HDTenEightyP/NetNews huggingface dataset:
From: mlh2416@zeus.tamu.edu (HERRING, MICHAEL LEWIS)
Newsgroups: rec.games.board
Subject: BTECH
Date: 8 Apr 92 00:51:00 GMT
Organization: Texas A&M University, Academic Computing Services
News-Software: VAX/VMS VNEWS 1.41





> ASSAULT: For 3025, I am torn between the Victor and the Awesome. With 3050
> tech, I usually make my own or refit a FASA design (Yeah, they are poorly
> thought out). My favorite refit? The Marauder II. I rip out those miserable
 > heat sinks an replace them with fewer freezers. This saves more weight than
                                   ^^^^^^^^^^^^^^^
                                         |
        ----------------------------------
        |
      what is this?  i couldn't find this anywhere in the compendium.  what 
does it do?  

      still, 

      clueless
      mlh2416@zeus.tamu.edu



ps.  thanks to Otto for the mechs you sent me.
From: stcb0084@ac.dal.ca
Newsgroups: rec.games.board
Subject: Re: Battletech-Favorite Mechs
Date: 6 Apr 92 18:04:02 GMT
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

In article <1992Mar31.225449.16400@chinet.chi.il.us>, orac@chinet.chi.il.us (Paul Giovacchini) writes:
>>Alright people, how about 2750/3050/Dragoons/3055 ? What's your All time
>>favorite INNER SPHERE 'Mech, only one per catigory please!!!
>>	- Steph
>>	Loremaster, Clan Snord [The All So Groovy Clan]
> 
> 
>  2750 - Highlander
> 
          Damn right!

>  3050 - Warhammer
>
          Victor
 
>  Dragoons - Annaliator
>
             You bet!

>  3055 - Still looking for it...  :-)

          Same here!

                                                        Sean Dzafovic
                                                        s666@ac.dal.ca
Newsgroups: rec.games.board
From: emcvicke@uokmax.ecn.uoknor.edu (Eric Mcvicker)
Subject: Games for sale
Keywords: AD&D GAMES FOR SALE
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK
Date: Wed, 15 Apr 1992 17:22:19 GMT

I have the following games for sale. All interested parties please leave
email. Prices do not include shipping.

AD&D Fiend Folio (the first edition blue cover) $25.00

GDW's Sixth Fleet $20.00

Milton Bradley's Game Master Series
     Shogun $25.00
     Conquest of the Empire $25.00
     Axis & Allies $25.00

TSR's Star Frontiers & Star Frontiers Knight Hawks $20 OBO
From: godfrey@washpost.wdc.sri.com (John Godfrey)
Newsgroups: rec.games.board
Subject: Wanted: Big Boggle (Parker Bros word game)
Keywords: word game, boggle
Date: 13 Apr 92 19:38:59 GMT
Distribution: na
Organization: SRI International-Washington

WANTED:

I am looking for a copy of Big Boggle, by Parker Brothers.  It's a spinoff
from the popular game Boggle, in which you shake up cubes with letters on 
them and let them fall into a four-by-four grid, then try to form words 
using the letters that are left showing.  BIG Boggle is the FIVE BY FIVE
version of this game, and it went out of print in 1991.

I am offering $25, including shipping (should be about $4, I think).

Contact:

	John Godfrey
	godfrey@wdc.sri.com
	(703) 247-8552
From: hcobb@fly1.berkeley.edu (Henry J. Cobb)
Newsgroups: rec.games.board
Subject: SFB: FAQ
Date: 12 Apr 92 08:43:39
Organization: /rubin/hcobb/.organization
NNTP-Posting-Host: fly1.berkeley.edu


	Q:  What is SFB?

	A:  Star Fleet Battles is a systems-based, impulse movement with
turn-modes board game based loosely on the Star Trek Cartoon series.

	Q:  And what does all that mean?

	A: It means that my cruiser is bigger than your frigate because it has
more shield boxes, more weapon boxes and more engine boxes.  that we take
turns pushing our ship counters forward a hex at a time and get to turn every
so often.  And lastly that Mr Niven should never have let the cats out of the
bag. 

