HDTenEightyP/NetNews huggingface dataset:
From: m91kgh@tdb.uu.se (Karl-Gunnar Hultland)
Subject: Re: BTECH: Comments about the mecheditor
Organization: Dept. of Scientific Computing, Uppsala Univ.
Date: Thu, 20 Aug 1992 22:08:14 GMT

carlton@apollo.hp.com (Carl Hommel) writes:
: Around here, we call them "munchkin" mechs.  Another common munchkin
: mech that every newbie creates is anything with more than 2 LRM-5s.
: We disallow them with the (admittedly feeble) excuse, "The electronics
: in your mech can't handle that many different launchers.  Use a LRM-20!"

Hmmm, I've never considered using four LRM-5s instead of a
LRM 20 saving 2 tons and a crit but as you pointed out thats not
a "clean" design.


: >Since I often run my mechs by the Solaris duelling rules
: >I usually have a lot of machine guns (0.5 tons NO Heat NO Delay)
: >but the program only allows for 20 Weapons/Jumpjets/Ammo and that is
: >not enough. I have a mech with 40 MG,2 Case, 2 Tons Ammo, 3 jumpjets, and
: >two Large lasers which equals a need of 49 equipment lines (51 crits)
: 
: Yep, that's a real useful mech to put in a drop ship, all right.  :-)
: Version 32 supports a 50 line VGA editor, if you have a VGA display.


Well some mechs are for war and some are for gladiator events :-)
This one took out a Daishi Widowmaker in 10 seconds when I tried 
it on the arena. (Primary clan warrior against fresh inner sphere pilot)
But I admit that I probably wouldn't load it upon a dropship.



: Yes, this is a pain.  I turn on XL Engines, and that usually drops me
: below the maximum weight.

Unless you're already using an XL Engine :-)


				Karl
-- 

Karl-Gunnar Hultland              Vox Dei, Vox Populi
m91kgh@bellatrix.tdb.uu.se
Newsgroups: rec.games.board
From: jmc6182@ultb.isc.rit.edu (J.M. Craig )
Subject: MAC scenario book
Originator: jmc6182@ultb
Reply-To: jmc6182@ultb.rit.edu ()
Organization: Rochester Institute of Technology
Date: Fri, 14 Aug 1992 22:32:10 GMT


	well, I just got McCarron's Armored Cavalry and have read
through it.. but haven't played anything yet.  So far.. It looks 
to be a great fight! (Kinda makes me think about that Pink Floyd
song Dogs of W..   'One world, it's a battleground/One world, and
we're gonna smash it down...')

	Only a few minor confusing parts.. but the big question is:
Where did some of the maps come from?  no one I know who would know
can place them- I wouldn't be suprized if there was a map set that I
missed.  Could anyone help with this?

Linus


        \ /           "  Federated Commonwealth  ZEU-7PPC Zeus.  
    [\__/n\__/]              The final word in thinning out the clans.
    [ | |O| | ]                   Comm'on Clanners.  I'm waiting. "
   /[/| |_| |\]\   
  //  | 2 3 |  \\_              --  Col. Taran 'ClanSlayer' Tor 
 /=\  >-----<   |O|
 | | /_______\  | |               17 confirmed clan mechs killed.
 (*) | |   | |   U                   (ok, so he's the last one left in 
     |_|   |_|                        the battalion, but _We_ won.)
     |F|   |C|     
     |_|   |_|                linus@nick.rit.edu or 
    /___\ /___\               jmc6182@ultb.rit.edu
Newsgroups: rec.games.board
From: engjs@wombat.newcastle.edu.au (James Smith)
Subject: Re: JUNTA - help please
Organization: University of Newcastle, AUSTRALIA
Date: Tue, 18 Aug 1992 00:02:52 GMT

Alec Habig writes:

> Now I've got a question : according to the rules, each player can move 1 (one!)
> stack per turn during the fighting in a coup.  Since the coup lasts for such a
> short time (3 turns??), how does anything ever happen (especially if you're the
> guy with the police spread out all over, or have a few extra mobs under your
> control).

There are seven moves for the rebels and six for the government, so with
three rebels and four loyal players that's 21 and 24 stack moves each, which
is more than enough complexity.  The board game in Junta is very much one
of proper positioning of stacks, rather than of conflict between forces.
The government players try to position theirs to protect three of the five
buildings, the rebels decide which of those three is easiest to capture.
It's normal for stacks to combine and it's not uncommon for a player to
skip a go because there is no stack that needs moving, or can be moved.
At least, that's our experience.

Jim
-- 
James J Smith             | "I couldn't get over it. All these women
School of Engineering     | in the world...and under their clothes
Newcastle University      | each and every one of them was naked, you
engjs@cc.newcastle.edu.au | know..." -- Psycho-killer, "Sandman"
From: gt7994a@prism.gatech.EDU (ORMOND,SEAN PATRICK)
Newsgroups: rec.games.board
Subject: Opinions on HeroQuest by MB?
Date: 23 Aug 92 02:32:03 GMT
Organization: Georgia Institute of Technology


	Anyone have any comments on HeroQuest by Milton Bradley (I think)?
How does it compare to Talisman, for example?  For reference, the people
I game with are in their twenties.  While we generally stick to the more
elaborate games we occasionally are short on time, short on attention,
and/or can't get rid of the wives/girlfriends so we play something like
Talisman - which I still enjoy after having played it for years!  HeroQuest
looked pretty good though, and I was wondering if anyone has had any
experience with it.  Any info would be greatly appreciated!

