HDTenEightyP/NetNews huggingface dataset:
From: psikr01@convex.zdv.uni-tuebingen.de (Peter Kretschmar)
Subject: Planes in Flames info?
Summary: Looking for info on "Planes in Flames" from ADG
Keywords: boardgames, wargames, ADG, WiF, PiF
Organization: Comp. Center (ZDV) U of Tuebingen, FRG
Date: Mon, 5 Oct 1992 15:17:12 GMT

Hello - 

Quite recently there was a lot of discussion on the "Planes in Flames"
supplement to "World in Flames". I'm no WiF player myself, so I didn't
follow the thread to closely, nor save any postings.

But now, a friend of mine, who *is* interested in about everything concerning
WiF has heard about this and would like to get some info. He hasn't got
net-access yet, so I have to ask the question. I would be grateful if someone
in net-land could just give me a short overview over contents, price, ...
of "Planes in Flames".

Thanks in advance -
Peter

-----

--
Peter Kretschmar
psikr01@convex.zdv.uni-tuebingen.de
From: erwinrd@sumax.seattleu.edu (Richard D. Erwin)
Newsgroups: rec.games.board
Subject: Looking for Patrick Andrew Barnes
Date: 27 Sep 92 15:50:10 GMT
Organization: Seattle University, Seattle WA

Sorry to do it this way, but you've complained in the past that you sent stuff
to me and that it bounced, as well as that you weren't getting my mailings.

Are you still interested in the Valkenberg Castle and the Battlefleet Mars?

Rich Erwin
From: s666@ac.dal.ca
Newsgroups: rec.games.board
Subject: Battlefield Europe
Date: 29 Sep 92 10:35:19 -0300
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

     In GDWs "Battlefield Europe", do vehicles have to pay MPs to turn?
I tend to think that they would, although it doesn't say anything about this
in the rules.

Sean Dzafovic
Dalhousie University
From: kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger)
Newsgroups: rec.games.board
Subject: Re: BTECH-updating problem...
Date: 30 Sep 92 13:54:53 GMT
Reply-To: kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger)
Followup-To: rec.games.board
Organization: Corporate Customer Services  NCR Dayton WHQ-4E

In article <25SEP199218501471@summa.tamu.edu> elm4252@summa.tamu.edu (MOORE, ERIC LEE) writes:
>
>We have a problem with updating the campaign that we were running.
>
>We started a campaign back in 2090.  The groups that were playing

 Boy! I hope you mean 2990 or you guys sure live a long time!

>That factory was completed in 3010.  I had tried to get a Thunderbolt
>factory up and running to.  It was completed in 3027.  It produced
>a whopping 16 mechs a year.  Now they want to start up the same

First,  I hope your GM includes small things like restrictive government
contracts, export restrictions, etc.  with a few mech raids thrown in too.
What, you mean dirty rotten mercs might try to steal from us! But, but, but,
only we're allowed to do that!  :)

I think owning a factory opens up a lot of possibilities for the players and
the GM.  It shouldn't be all cream for the players.  IF you have been playing
that your company gets along well with whatever House it's set up in AND you've
been good boys giving the government lots of cheap mechs  (by the way, 16 mechs per year plus spares sounds pretty top notch to me for a startup company)
MAYBE the government will have included you in some of the mech research that 
is going on.  Certainly by 3055 the weapons you are buying to put in the mechs 
(you don't think you're manufacturing everything do you?) will be the upgraded
technology.

I also think that any increased production should be coming from a separate
production line (ie. essentially a new factory) not from increased production
on your existing line.  As described in Objective Raids every mech produced is
a work of love (ie. not production line) and increasing mechs produced means
creating new floor space and new teams to build them not just cranking the
speed on an assembly line.  Again, if I were the GM I would definately make
this facility a target.  The better production the better the target.

>a.k.a.  Mjr Kessel


Kurt Staiger
Newsgroups: rec.games.board
From: awells@fenris.claremont.edu (Adam "Servo" Wells)
Subject: Re: Blood Bowl
Organization: Harvey Mudd College, Claremont CA
Date: Tue, 6 Oct 1992 02:20:36 GMT

In article <1992Oct5.044435.14762@news.vanderbilt.edu> LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb) writes:
>Any Blood Bowlers out there?  I have a new race (Leprechauns) that I would like
>to get feedback on...

Please post it!

Blood Bowl is a great game.  Haven't played it in a while, but I like that
fact that it's so simple, yet has so much room for added complexity.  It's
so easy to create your own new races, skills, equipment, etc.  Before I
bought the Bloow Bowl Companion, I had already thought of rules for
pushing.  

