: WiF: barbarossa, save the russians.
Keywords: DoD/WiF,Barbarossa
Organization: Massachusetts Institute of Technology
Date: Mon, 6 Apr 1992 14:51:46 GMT


Russia should be building much more than 2-3 INF per turn.  Russia
ignores gearing limits the first production phase after invasion.  Let
the other allies worry about building tanks for the first several
months, and build all the CAV and as many INF per turn as possible.

The first Russian line in games I've played in is usually around Kiev
in the south and the forest/swamp/lake line in the north.  There are
enough isolated units in front to delay the attacker an impulse or
two.  A single CAV unit strong enough so it can't be overrun, or a 2
factor CAV in a city, stops the attacker.

Russia can recover after losing everything on the European map except
the Caucasus and a route connecting it to the Urals.  Losing the oil
fields or an eastern off-map box is probably fatal even if it doesn't
give the Germans enough cities to conquer Russia.

--
    John Carr (jfc@athena.mit.edu)
Newsgroups: rec.games.board
From: etb@cunixa.cc.columbia.edu (Elam T Birnbaum)
Subject: Titan: Serpents in the desert
Organization: Columbia University
Date: Sat, 11 Apr 1992 20:45:12 GMT

Charles Poirier writes in a previos post:

"Look at what might happen with a Titan and 6 Serpents defending in
Desert, when attacked opposite the name side.  3 Serpents would die
immediately from being unable to walk onto the board!"

I must correct this mistake. All the battlelands have been
specifically created so that even if you have 6 creatures that move 2,
no matter what terrain you are fighting in, you can put them all on
the board. What Charles didn't realize is that it takes two to move
onto the sand, so 6 serpents could fill up the four blank spaces, and
the two sand spaces all the way on the end. Ofcourse, that would mean
the titan would have to be on the front line! Lets say that a seven
stack with 6 serpents attacked a seven stack of rangers in the swamp,
again, opposite the name side. Even if the rangers took up all 6 of
the spaces on the front line, the 6 serpents could still enter. (If
there were seven, THEN, a serpent would die from not being able to
enter. I like to get two or three serpents before I start hunting,
rather than as many as I can get. Any more would become a hinderance.
Its always nice to pair serpents up with flyers like gorgons that
could avoid situations like these, though only if the attacker had a
flyer with a 4 skill factor, would he prevent one of his creatures
from dying. With the desert, it is a bit easier, since the addition of
one gorgon would avoid a death.)  

Terrain does make a huge difference, but only in extreme situations
will it cause a death to occur before any dice are rolled.  I
mentioned earlier, an expanssion set published in a magazine (maybe it
was Dungeon, I'm not sure which, though). In those battlelands, the
swamp was so swamped (please excuse the pun) with hazards, that it
was quite easy to screen out non-natives so that they were always
attacked three-on-one, took many turns to get to you, etc. It was just
carnage. I do think, though, that the existing battlelands are fine.

Just a little correction,
Elam T. Birnbaum
From: aha@meryl.csd.uu.se (Anders Hallberg)
Newsgroups: rec.games.board
Subject: Re: SFB: Romulans & Torps
Date: 10 Apr 92 11:51:02 GMT
Organization: UDAC, Uppsala, Sweden

In article <shawni.702680141@tis.llnl.gov>, shawni@.tis.llnl.gov (Shawn Instenes) writes:
> stevea@jab.tucson.az.us (Steve Albany) writes:
> 
> 
> >[about the advantages of launching and landing fighters while cloaked]
> 
> There's a problem with this tactic.  All your opponent has to do is get
> something to blow up near you (a ship, a shuttle, a t-bomb...), and your
> ship lights up like a Christmas tree during the impulse of the explosion.
> Instant lock-on.  Instant death of cloaked ship.  You could even be exposed
> by one of your own fighters blowing up, if it were close enough to you.

Shuttles and fighter do *not* explode.  It takes a ship, a mine or a PF 
explosion that causes damage to the cloaked ship to get the flash-cube
effect Shawn describes.  Note also that the explosion of a ship with an
explosion strength of 9 or lower does not extend outside the explosion hex.
Such a unit would have to explode *in* the hex of the cloaked ship to
expose it.

	/Anders
From: phygod72@nic.gac.edu (Phil )
Newsgroups: rec.games.board
Subject: Re: Request reviews: AH "Science Fiction" games
Date: 8 Apr 92 16:18:00 GMT
Article-I.D.: gacvx2.1992Apr8.101801.692

In article <1992Apr8.040130.20522@usenet.ins.cwru.edu>  writes:
} 
} 	First, I got a job.  Then I got a check.  Now I'd like to
} buy a game....but which one?

The story of my (and probably most everyone else here's) life...

Phil Miesle
phygod72@dion.gac.edu
From: mrizzo@mpd.tandem.com (Mike Rizzo)
Newsgroups: rec.games.board
Subject: Making scenario maps
Date: 7 Apr 92 21:38:36 GMT
Reply-To: mrizzo@allwedo.UUCP (Mike Rizzo)
Organization: Tandem Computer, Inc.

I am working on some home-brew scenarios for the La Bataille system from 
Clash of Arms Games. I want to be able to create hex maps from battle field 
diagrams or maps using a set of standard overlays. So, I propose to use	
clear hex overlays to lay on top of the map to help in piecing together the
representation I want.
 
