HDTenEightyP/NetNews huggingface dataset:
From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Newsgroups: rec.games.board
Subject: Re: Shogun
Date: 16 Oct 92 02:13:42 GMT
Organization: University of Illinois at Urbana

duelge@schaefer.math.wisc.edu (Jason Duelge) writes:

>Lets see ... spread out thin as opposed to stockpiled ...

Spreading out is definitely better insofar as you are not slowing the
buildup of your damnyous, excuse me, daimyos.  When you have 4-5
players, holding on to more than 11 territories is sufficiently
difficult that it is often better to simply attack to gain experience
and save your strength; clumps of spearmen are welcome resources to
revitalize a daimyo's army after surviving a major battle.  But
keep them in the rear because astute opponents will attack them
to wear you down.

>As far as the ninja goes ... making sure that noone else has him is a good
>strategy, but he is also useful during movement and combat.  If someone
>looks to be moving to attack you, threaten with the ninja.  Say 'if you
>move that army, the ninja will nail your Daimyo ... back to level one and
>you don't get to attack me'

The ninja is an excellent threat, but often a mediocre weapon.  I played
a game where all three times assassination attempts backfired.  With a manic
4-5 player game, everyone elbowing for space, you will tend to find people
trying not to offend if you gently remind them who has the ninja's services.

>it seems to work well with 3 people, as it is easy enough for the two
>'weaker' powers to work together against the stronger player (for the
>moment) ... but is much better with 4 or 5 players.

I do not particularly like it with only 3 players since you do get
these overly obvious alliances.  With more players, the timing of
daimyo vs. daimyo battles becomes much more important.

--Peter

______________________________________________________________________________
						|
     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
______________________________________________________________________________
From: mustafa+@CMU.EDU (Mustafa Unlu)
Newsgroups: rec.games.board
Subject: Re: EIA: I will GM an e-mail game
Date: 12 Oct 92 14:50:25 GMT
Organization: Doctoral student, Chemistry, Carnegie Mellon, Pittsburgh, PA

Hurrah!

Yes, yes, yes..

Count me in...



M.
Newsgroups: rec.games.board
Subject: Re: SFB: Necessity is the mother of invention
From: $stephan@sasb (Stephan Fassmann, Software)
Date: 9 Oct 92 15:39:03 -0700
Organization: BYU

In article <1992Oct9.123904.1@skyler.mavd.honeywell.com> djbailey@skyler.mavd.honeywell.com writes:
[...]
>When I played, there was a poor little underpowered Federation Destroyer 
>that couldn't move when it planned to fire all its weapons. After 
>listening to people discuss the merits of Klingon disruptors and other 
>"heavy" weapons and looking at the weapons charts, I concluded that 
>the plain Phaser I weapon was very efficient in terms of converting 
>energy in to damage out and easily in a class with those other 
>weapons.
>
>Imagine if you will, one of those poor little Destroyers surviving a 
>battle with it's photon tubes destroyed and reaching a repair facility 
>only to find that a shortage of critical parts means the photon tubes 
>cannot be repaired.  Suppose a very creative weapons officer or 
>engineer replaces the photon tubes with Phasers. We have a unique and 
>interesting little ship ready for a dangerous emergency mission.
[...]
>Let me know if it's been done.
>-- Don Bailey

  Well, I don't think that ABD would go for it. But the nearest thing 
to it is the Destroyer Escort-R (Romulan border varient). It replaces the 
forward drones with Phaser-1's, and I think that is the nastiest ships of 
it's size but it is only part of carrier groups on the Rom border.
  As for the Phaser-1, it HAS the best Damage to Power ratio in the game.
I proposed a Ph-1 armed SeaHawk, to be used as a Seeking Weapons Defense 
Platform and it was shot down as "against doctine", but really it was 
because everyone would replace heavy weapons with Ph-1's on everything and 
the game wouldn't be any fun any more because this ship would have come to 
range one or zero and then rip you to shreds. The tactics aren't fun enough.
Besides after you charge the phaser capacitors you have all the power you 
need to go real fast, and have lots of EW points and even tractors. I think 
it is a great idea, and you could do it if they ever rerelease the ship 
modification rules, but I doubt it will ever be part of the game. 
  We have a guy who's favorite ship is a B10 with Ph-1's replacing 
Disruptors that was the nastiest ship ever because it was very fast and an 
exellent knife fighter. Once They wanted to get rid of the Fed's F-torps but 
couldn't think of want to do with the Bismarck, so they asked so what we 
thought about replacing the F-torps with Ph-1's or Ph-G's, it's amazing to 
see how much damage 12 ph-1's can do and the ph-g's would have been much 
worse.
  Well I talked alot and I think it could be a fun ship, but I still like 
the DDL better.
Bye.
_____________________________________________________________________
|Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|The Random Acts of Kindness will Continue until Morale Deteriorates|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: rec.games.board
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: BTECH - no new group?
Organization: Netcom; Renegade User
Date: Wed, 7 Oct 1992 09:13:31 GMT