In the league that I used to be in, we used the Weather Table, magic spells,
magic items, apothecaries, potions, rookies, star players, --- in short, a
full campaign game.  I played Chaotic Humans, and I had three mutants on my
team.

We found that we had to put a limit on the number of large monsters that one
could have on his team.  Our limit was two, at the start of the season when
you buy your teams.  LMs traded to you later or acquired as rookies were
OK.  Have you had this problem?

We also had plans to create a pool of Star Player referees, one of each
race, from which we would pull two randomly for each game.  (The LM refs
would only move in four directions.)  However, I had to leave town before I
could see it implemented.

I hope that other Blood Bowl players will post their own rules additions,
changes, and clarifications here.  There hasn't been enough blood in this
newsgroup lately.  :)

Adam B. Wells
team manager, Brockian Ultra Cricket
awells@jarthur.claremont.edu

Newsgroups: rec.games.board
From: tbarnes@silver.ucs.indiana.edu (thomas wrentmore barnes)
Subject: Re: Air Force/Dauntless Expansion Kit
Organization: Indiana University
Distribution: usa
Date: Sat, 26 Sep 1992 17:24:43 GMT

>The rules consists of a 12 page booklet labeled "Air Force Dauntless Expansion
>Kit", copyright 1978, Battleline Publications...also at the bottom is
"Hertiage Models, Inc" with logo.

I have tried to adapt technical data (like that found in Janes Aircraft,
 and other sources) for lesser known WWII planes to the AF/D format.
Maximum speed and stall speed are easily adaptable (divide by 50 mph to
get speed) as is cieling. Point costs for various maneuvers are a bit
harder to figure out. And, I have been stymied by the break points
between dive, level and maneuver speed, power and brake factors, and
performance loss at high altitudes. 
   Unless the designer was willing to do some serious number crunching
(this back in 1976 or so, before cheap scientific calculators and PCs) I
figure that there must be a quick and dirty way to derive all these
numbers. Not being a very good mathematician or an expert on
aerodynamics, I do not know them. Help!
   I am mostly interested in generating the stats for some of the early
war fighters (you know, the crummy ones that got shot down fast, or
fighters that belong to countries that got Blitzkrieged before they
could get most of their planes off the ground.), some of the US export
planes (the Vultee Vengence, P-43, P-37 Hawk) and sea planes
(Kingfisher, some of the German seaplanes) as well as the late war jets
that never saw action (Hs 129, Komet, Glouchester Meteor, Dornier Arrow
- o.k. it's not a jet-, etc.). It would also be interesting to try to
expand the system out to do engagements from the Korean War (Yak-9s vs
F-89s, Superforts vs. MiGs).

Thanks in advance,

 Tom

fighters (the P-43, the P-37 Hawk), sea-planes (the Kingfisher
Newsgroups: rec.games.board
From: tbarnes@silver.ucs.indiana.edu (thomas wrentmore barnes)
Subject: Re: AH Airforce/Dauntless Expansion Kit +
Organization: Indiana University
Date: Sat, 26 Sep 1992 17:40:36 GMT

>Has anyone found a good impulse system for this game?  I've heard it makes  
>the game more realistic to use an impulse system like star fleet battles  
>for movement and firing than the simultaneous written moves.  Anyone  
>solved this?

I solved the problem by porting the 12 impulse movement chart over from
SFB. If you do go to an impulse system for AF/D be sure to divide the
firepower and damage tables by 12 as well. If you want to you can create
a 10 impulse chart (since I think that is the fastest speed in the game
- an Me 262 in a dive) and divide everything by 10.
I found that greatly narrowing the gun cones and requiring a 1 second
"target aquisition" impulse before a plane can fire at a target makes
the game more realistic.
A problem with the damage system I have proposed is that players must
record and save "fractional damage" or most hits round down to zero and
what damage does occur would only be F and W hits. If you want E,C and L
hits to occur with any frequency at all you will need to perform major
surgery on the Damage Tables.
   As I remember (from a Designers Notes article in the General some
years back) damage works out to be approx. 25% W, 25% F, 20% E, 15% L
and 15% C.