	Q:  What's it play like?

	A:  A cross between the battle of Jutland and Migs in space.

	Q:  Can I play it at Tournaments?

	A: Sure, they even have a yearly tournament book giving special rules
and conditions.  (Mostly a straight-forwards cruiser duel with the Kzinti
chopped down a bit and everybody else fluffed up to that level.)

	Q:  How much is it?

	A: Hard to say, a full set comes up to about $120 these days, but the
$8 intro set is OK for getting a feel for the system. (If you can find it) Be
sure and pick up the Captain's set.  It'll be in two boxes: Basic Missions and
Advanced Missions, along with four (so far) soft packs: New Races I, New Races
II, Fighters (module-J) and Fast Patrol Ships (module K).  Note that the SSD
and Rulebook softpacks will be included in this pile.

	Q: Huh?

	A: Basic Mission box plus Advanced Missions box plus New Races I plus
New Races II == Rulebook softpack plus SSD softpack plus maps plus counters
plus boxes.  Modules J & K are extra. 
 
	Q:  And what is your part in all of this mr Cobb?

	A:  I run two mailing lists and a (of this moment full) PBeM game.
The lists are called "The SFB Tactics list" and "The SFB Battleline", the
game I run is called the Frigate's game. (80 BPV limit...).

	If you have questions on rules or general tactics then ask me to add
you to the Tactics list.  If you would like to follow battles hex by hex then
ask me to add you to the Battleline. (The Frigate's game is posted there.)

	If you would like to startup another PBeM game then I will happily
send you my notes, advertise your game on the battleline and post your
results there.

	Q:  Why do you do all this?

	A:  It reduces the load on rec.games.btech by 0.6%.
--
	Henry J. Cobb	hcobb@fly2.berkeley.edu	SFB Tyrant
	Ph# (415) 584-6008 	663 Joost St., San Francisco, CA
	"I've always thought that the Transmision Control Protocol was:
			Step 1: Open the little foil packet..."
From: elric@imryrr.Eng.Sun.COM (Rick Heli)
Newsgroups: rec.games.board
Subject: Re: Talisman
Date: 6 Apr 92 18:32:06 GMT
Organization: Sun Microsystems, Inc.
NNTP-Posting-Host: imryrr

In article <1992Apr05.005518.15900@ecst.csuchico.edu>, pkralik@ecst.csuchico.edu (Wintermute) writes:
|> The recent Talisman character selection questions prompted me to ask this 
|> question..How do fellow netters handle characters that always maintain a certain
|> number of spells in their possession(ie. Conjurer, Sprite)?  

We handle it with the following rule which seems to work well without being
overly restrictive:

4.  The following spells cannot be played  unless  they  are  the
first spell cast by the player in a given turn:
 
          Acquisition
          Barrier
          Craft
          Destruction
          Fireball
          Mesmerism
          Misdirection
          Random
          Teleport
          Temporal Warp
 

						Rick Heli
						Rick.Heli@Eng.Sun.COM
From: rwstarke@vela.acs.oakland.edu (Ross W. Starkey)
Newsgroups: rec.games.board
Subject: Re: Republic of Rome erratum from The General (vol. 27, no. 4)
Date: 8 Apr 92 13:45:44 GMT
Organization: Oakland University, Rochester MI.

In article <F1JViB4w164w@jab.tucson.az.us> stevea@jab.tucson.az.us (Steve Albany) writes:
>purtill@idacrd.UUCP (Mark Purtill) writes:
>
>> rwstarke@vela.acs.oakland.edu (Ross W. Starkey) writes:
>> >This rule appeared in this month's issue of The General (vol. 27, no. 4) and
>> >should be considered a regular, non-optional game rule (who wrote this rule,
>> >anyway?).
>> [Rule omitted]

>        Me and my group use something like that to counter Rome being 
>completely overrun with active wars (and subsequently collasping in one 
>turn). With related wars, we allow them to be dealt with in the same turn, 
>unless another war of the same type (ie, 2nd Punic) shows up in the same 
>Forum Phase. BUT, if a matching leader is already in play, we decided to let 
>it run its course, since a Leader is something special (as reguards to Wars)


The Avalon Hill rule does say that leaders activate wars as usual.  They
just do not activate _matching_ wars if they appear on the same turn as
the matching war.  Example:  It is the first turn and Hamilcar has activated
the First Punic War.  The Second Punic War and Hannibal are then drawn.  The
Second Punic is placed face down in the Inactive War slot for the remainder
of the turn, but Hannibal is placed on the active First Punic War card with
Hamilcar.