In article <16050@mindlink.bc.ca> Bruce_Harper@mindlink.bc.ca (Bruce Harper) writes:
>I don't know whether a separate group for BattleTech would encourage postings
>on other games, but I suppose it couldn't hurt.  There's a clear need for
>such a group and no one objected, as far as I saw.  What happened to that
>idea?  I hope someone is pursuing it!

    ___
     |he person who initiated discussion of a rec.games.rpg[frp].board
 group hasn't sent in a CFV on any groupname, yet.  I'm waiting to see
 what they do, if anything, and whether it passes or not.  Depending
 on what happens with that, I may submit an RFD on rec.games.mecha,
 myself.
     _
    (_
    __)o yes, at least two people (the poster of the rec.games.rpg[frp].
 board RFD, and myself) are persuing it.  Others may be persuing it, as
 well, but it's not a good idea to have multiple RFDs/CFVs current for
 similar groups.  The confusion generated is likely to result in none
 of them geting passed.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
Newsgroups: rec.games.board
From: jkoi@niksula.hut.fi (Jari Koivikko)
Subject: Re: BTECH: House Rules
Organization: Helsinki University of Technology, Finland
Date: 10 Oct 92 01:00:48

In article <1992Oct8.111918.5693@gw.wmich.edu> 91vanderkolk@gw.wmich.edu writes:

>8) Clan can use vehicles (this one hurts the most).

Clans can use vehicles already, but it is not the way Clans fight.

	Jari


--
*******************************************************************************
*   Jari Koivikko		    * 		Well planned job,	      *
*   jkoi@niksula.cs.hut.fi	    * 		not even started.	      *
*******************************************************************************
From: kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Re: Blood Bowl: Undead question
Date: 13 Oct 92 13:32:07 CDT
Organization: University of Kansas Academic Computing Services

In article <75mp_5-@lynx.unm.edu>, baldwin@carina.unm.edu (Chris Baldwin) writes:

> Also, since we want to have star abilities
> unknown at draft time(except for racial mods) this will allow the commish
> to draft normally. Right now, we have said that he can have any star he
> wants out of the pool for 1000GC above the base draft cost, but he drafts
> after the rest of the league.

Could you explain how your draft works?  When you started your first season did
you just "buy" teams like the book instructs or did you have a different way of
doing it?  Also, about rookies, do you have a different way of running this
also?  Finally, could you please define this pool of players (especially how
you started it and how you keep it full)? 

	Thanks again Chris,
-- 

				Tim Benninghoff

				kuaxe@kuhub.cc.ukans.edu
From: thornley@micro.cs.umn.edu (David H. Thornley)
Newsgroups: rec.games.board
Subject: Re: More EiA stuff
Date: 16 Oct 92 21:22:05 GMT
Organization: University of Minnesota, Minneapolis, CSci dept.

In article <Bw7y3A.Mvr@usenet.ucs.indiana.edu> charbonn@silver.ucs.indiana.edu (gary charbonneau) writes:
>One reader complained about a ploy he called the "Stubborn Resistance".
>In this ploy, a country which is unable to wage war in the field simply
>retires into non-fortress cities and stands down its corps, thus forcing
>the attacker into a large number of time-wasting sieges.  When a fortress
>is breached, the defender surrenders, allowing him to get his troops back
>at the end of the war.
>
There are some problems with this strategy.  First, you can't stand down
corps with expensive stuff like cavalry and guards without having them
revert to infantry.  Second, the defender will have to forage, while the
besieger could use supply lines.  Third, all this does is slow down the
attacker while removing any possibility of serious resistance.  Face it,
if you can be forced to surrender unconditionally, which is routine given
that you are fielding no army, do you really want to irritate the guy you
will have to surrender to?