Any ideas on the best way to do this?
From: bakerj@gtephx.UUCP (Jon Baker)
Newsgroups: rec.games.board
Subject: Re: rec.games.board.A&A ?
Date: 12 Apr 92 06:25:09 GMT
Organization: gte

In article <haydenw.2@courier1.aero.org>, haydenw@courier1.aero.org (bill hayden) writes:
> Does the heavy interest in Axis & Allies (as observed over the last couple
> of months) warrent the creation of a separate group ?

I would say, YES.  Same goes for Battletech.
From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Date: 8 Apr 92 01:14:09 GMT
Article-I.D.: sdcc12.31448
Distribution: na
Organization: University of California, San Diego

In article <1992Apr7.203043.29932@cs.rose-hulman.edu> morzinpl@HYDRA.ROSE-HULMAN.EDU writes:

>	The edition of rules I have says that industrial complexes which you
>did not own at the begining of the game may only produce a number of units per
>turn equal to the value of the territory.  This is why the U.S. factory is not
>so wonderful.
>							Pete
	Actually any industrial complexes that starts on the board
may produce without limit.  This subtlety have great consequences
behind it.  Germany can produce out of Karelia without limit and if
Russia is captured, Yank can produce without limit out of Karelia
should Yank liberates it (Both actually happened, the Germ scenerio
is not surprising, the Yank scenerio is not only surprising but
devastating to the Axis' chance to victory).

					- The Tasmanian Devil
					cchiang@sdcc13.ucsd.edu

P.S.  	Look at the rules sometime, you may discover even
	nastier subtleties that can determine the outcome of
	a game.

P.S.S.	I bet most people never even thought about what would
	happen if Russia is captured and Allies liberate Karelia.
	Tell you the truth, I didn't realize it either until we
	check the rules.  It prolong the game from 30 minutes to 
	4 hours (big difference huh).
From: stevea@jab.tucson.az.us (Steve Albany)
Newsgroups: rec.games.board
Subject: Re: SFB: Romulans & Torps
Date: Mon, 06 Apr 92 10:21:24 PDT
Organization: Just Another Bbs. Tucson, AZ

        I prefer to use the Romulan SparrowHawk Carrier and load my 
Plasma-F's into the fighters. You can launch and retrieve fighters while 
cloaked, and even if your opponent knows your location, you'll still pretyty 
hard to hit.

        ================================================================
        |                    Capt. Steve E. Albany                     |
        |                 Cmdr. USS PATTON (NCC-8570)                  |
        |--------------------------------------------------------------|
        |                           | "My son, ask for thyself another |
        | SteveA@Coyote.Datalog.Com | kingdom, for that which I leave  |
        |  SteveA@Jab.Tucson.Az.Us  | is too small for thee.."         |
        |                           |    - King Phillip of Macedonia   |
        ================================================================
From: fishkin@Xerox.com (Ken Fishkin)
Newsgroups: rec.games.board
Subject: Re: Empire of the Middle Ages & Sword and Stars
Date: 10 Apr 92 22:00:43 GMT
Reply-To: fishkin@Xerox.com (Ken Fishkin)
Organization: Xerox PARC

In article <1992Apr10.194717.17519@athena.mit.edu>, pckyip@athena.mit.edu (Patrick C Yip) writes:
] Just wonder: how close is Sword & Stars to Empire of the Middle Ages?
] 
] I know Sword & Stars used the system of Empire of the Middle Ages, but
] I am curious about what in S&S is correponding to what in EotMA

    Everything. It's been a long time, and my memory is vague,
but I remember that S&S was just EOTMA with all the names changed.

-- 
Ken Fishkin	fishkin@xerox.com
From: torbenm@diku.dk (Torben AEgidius Mogensen)
Newsgroups: rec.games.board
Subject: Re: Request reviews: AH "Science Fiction" games
Date: 13 Apr 92 12:39:26 GMT
Organization: Department of Computer Science, U of Copenhagen

pckyip@athena.mit.edu (Patrick C Yip) writes:

>Actually which is better? Merchant of Venus, Star Traders, SPI's Startraders
>and SJG's Trailblazers?

If SJG's Trailblazers is the same as the microgame Trailblazer, I have
played all except SPI's Startraders. Personally I like MoV best, as it
has more room for different strategies. Trailblazer has the most
realistic economic system, but requires a lot of book-keeping, and
focuses too narrowly on trading. The only real player interaction is
in competition for prices. It boils down to "If your'e alone on a
planet, that's good, if not that's bad". If SJG has rereleased it,
there might be improvements over the Microgame. If that is the case it
might be worth considering.

	Torben Mogensen (torbenm@diku.dk)
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Newsgroups: rec.games.board
Subject: Inkognito
Keywords: rules translation?
Date: 13 Apr 92 20:25:58 GMT
Distribution: na
Organization: AT&T


This seems like a worthless question from my pespective but, I figured I 
would ask anyway.  My question concerns the German board game Inkognito.
I was wondering if anyone out there in net.land had a version of the rules
translated to English/American?  And, if they did, could they copy and mail
them to me?  I recently got a copy of this game but, as I do not speak 
or read German (my high-school German teacher left the year I was to start),
the game has been gathering dust.  If anyone has anything, please let me
know and thanks.

Nick Sauer