Good Luck,

Tom
Newsgroups: rec.games.board
From: dmeier@casbah.acns.nwu.edu (Douglas Meier)
Subject: *
Organization: Northwestern University, Evanston Illinois.
Distribution: na
Date: Mon, 5 Oct 1992 02:51:12 GMT

-- 
Douglas C. Meier		|  Remember to vote this election year,       
Northwestern University, ACNS 	|  you probably won't get another one. 
I don't claim them, they don't	|  
claim me.......			|  dmeier@casbah.acns.nwu.edu
Newsgroups: rec.games.board
From: kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger)
Newsgroups: rec.games.board
Subject: BTECH:  BattleTech Designer
Summary: Version 3.2 Designer
Date: 30 Sep 92 17:29:33 GMT
Reply-To: kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger)
Followup-To: rec.games.board
Organization: Corporate Customer Services  NCR Dayton WHQ-4E


Version 3.2  of Mech Designer has been posted to the pub/MSDOS_UPLOADS 
on wuarchive.wustl.edu.  It's got a little enhanced functionality and
some bug fixes.  If not in MSDOS_UPLOADS try /mirrors3/archive.umich.edu/
msdos/games/strategy/battletech.  Thanks to everyone that tested 3.1!


Regards

Kurt Staiger
From: a481@mindlink.bc.ca (J.D. Frazer)
Newsgroups: rec.games.board
Subject: Magic Realm Expansion
Date: 6 Oct 92 07:14:03 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

Not too long ago someone mentioned that they were working on a Magic Realm
expansion kit. I'm interested!! I've lost your address, so if you see this
message, please drop me a letter.

Apologies to the net for mucking about with the bandwidth.

--
J.D. Frazer, a481@mindlink.bc.ca, (Vancouver, B.C., Canada)
-----------------------------------------------------------
*BRRRRAPPAPPAPPAPPAPPAPPAPPAPP!*
"MEIN LEBEN!" <thud>
"You shoulda thought about that when you signed up, buddy." - Valaria

Newsgroups: rec.games.board
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Re: Blood Bowl
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Tue, 6 Oct 1992 16:19:46 GMT

In article <1992Oct5.044435.14762@news.vanderbilt.edu> LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb) writes:
>Any Blood Bowlers out there?  I have a new race (Leprechauns) that I would like
>to get feedback on...
>
>Andy Lipscomb
>lipscoja@ctrvax.vanderbilt.edu

Yep.  Only I can't afford the two expansion books, which I really need to get
back into the game (playing humans vs. orcs is boring after a while).  I also
can't afford new miniatures (playing humans vs. orcs and calling them elves
and skaven get boring after a while).  Oh well.  But I still love the game;
I'd like to get the two books for Christmas this year, but I don't know what's
going to go on with that...

You know what's annoying?  I can buy a complete metal team of Blood Bowlers
for less than the cost of 1 expansion book...

...Paul


Newsgroups: rec.games.board
From: saint@paola.dei.unipd.it (Gian_Uberto Lauri 228495)
Subject: Re: BTECH: Optional Rules Version 2.1
Organization: Universita' di Padova, Italia
Date: Tue, 6 Oct 1992 12:09:44 GMT

In article <2316@cix.cict.fr> dutech@reseau.Berkeley.EDU (Groupe ELEVES) writes:

>  I believe that's because of stable fire platform. Well, I don't see
>why this could not be made for 'Mech either.

I think that the range bonus refers to a technic like the one used in
the Civil War by Northern Artillery in Fort Sumter (?) where they
buried the back of the gun barrels to stop recoil and increase range
(those were forward loaded guns). Veicles could just place some sort
of block in the ground (like some SPG do today) to stop recoil. They
are low enought to be stable. Mechs are too tall.

o   oooooo	Gian Uberto Lauri	
      o    o	saint@alessia.dei.unipd.it
     o o
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
From: bret@HQ.Ileaf.COM (Bret Pettichord)
Subject: Junta: house rules
Followup-To: rec.games.board
Organization: Interleaf, Inc.
Date: Wed, 30 Sep 92 16:53:37 GMT

This is a list of rules changes that i've used or am considering
using. I'm interested in any comments people might have on them. This
list is brief; some of these changes require further modifications and
explanations in order to be used. These are based on the West End
Games version, 1985.

Political Rules

1. Pocket Money. One's personal bank account is attached to one's
   office. This has several effects. (1) You can't gain wealth
   directly through assasination and execution. (2) One can't
   automatically take one's personal wealth into exile. (3) A change
   of government could cause personal wealth to be reshuffled. (I'm
   considering a rule that a president must have excuses for cabinet
   reshufflings.)
2. Budget. The president proposes the budget by laying down the eight
   bills he's drawn face down in front of the players as he
   determines. This is the proposal that players must vote for; they
   only know the number of bills to be distributed. This is how i was
   taught to play years ago and how i've always played. I've always
   thought this was a slick idea.
3. Each player gets only one position/office. With four players, one
   of the armies is considered permanently in the provinces and the
   navy and airforce aren't used. The president determines seating
   order, and consequently the order of play.
4. No president's brother-in-law. Vacant positions are frozen.