-- 
Ross Starkey                         "Of course you know, this means WAR." 
rwstarke@vela.acs.oakland.edu        "This whole thing is goony, I shou'da
                                      stood in bed!"  "Gruesome, isn't it?"
FIGHT DICTATORSHIP!  VOTE!!!!                                  --Bugs Bunny
From: otran@sdcc13.ucsd.edu (Oai Tran)
Newsgroups: rec.games.board
Subject: Clarification for Third Reich vs. World War II
Date: 15 Apr 92 00:24:08 GMT
Organization: University of California, San Diego

WWII is WWII: ETO by TSR.
On question 7b: This question is referring to WWII, not 3R; question
7a is referring to 3R.

					Oai Tran
Newsgroups: rec.games.board
From: gregbb@uhunix.uhcc.Hawaii.Edu (Gregory B. Beuthin)
Subject: Empire of Middle Ages (review please?)
Summary: Request for review  
Organization: University of Hawaii at Manoa
Distribution: usa
Date: Tue, 14 Apr 1992 20:09:18 GMT

I have been reading the recent postings on EoMA, and am interested in the 
game mechanics.  All I can figure out is that it is a *long* game
that sounds a like a cross between Civ. and Diplomacy, with lots of
fighting....  Anyone have time to give a review?  If I am the only one
who doesn't know what the game is, mail me directly.  Thanks :-)
Greggus

--
Greg "Boyteen" Beuthin {Bo2Ke4Li3} | "Watch this space for another exciting 
(gregbb@uhunix.uhcc.hawaii.edu)    |  new .sig that dares pose those unasked   
Social Sciences Computer System    |  questions that make even Barbara Walters  
University of Hawai'i              |  lips tremble when trying to ask!"    
Newsgroups: rec.games.board
From: gletty@ux1.cso.uiuc.edu (Bruce Gletty)
Subject: Re: 5-6 player games
Organization: University of Illinois at Urbana
Date: Mon, 6 Apr 1992 21:53:12 GMT

farrell@cis.ohio-state.edu (christopher k farrell) writes:


>	I have a question for all you folks out there...

>	I have a group of 5 people (occasionally as many as 7-8) who get
>together fairly regularly, and we're interested in what games you might
>recommend.  We enjoy Dune, Civilization, 1830, 1835, and Republic of Rome.  Any
>suggestions for other games?  Just as a thought, we're operating on the 
>constraints of no more than 12 pages of rules (RoR is at maximum), the board
>will fit conveniently on a medium-sized table, 2 or fewer pages of rules is
>a bad sign (Dune is about at the minimum with 3 pages), play shouldn't
>be too badly "phased" (i.e., turns are short or interactive ... that's the
>reason Titan doesn't make the list), and it can be completed comfortably in
>6 hours (yeah, I know, 1835 goes over, but we don't play it too often, either).

Eurorails or Empire builder are good games for that number of people and
time frame.
From: hcobb@fly1.berkeley.edu (Henry J. Cobb)
Newsgroups: rec.games.board
Subject: Re: PBeM board and/or computer games
Date: 6 Apr 92 22:52:02 GMT
Article-I.D.: fly1.HCOBB.92Apr6175202
Organization: /rubin/hcobb/.organization
NNTP-Posting-Host: fly1.berkeley.edu
In-reply-to: stormes@cbnewsh.cb.att.com's message of 3 Apr 92 19:32:17 GMT


	I'm still running the SFB frigate's Pbem game.