If anybody tries this on you, I'd suggest telling them that they can sue
for peace right now, and you'll be reasonable, or go out and lose PPs like
a man (idiot?) and you'll be reasonable, or they can continue to do this
and you'll force an unconditional and use the nastiest peace conditions
available, including three home provinces (by then, you've obviously
captured all their minor countries).

>This brings me to gripe 217 about the game: There are too darn many sieges,
>even without the "Stubborn Resistance" ploy.  My suggestion is to award
>a PP swing for any siege victory, regardless of whether fleches or de-
>fending corps are involved.  This does not necessarily do anything to address
>the large number of sieges, but it might reduce the number of siege ASSAULTS.
>Who knows?  One might even see occasional use of the "honors of war" rule
>(if the attacker didn't want to risk a point loss).
>
I haven't played the game that much, but I've never seen honors of war
granted.  Nor have I seen that many siege assaults fail.  I suspect the
reason is that most people don't have many tremendous garrisons, since
those folks are much more useful as part of a field army.

If I were to use your suggestion, I think I'd set a minimum limit of defenders
for the attacker to win a PP, perhaps 5 or 10 strength points.  On the other
hand, I'd be perfectly agreeable having the attacker lose one whenever an
assault failed - after all, if it's a small siege, you should be able to
take it, shouldn't you?

DHT
From: nexus@ylum.cgd.ucar.edu (Jeff Berry)
Subject: Re: EiA: #of depots in the countermix
Organization: Climate and Global Dynamics Division/NCAR, Boulder, CO
Date: Wed, 14 Oct 1992 18:50:47 GMT

In article <1992Oct14.181053.9854@chpc.utexas.edu> phjq762@chpc.utexas.edu (Rodney Kinney) writes:
>	This is the kind of worry that gives me nightmares too.  I love
>AH for providing a complete record of all the counter sheets along with the
>rules in ASL, except that missing a counter doesn't really matter in ASL.
>It's a big problem in WiF, for instance.  After I punched the WiF counters,
>and THEN decided to make a census so I could always tell if I lost one,
>I've decided to follow a policy of Xeroxing the counter sheets before I
>punch them in games where a missing piece could make a big difference.
>					rk

Good idea.  But, since I didn't photocopy my EiA sheets, nor did a number
of other people, I suggest the following for now, I haven't seen anyone
volunteer a count from a new set, if someone has, then could they
email me?  If no one has a new set, then those who don't could send me
their count, and I'll cross check the counts.  If 6/7 people have the same
number, it would tend to favor that number.

	On another point, I always have a hell of a time convincing people
to gang up on Britain.  It is easier (but not much) to convince them
France needs stomping, but no one wants to risk Fleets against GB.


badger                                      Don Alexandre Lerot d'Avigne
Jeff Berry                                  Seneschal of Caer Galen, Outlands
               nexus@ncar.ucar.edu
NCAR doesn't tell me what to think, and I return the favor.
"You're a notch and I'm a legend"-------Alice Cooper
"You're still doing the things that I gave up years ago.."-----Lou Reed
From: hship@sw.stratus.com (Howard Ship)
Newsgroups: rec.games.board
Subject: Re: SFB anti-retrograde ?
Date: 15 Oct 92 18:45:50 GMT
Organization: Stratus Computer, Inc.

What is this maneuver?  Sound like the Freds move backwards, keeping their strong
shields and heavy weapons facing thier attackers ...
-- 
"I can't believe I had the Anti!"
Howard_Ship@vos.stratus.com
From: 91vanderkolk@gw.wmich.edu
Newsgroups: rec.games.board
Subject: Re: BTECH: House Rules
Date: 12 Oct 92 21:52:45 EST
Organization: Western Michigan University

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

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.

Have at it again!


John
"What do you mean your Areospace fighter is strafing us with a targeting
coputer in one location????!?!?"
Newsgroups: rec.games.board
From: DL@Realm.of.Chaos (DarkLord)
Subject: BattleTech : Mixing Infernos with normal SRM Ammo
Organization: Chaos and Madness (Inc)
Keywords: BTech, Infernos
Date: Wed, 14 Oct 1992 00:09:44 GMT
X-Posted-From: cc01-cc113.levels.unisa.edu.au
NNTP-Posting-Host: sol.ctr.columbia.edu

Hi!
Newsgroups: rec.games.board
From: peter@techbook.com (Peter Sarrett)
Subject: The Game Report V1.2 (3 of 7): Perquackey
Organization: TECHbooks --- Public Access UNIX --- (503) 220-0636
Date: Mon, 12 Oct 1992 08:16:20 GMT



 
Game: Perquackey
Info: $8.00 from Lakeside Industries (available 
at a Toys 'R Us near you)
Players: 2 or more
Playing Time: 20-40 minutes
Type of game: Word
Complexity: 4	Skill level: 7
Summary: Surprisingly entertaining 
despite lack of player interaction.
 