Military Rules

5. Winning. If the rebels hold three red areas at the end of any turn
   (not just the last), they have won the coup.
6. Self-defense. Units may fire in self-defense during the initial
   coup phase without thereby committing acts of rebellion.
7. Order of Play. Each player moves and then resolves combat, in turn.
   Allied players may move and fight together.
8. Transfer of Control. Military units may not move in the turn in
   which their control is transferred between players.
9. First Fire. Defending unit always gets a free volley (without
   responce). After that, volleys are exchanged. There is no need to
   turn over counters to indicate who gets first fire.
10. Retreats. After each volley, defender has the option to retreat. If not,
   then the attacker may retreat. Attacker retreats back to the space
   he entered from.
11. There is no limit to the number of volleys.
12. You normally can kill a unit by rolling either a 5 or a 6 (not
   just a six).
13. Fortifications. The palace, barracks, and police are considered
   fortified positions. Defenders of such positions are only killed
   with a 6. The palace guards only get one die each when they fire.
14. Police Responce. The police may respond to any red units, not just
   those placed by rebel players. The minister may even play the card
   himself.
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Newsgroups: rec.games.board
Subject: BTECH: MechWar 1.0 (non-beta) available!
Date: 28 Sep 92 04:01:35 GMT
Distribution: rec.games.board
Organization: Student Pool, CSD, University of Erlangen, Germany

Hi all!

Finally, after fixing some very weird bugs (like shooting
Mechs in the back from the front, firing LRM-10 infernos,
Arrow IV shooting rubble instead of ammo, and the like),
here is the first non-beta release of MechWar v1.0!

Available from 131.188.1.43 in /pub/pc/incoming as mech10.zip

I've tried uploading to wuarchive.wustl.edu, but their drive
was full, and ftp.funet.fi had its msdos directory unmounted.
I'll try to ftp it to the states, but in the meanwhile you'll
have to get it from Europe...

Have fun!

Klaus

PS: MS-DOS EGA only
PPS: EMS Support
PPPS: Yes! Charging implemented and a Mech Pick List in the
      Conflict Designer...
---
Klaus Breuer, Rudelsweiher Str. 6b, 8520 Erlangen, Germany
** "Geez, I need a _reason_ for everything?" --Calvin 
** "Should I or shouldn't I? -- Too late, I did!" --Hobbes 
Newsgroups: rec.games.board
From: barich@bach.udel.edu (Dewey H Barich)
Subject: Re: A&A:  Attention Dewey's opponents ;)
Organization: University of Delaware
Date: Tue, 6 Oct 1992 18:45:55 GMT

Before I begin, I saw a post concerning possible mis-quotations on my
part.  Please accept my apologies for that, if in fact I mesed something
up.  My goal is to discuss and enlighten (perhaps BE enlightened), not
to mis-quote.

In article <1992Oct6.003209.1886@gacvx2.gac.edu> josh@gacvx2.gac.edu writes:
>Dewey, it is good to see you and some of the others firing off those posts. 
>But I hope you don't mind some playful kidding.

Playful kidding?  Mind?  I thought that's what most of this WAS!

>ATTENTION  ATTENTION anyone playing the USA against Dewey's Japan (read a Japan
>which does not attack the Hawaiian fleet 1st round).

>Its the first round and Japan has failed to attack your Hawaiian fleet.  What
>is the USA to do?  Buy 2 bombers.  During non-combat move the following to the
>sea zone surrounding almost all of Alaska : 1 battleship, 1 carrier with 2
>fighters on it, 1 sub, and 1 transport.  Move the following to mainland Alaska:
>1 bomber, 1 fighter, and 2 infantry.  Place the 2 bombers you purchased in
>Western USA.  Now you are really causing some trouble for Japan.  Japan has two
>options 
>	1.  Attack the USA fleet.
>	2.  Wait for the USA to attack the Japan sea zone.

As someone else posted, there are a few other options, see my eventual
post there for the "official" commentary.  :-)

>My strategy as Japan is to attack the Hawaiian fleet with 1 bomber, 1
>battleship, 1 fighter (from the carrier) and 1 sub.  Japan will win this battle
>with 1 bomber and maybe 1 battleship remaining.  THis attack kills off the
>HAwaiian fleet especially that carrier AND keeps the bulk of the Japanese navy
>safe and sound causing havock along the coast of Asia.