	I've ment to post the setup as per the the start of the third turn,
its kinda interesting, but I've been putting that off until I refab the
SFB: FAQ for rec.games.btech...
--
	Henry J. Cobb	hcobb@fly2.berkeley.edu	SFB Tyrant
	Ph# (415) 584-6008 	663 Joost St., San Francisco, CA
	"I've always thought that the Transmision Control Protocol was:
			Step 1: Open the little foil packet..."
From: dlc@hpfcso.FC.HP.COM (Dennis Clark)
Date: Mon, 6 Apr 1992 22:01:25 GMT
Subject: Re: Re: Axis & Allies: Germany's only chance!
Organization: Hewlett-Packard, Fort Collins, CO, USA
Newsgroups: rec.games.board

In rec.games.board, cchiang@sdcc13.FC.HP.COM writes:

> >	I agree.  I love playing Japan.  I finally discovered the tactic of
> >attacking Hawaii with my entire fleet (maybe minus one battleship) and air
> >							Pete
> >						morzinpl@rosevc.rose-hulman.edu
> 
> 	Why??  Jap fleet is more useful afloat than sunk and the
> Yank Pacific fleet is of no consequence in Pacific.  Save the Jap
> fleet to on-shore bombard the coast and destroy the Brit factory in
> India if there is one.  If the Yank fleet chases the Jap fleet, Yank
> loses big time.
> 
> 					- The TaZ

  Because if you don't force the USA to spend money on that Pacific fleet it
leaves them with more money to pour into supporting the Brits and Russians in
the Western theater.  Do you think that the Germans want an American bomber
appearing in Britain every turn?

DLC
Newsgroups: rec.games.board
From: morzinpl@HYDRA.ROSE-HULMAN.EDU
Subject: Re: Re: Japan in Axis and Allies
Reply-To: morzinpl@HYDRA.ROSE-HULMAN.EDU
Organization: Rose-Hulman Institute of Technology
Date: Tue, 7 Apr 1992 20:30:43 GMT

In article <9770105@hpfcso.FC.HP.COM>, dlc@hpfcso.FC.HP.COM (Dennis Clark) writes:
>In rec.games.board, colorado@stars.gsfc.nasa.gov (Martin Snow) writes:
>
>> In article <31282@sdcc12.ucsd.edu>, otran@sdcc13.ucsd.edu (Oai Tran) writes...
>> >hold.  If they do, the US ecomony will be able to by over 30 BRPs
>> >worth every turn in asia to kick Japan off and lend aid to Russia.
>> 
>> Only 2 units per turn can be built in a new factory in China.  That's why 
>> a UK factory in India (3/turn) is often a better choice.  RTFM, eh? :-)
>
>  Excuse me?  I don't remember this restriction on factories.  What 
>specifically does this rule say to restrict production placement this much?
>
>DLC
> 
>> Martin Snow
>> 
>> snow@lyrae.dnet.nasa.gov
>> snow@cololasp.bitnet
>> msnow%cygnus@vaxf.colorado.edu
	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

Newsgroups: rec.games.board
From: cwk@athena.mit.edu (Charles W Krueger)
Subject: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Organization: Massachusetts Institute of Technology
Distribution: na
Date: Tue, 14 Apr 1992 00:33:03 GMT