	Perquackey has been around for years, 
and yet it remains virtually unknown.  In fact, I've 
had it in my closet for over a decade and I'd 
never played it at all until a visiting friend who'd 
just stumbled onto it suggested we give it a go.  
As a result, I discovered a stimulating game 
which had been hiding right under my nose since 
childhood.
	My prolonged snubbing of Perquackey 
may be due to its surface resemblence to Spill 'N' 
Spell, a game found in practically every 
elementary school in the nation.  Both games 
involve tossing letter cubes from a cup and 
arranging the letters to form words, but the 
similarities end there.  In Perquackey, players try 
to arrange and rearrange the ten letter cubes to 
form as many words as possible within the 
available time, using only the letters on the top 
face of each cube.  Words must be at least three 
letters long, and no more than five words of the 
same length are allowed in the same throw.  To 
claim a word players must arrange the cubes, 
pronounce the word, and spell it aloud.  Another 
players writes down each word the player claims, 
informing him when he has completed a word 
group-- that is, when he has claimed five words of 
a given length.  Longer words earn more points, 
and bonuses are awarded for completing word 
groups.
	To add spice to the game, players are 
"vulnerable" whenever their scores reach 2000 
points.  When vulnerable, players add three 
additional letter cubes to their throws and must 
score at least 500 points in each throw or else his 
throw is not scored and he suffers a 500 point 
penalty.  The first player to reach 5000 points is 
the winner.
	While one player is forming words, others 
can only look over his shoulder and watch.  With 
more than two players this would probably result 
in yawns of boredom.  When playing with two, 
however, both players are occupied-- one forming 
words, the other writing them down-- making the 
game move swiftly.  Perquackey is not a 
particularly competitive game.  In fact, it borders 
on being cooperative.  It is not uncommon to 
praise one's opponent for finding a particularly 
good word, or for finally assembling a word which 
you'd located ages before.  We did find, however, 
that the suggested scores in Perquackey are far 
too low.  Doubling the score needed to become 
vulnerable, the required score and penalty while 
vulnerable, and the game-winning score fixed the 
problem nicely.
	I'd hesitate bringing out Perquackey for a 
large group of people, but it's a great way for two 
people to pass the time.
From: ptd2@po.CWRU.Edu (Palmer T. Davis)
Newsgroups: rec.games.board
Subject: Re: SFB: Necessity is the mother of invention
Date: 12 Oct 1992 02:04:46 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ptd2@po.CWRU.Edu (Palmer T. Davis)
NNTP-Posting-Host: thor.ins.cwru.edu


In a previous article, djbailey@skyler.mavd.honeywell.com () says:
>
>In game terms, replace the 4 photon tubes [on the Fred DD] with Ph-Is. 
>Add a legendary weapons officer,if you like, and perhaps knock out some
>hull boxes to simulate necessary compromises for adding the phasers.
>I think this would add a nice touch to some campaign.
>
>Let me know if it's been done.

Yes.  In (SL19.0), ``Surprise Package'', published in 1983 in Captain's
Log #1.

-- 
Palmer T. Davis      ___
<ptd2@po.cwru.edu>   \X/   cthread.  cthread_fork().  Fork, thread, fork!
Newsgroups: rec.games.board
From: bruceb@mpd.tandem.com (Bruce Burden)
Newsgroups: rec.games.board
Subject: Re: Railway games.
Date: 8 Oct 92 15:43:06 GMT
Distribution: na
Organization: Tandem Computers (MPD) Austin, TX

In article <rleroux1.718510949@sol.UVic.CA> rleroux1@sol.UVic.CA (Roger Leroux) writes:
>Hi all,
>
>Eurorails: Supposedly won the 1991 Origins Best Game award
>Empire Builder
>
	Eurorails and Empire Builder are both Mayfair games, use the same
    system, the difference is Eurorails stretches from  Poland to Spain,
    Scandanavia to mid-Italy. Empire Builder covers the US with the southern-
    most Canadian areas included.