Now you've done it.  Give out the good ideas.  :-)
Whenever I attack the Hawaiian fleet (RARELY), I use a minimal force.
In fact, attacking as Josh states above can be too much.  If you leave
out the battleship, you can still do it.  I jsut prefer to use the navy
early to help with Asia and deal with the Americans later.  On turn 1,
they can't take a territory worth any IPCs, and the second they can, but
you can (as Japan) set up a means of attacking then with a bunch more
planes and (if you wish) extra transports or subs (if you've picked up
any).  I think this particular situation is purely subjective, but I'd
have to think about it before I commit to that.

>Oh well, kind of a long post focusing on only one point.  Don't get me wrong,
>Dewey knows this game well -- but I believe completely ignoring the USA

Shhhhhh!  Don't tell anyone I know what I'm doing!  You'll blow my
cover!   :-)

>HAwaiian fleet is a mistake a sharp ALlies player can take advantage of without
>taking too much pressure off of Germany.

>More posts later.						Josh.

Well, it's been good to hear from you, too.  BTW, on a personal note, JJ
is in town, he might look you up sometime...

Dewey
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: Auction Prices for Wargames at Gencon
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Wed, 30 Sep 1992 19:40:28 GMT

peters@physics.ubc.ca (Dan Peters) writes:
> Divine Right went for $100. 
> Divine Right	~$80

A club copy of this sits under my workstation table.  By some strange twist
of fate, some student donated the game for free to our club.  I've played a
couple of times and was singularly unimpressed with the game.

It seems like the die roll in converting neighboring nations is the
single-most important roll and everything else is unimportant.  If you roll
well in those die rolls, you win the game.  If you don't roll well, you
lose.  That's it.

Am I missing something?  What's the appeal of this game?  Is it just the
hyped-up price gauging or do people actually play and like this game?

--
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: blum@news.ils.nwu.edu (Daniel Blum)
Newsgroups: rec.games.board
Subject: European games - English rules, sources
Date: 29 Sep 92 04:11:56 GMT
Organization: The Institute for the Learning Sciences
X-Newsreader: Tin 1.1 PL5

I am interested in finding sources for English translations of rules
of a variety of European board games.  I am particularly interested in
Die Macher, Full Metal Planet, and Extrablatt.  If anyone knows of
sources for European war or board games in the US other than Games
People Play and Mayfair Games, I would be interested in knowing about
them.  Thanks.

						Dan Blum
						blum@ils.nwu.edu
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Fri,  2 Oct 1992 14:00:19 -0400 
From: "Jonathan T. Moore" <jmci+@andrew.cmu.edu>
Subject: Re: A&A: Allies buy how many dice?
	<BvGKFs.8G0@news.udel.edu>

In article <BvGKFs.8G0@news.udel.edu> barich@bach.udel.edu (Dewey H
Barich) writes:

>permit, perhaps the units can get to Yakut instead.  Also, the US
>fighter on the carrier in Hawaii can reach Yakut on turn 1.  This would
>help the defense, of course...

What US fighter and carrier? Surely you've all seen the Pearl Harbor
strategy implemented? The Japanese on their first turn can bring two
battleships, a sub, a transport, two fighters, and a bomber to go whale
on the carrier, fighter, and sub.  The U.S. should get pummelled,
setting them back at least two or three turns, and the Japanese should
only lose the transport and sub (with average luck).

Jon
From: i6p@vax5.cit.cornell.edu
Newsgroups: rec.games.board
Subject: to R.D. Erwin
Date: 1 Oct 92 22:36:00 EDT
Distribution: rec
Organization: Cornell University

In case my reply did not get to you, I offer $12 for Submarine by AH
Vince
I6P@vax5.cit.cornell.edu

Newsgroups: rec.games.board
From: daniels@uxa.cso.uiuc.edu (Daniel R. Sawyer)
Subject: Small SPI games
Summary: What is Kaisers Battle worth and is there a Russo-Jap game?
Organization: University of Illinois at Urbana
Date: Mon, 28 Sep 1992 13:43:12 GMT
Keywords: Kaisers Battle, SPI, Russo-Jap

Hello Gamers!

I know auction prices were just listed, but I forgot I had SPI's The Kaiser's
Battle: The German Offensive 1918 (1980).  It's in good condition, and I think
it has all the counters.  Does anyone know what it's worth? (Not that I want
to sell :))

And, was there a SPI game about the Russo-Japanese war of 1905? I thought I
remembered seeing it in the Kaybee Toy store in the early '80s (of course I
was only 10 then....:)). How much does it go for in good condition?.

Sentimental time....SPI games were my first wargames, got Pea Ridge for 
Christmas one year. My first war game-enjoyed it immensely and it's lost now
:(.  How much does a good condition copy of Pea Ridge run?

Thanks in advance, Daniel at University of Illinois.
-- 
Daniel R. Sawyer
daniel-sawyer@uiuc.edu

--