In article <j=sja=k@lynx.unm.edu> emullins@vesta.unm.edu (Eric Mullins) writes:
>cwk@athena.mit.edu (Charles W Krueger) writes:
>
>> If the Allies really want to gang up on Japan, I suggest a Russian attack
>> on Manchuria with a subsequent British attack on Kwangtung (transport two
>> infantry from india, fighter support - lands in Sinkiang. Sure, the japs
>> can take everything back, including India, but now find themselves very
>> short of land units on the continent. I've seen more than one frustrated
>> Japanese player following this opening.
>
>As Japan after seeing such a strategy, I'm thrilled.  I just build 3
>transports to get all those useless men on islands to the continent quickly.
>Then I'll built an industrial complex the 2nd turn or if possible, 2.  If the
>Allies go for that type of plan, then Japan can take the rest of Asia w/out
>a fight since no other units on the Allies side will be there to defend with.
>
>If the allies don't decide to do anything to Japan, then I build an industrial
>complex and a transport on the first turn.  Either way, Japan gets huge but
>at least Russia has some defense if nobody attacks Japan.
>
>Since Japan gets big anyway, the allies best bet is to ignore Japan and
>concentrate on two things: Defending Moscow & Killing Germany
>
>For the Russians this means consolidating all Asian infantry somewhere off
>the coast.  The Brittish should vacate India in favor of Africa.  If the US
>infantry survive, (usually not) they should march up towards Moscow, and
>any fleet wreckage remaining should sail through the canal.  Ie, everybody
>should run away from Japan on the first turn.  This makes defending Moscow
>easier while putting more pressure on Germany.
>-- 
The point of this attack is to slow the rate at which Japan "gets huge". They will not be as big on the continent as they could be following more conventional Allied openings and lose a turn taking back what they lost on turn 1. It is not a flawless strategy but it can result in the Americans surviving in China and can even result in a British factory in India on a later turn. Naturally the Allied future plans depend heavily on what the Japanese player does in response, but his responses are limited by the


 fact that he has limited ground forces to play with on his first turn. Usually with this opening, I would follow a line of play similar to one you outline above, Russian pulls back, Brit hangs on to Africa (maybe a complex in SA), American pressures Germany.
From: barich@bach.udel.edu (Dewey H Barich)
Newsgroups: rec.games.board
Subject: Re: Re: Japan in Axis and Allies
Date: 9 Apr 92 15:21:47 GMT
Organization: University of Delaware

In article <1992Apr8.123815.3702@exu.ericsson.se> exukozi@exu.ericsson.se (Tom Koziatek) writes:
>In article <9770105@hpfcso.FC.HP.COM> dlc@hpfcso.FC.HP.COM (Dennis Clark) writes:

>The rules he's referring to are the second edition rules. This revision also
>includes that vital rule that Russia CANNOT attack on the first turn.


WHOA!!!   The Russia cannot attack on the first turn is an OPTIONAL
rule, and is by no means vital (the vital point is debatable, but I'm not
going to debate it.).

Without flaming anyone at all, _please_ read the rules carefully! 

It seems to me that when I play with players I have not played with
before, there are often quite a few rules conflicts, based quite a bit
on interpretation.  While I have been wrong on more than one occasion, I
have found that I am more often right (by consensus after debate) than
wrong.  I assosciate this with the fact that when I find something in
the rules that seems uncertain, I read it several times, look for any
references to it elsewhere in the manual, and lastly, try to honestly
and openly decide what was _meant_ by the rule, not necessarily what the
exact wording is.  By looking for other references, I answered the
question that's been floating about on the production of original
complexes held by an enemy (Germany holding Karelia), by looking not
only at the rules about complexes (pages 13-14 or so?) as well as
the spot on page 21 where this gets cleared up (second edition rules).
Granted, the manual should have had the sentence on page 21 with the
rest of the complex rules as well, but what manual is perfect?  Which
brings us to honestly and openly deciding what the rule means.  For
example, the question that arises over submarine first-shot attacks.
The manual's wording isn't very clear, but if you follow the Naval
combat sequence provided on each of the 5 national cards, you can
clearly see that what is _meant_ is for the attacking subs to
immediatiely sink anything they hit on _each_ round of combat.

I became quite a stickler for properly reading the rules when I first
started playing and friends of mine who already played taught me how to
play.  They were always more interested in saving their own hides than
using the rules correctly, so their position on a rule would often
change during the course of one game!  Once I got the game for myself, I
started learning just how far from the truth we had been...


Sorry to ramble like this!   And again, I'm not flaming anyone (or, I'm
flaming everone including myself!!), but don't flame me for the above.
:-)



Dewey Barich, someone who plays A & A FAR too much!!!!!!
Newsgroups: rec.games.board
From: pat@magnus.acs.ohio-state.edu (Patrick E Plaisted)
Subject: list of diplomacy stalemate lines?
Organization: The Ohio State University
Date: Tue, 14 Apr 1992 15:07:54 GMT

Greetings to all diplomacy players,

I am looking for a comprehensive list of the valuable stalemate lines 
used in diplomacy.  I realize that there are virtually an infinite 
number of them, but which ones have you found valuable and utilized in 
winning and/or stalemating a game?