	The goal is to connect all but one major city and collect 250,000
    credits/bucks. You do this by building track (with a crayon on the game
    board) to pick up and deliver load counters. An average game should run
    3 - 4 hours. I think that Eurorails is the more enjoyable of the two,
    though I own both of them. Mayfair also has: British Rails (I don't like
    it), Nippon Rails and "Agent of Change", a limited issue game set in
    West Virginia.
>
>Silverton 
>
	Silverton is set in Colorado, in the late 19th century. Here all
    of the routes from Denver, Salt Lake City and Sante Fe are already
    mapped out. Your goal is to purchase the track (right of ways?) which
    connect the timber and mines with the markets (Denver, Pueblo, SLC and
    Santa Fe). You operate the mines/timber, which costs money (and could
    play out) to produce load units. First one to $25,000 wins. This is a
    fun game, though I think there are some play balance issues with the
    three player game (only one I have tried). The money is really horrendous,
    graphic wise, but the board and mechanics go together well. Our game
    took 4 - 5 hours, about what the box suggested.

	Another game is: Rails Through the Rockies, alse set in Colorado,
    but you place the track like the Mayfair games, but with the terrain
    restrictions you would expect for Colorado. You have the choice of 
    narrow guage or standard, with the option to upgrade to standard later.
    This game really requires some good players, to bring out the flavor of
    the game.




								Bruce



-------------------------------------------------------------------------------
  Bruce Burden
  bruceb@mpd.tandem.com
  Tandem Computers Inc.
From: justice@csd4.csd.uwm.edu     (Michael John Stiehl)
Newsgroups: rec.games.board
Subject: Dwarves in 40K
Date: 15 Oct 1992 18:39:48 GMT
Organization: Computing Services Division, University of Wisconsin - Milwaukee
	I was wondering if anybody else out there plays Squats in 40k.
Distribution: world
NNTP-Posting-Host: 129.89.7.4
Originator: justice@csd4.csd.uwm.edu

	If anyone does I wanted to find out if there are more rules
	for them than those found in the compendium and the Rouge Trader.
	I'm especially interested in power armour weapons and new abilities
	or rules for Squats.




	Inspirational Thought:  "BEHOLD THE MIGHT OF THE HOWLIN'
				 INQUISITORS AND THE GOSPEL HAPPY
				 JOE'S OF CONFESSION COMPANY!!!!"
				   
















Newsgroups: rec.games.board
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Subject: More EiA stuff
Organization: Indiana University
Date: Fri, 16 Oct 1992 14:40:22 GMT

One reader complained about a ploy he called the "Stubborn Resistance".
In this ploy, a country which is unable to wage war in the field simply
retires into non-fortress cities and stands down its corps, thus forcing
the attacker into a large number of time-wasting sieges.  When a fortress
is breached, the defender surrenders, allowing him to get his troops back
at the end of the war.

This brings me to gripe 217 about the game: There are too darn many sieges,
even without the "Stubborn Resistance" ploy.  My suggestion is to award
a PP swing for any siege victory, regardless of whether fleches or de-
fending corps are involved.  This does not necessarily do anything to address
the large number of sieges, but it might reduce the number of siege ASSAULTS.
Who knows?  One might even see occasional use of the "honors of war" rule
(if the attacker didn't want to risk a point loss).

I don't really have a strong suggestion as to what to do about "Stubborn
Resistance".  Some readers might feel that it is a legitimate strategy.

Another reader asked, "Why would you set the depot supply value equal to
the forage value of the area?  I always understood a depot as representing
supplies brought up from the rear.  That's why they have to be in a chain."

I have to disagree here.  In an era before railroads and riverboats, the
ability to move supplies was severely constrained by the fact that the
draft animals would eat up more than the weight of the supplies at any-
thing more than a few days' march from the supply source.  A case could
be made that a depot in EiA should NOT have to be part of a chain in
order to provide supply (although it would in order to feed troops for-
ward into corps).  What say you, gentle readers?

-- 
Gary Charbonneau
charbonn@silver.indiana.edu
"En avant!"
From: schamber@envy.Reed.Edu (Seth Chamberlin)
Newsgroups: rec.games.board
Subject: Re:Blood Bowl
Keywords: Blood Bowl
Date: 11 Oct 92 21:55:29 GMT
Article-I.D.: reed.1992Oct11.215529.14550
Organization: Reed College, Portland, OR

Chris Baldwin, 
	Please post the rules you made.  I don't play the game itself, but  
am very interested in it and all the other Games Workshop games.

	Thanks,
		Wraith, leader of the screaming messiahs
			(pitiful imperial force that's a blast to play)