Thanks,

Pat

Newsgroups: rec.games.board
From: kevins@cae.wisc.edu (Kevin Schroedel)
Subject: Need rules for AH Guns of August 
Organization: College of Engineering, Univ. of Wisconsin-Madison
Distribution: USA
Date: 16 Apr 92 11:40:14 CDT
Summary: Lost my rules, need new set 
Keywords: rules, wanted 

Anyone out there got an old Avalon Hill game called Guns of August?  I
have the game but can't track done my copy of the rules and documentation.
What I need is everything except the player aid card that has the Order
of battle and the helpful charts on the back side.

Wanted to set the thing up and play a solo game without having to come up
with all the rules myself.  Can anybody mail me the rules (I'll send ya
postage if its alot!) or let me know where to pick up a copy.
			Thanks in advance.

			Kevin Schroedel

			1326 Mound Street #2
			Madison WI, 53715

Newsgroups: rec.games.board
From: morzinpl@HYDRA.ROSE-HULMAN.EDU
Subject: Re: Japan in Axis and Allies
Reply-To: morzinpl@HYDRA.ROSE-HULMAN.EDU
Organization: Rose-Hulman Institute of Technology
Distribution: na
Date: Thu, 9 Apr 1992 14:51:59 GMT

In article <1992Apr9.032248.29492@acsu.buffalo.edu>, v077mdph@ubvmsb.cc.buffalo.edu (John of Gaunt) writes:
>In article <DLW.92Apr8095956@falcon.bcm.tmc.edu>, dlw@falcon.bcm.tmc.edu (David Louis Williams) writes...
>>In article <31443@sdcc12.ucsd.edu> cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) writes:
>> 
>>   Build the factory
>>   in Kwangtung on the first turn, it is invulnerable to any invasion.
>> 
>>Kwangtung general falls on the first turn in our games.  The Brits invade with
>>the fighter and 2 INF from India. This leaves only a fighter guarding India
>>and they lose the transport (although I've seen it survive before) but the
>>Japs have lost everything but Indo-China and the US generally clears that up
>>on their turn.  If Japan uses their fleet against the US then they can't
>>retake all the land lost in asia.  If they forgo the US navy then the US is
>>just that much closer to building up a strong navy in the pacific with which
>>to invade Japan.
>> 
>>Has anyone else tried a Japan first allied strategy? I find that a Germany
>>first strategy wins more often but a Japan first can be interesting.
>
>	A friend of mine and I tried a Japan-first strategy in an Axis and 
>Allies tournament.  It worked very well.  Our game was over in turn five.  One
>of the other three games resulted in a military victory by the Axis ( the team
>that eventually defeated us for the championship ), and the remaining two were
>virtually undecided until turn eight.
>	There is, however, a killer strategy for Japan.
>	Buy an industrial complex on the first turn if Britain failed to attack
>French Indo-China Burma.
>	On the first turn, move all but one infantry unit from Manchuria into
>China.

If USSR has not taken Manchuria or at least killed most of the infantry.
I always do this when I play USSR, and use the fighter in Russia, too.
It nearly always succeeds.

>Move in the infantry from Kwangtung, and both the fighters in Asia.
>Retreat, if you must, to French Indo-China Burma.  After the battle, move at 
>least two fighters, plus the infantry from the Phillipines, to French Indo-
>China Burma.  Also, move at least one battleship to that sea zone.  An 
>amphibious assault on the Soviet Far East is optional, and you should attack 
>Hawaii with the minimum necessary to destroy the American units there. 
>	Place the complex in French Indo-China Burma.
>	Russia will probably take Manchuria, and maybe Kwangtung, but you will
>soon have enough units in Asia to overwhelm the Allies, and force the fall of
>Moscow.
>
>>David Williams
>>dlw@cmb.bcm.tmc.edu
>
>Snoopy

								Pete
						morzinpl@rosevc.rose-hulman.edu

Newsgroups: rec.games.board