Sean

-- 
Sean P. Ormond
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt7994a
Internet: gt7994a@prism.gatech.edu
Newsgroups: rec.games.board
From: bruno@cerberus.csd.uwm.edu (Bruno Wolff III)
Subject: Re: Eurorails house rules
Originator: bruno@cerberus.csd.uwm.edu
Reply-To: bruno@cerberus.csd.uwm.edu
Organization: University of Wisconsin - Milwaukee
Distribution: usa
Date: Wed, 19 Aug 1992 23:03:31 GMT

One rule we have played in all of the Mayfair rail games is that when you
dump you lose all of your loads. This prevents people from dumping hoping
to draw a card for something close buy. This was mostly a problem in
Brittish Rails, where the are a number of valuable Jute destinations in close
proximity to each other.
Newsgroups: rec.games.board
From: c9036991@cc.newcastle.edu.au (UNFORGETTABLE ... IN EVERY WAY . AND FOREVERMORE .. THATS HOW WELL STAY)
Subject: Re: BTECH: LAM fans out there?
Organization: University of Newcastle, AUSTRALIA
Date: Mon, 17 Aug 1992 09:02:35 GMT

In article <andersc.713502187@honte>, andersc@epslon.uleth.ca (Colin Anderson) writes:
>   Greetings, fellow net.people!  Do any of you Battletech players
> out there use LAMs (Land-Air Mechs) ?  I know there wasn't a whole
> lot written about them in the Compendium (or in the Aerotech box,
> for that matter), but I like 'em! :-)  (Maybe because I'm an old
> Macross fan...)


	Well, i suppose that you have to look at this in terms of what they
	can and cant do .. you have to remember that they can only be
        relatively light mechs, and wont be able to pack muck firepower. And
	also that they have a good chance of getting stuck in a particular
	mode if some of the transforming gear gets damaged .... 

	Otherwise .. alll thos straffing runs :)

			Later,
-- 


	This is just a test .sig
	I suppose i should make it bigger, but i cant be bothred.
	All th ideas expressed are mine and therefore MUST be correct
	I will allow you to be wrong in your ignorance however.

	C9036991@wombat.newcastle.edu.au 
	C9036991@cc.newcasl.edu.au
Newsgroups: rec.games.board
From: rburr@shlump.nac.dec.com (Rod Burr)
Subject: Re: wrg ancients
Reply-To: rburr@shlump.nac.dec.com (Rod Burr)
Organization: Digital Equipment Corporation
Date: Wed, 12 Aug 1992 17:58:06 GMT


There are a number of WRG players (7th ed. and DBA) who have made sporadic
appearances in this forum with rules questions and discussions.

I'm in the Boston are, although I get down to NYC occaisionally to visit my
in laws. There are a number of players inthe NY/NJ area, but I suspect
most of them don't have net access.

						Rod Burr
Newsgroups: rec.games.board
Subject: Re: Diplomacy -- Shohan variant
From: jjfink@skcla.monsanto.com
Date: 12 Aug 92 13:06:22 GMT
Organization: Searle, Skokie, IL
Nntp-Posting-User: ferro

In article <1992Aug11.050154.18624@ll.mit.edu>, shoham@ll.mit.edu (Daniel Shoham) writes:

> In article <1992Aug7.144111.3300@desire.wright.edu> demon@desire.wright.edu (Stupendous Man) writes:
>>> 
>>> The change is that when a unit is attacking, it is no longer defending its
>>> own province. If its attack fails, and its own province is also under attack
>>> (by someone else, of course), it is *disbanded*.

> 	This variant assumes that when an attack fails, there is a (perhaps) 
>       disorganized retreat to the direction from which the force came (Army 
>	or Fleet), not a carefull search for a third province to retreat to. 
>	The distance from a disorganized retreat to a disbanded army is never 
>	great. The demoralization when a *retreat* fails historically did the 
>	trick.

This appears quite a bit more devastating than the Key rule which just
dislodges the unit in the above situation.  What happens if 
	G: Denmark->Skagerrak
	E: Skagerrak->Norway
	R: Norway->North Sea
	E: North Sea Hold	?
Are Skagerrak and Norway both destroyed?
	
To make this game have a little more unit survival, how about permitting
support of a province from which a unit moves, i.e.
	F: Fleet Portugal supports Fleet Spain
	F: Fleet Spain -> Gulf of Lyon
	E: Fleet Mid-Atlantic -> Spain (N.C.)
	I: Gulf of Lyon Hold
This would allow Spain to survive the bounce. It violates the "void support"
but we're talking variations here anyway, right?

Joel
-- 
jjfink@skcla.monsanto.com
------------------------------------------------------------------------------
"Portions of the preceding were recorded.  As for the rest, I quite fear that
 it was all in your mind" -- Alfred Hitchcock
Newsgroups: rec.games.board
From: troe@leland.Stanford.EDU (TaiYun Roe)
Subject: Wanted: Sherlock Holmes Consulting Detective (Used)
Organization: DSG, Stanford University, CA 94305, USA
Distribution: ba
Date: Mon, 17 Aug 92 23:53:50 GMT

I'm looking for used copies of the game "Sherlock Holmes, Consulting
Detective", and possibly for used copies of the supplements.

If you respond, we can discuss price later.

I'm looking for copies which, while not necessarily mint, have no
markings or anything which can ruin the enjoyment of the cases.
-- 
TaiYun Roe  troe@leland.stanford.edu
"I don't know half of you half as well as I should like; and I like less
than half of you half as well as you deserve."  -- Bilbo's farewell
speech in "The Fellowship of the Ring," J.R.R. Tolkien.
Newsgroups: rec.games.board
From: rapozo@uhunix.uhcc.Hawaii.Edu (Helen Rapozo)
Subject: Re: STARFIRE/NEW EMPIRES
Organization: University of Hawaii
Date: Sun, 16 Aug 1992 20:08:14 GMT

In article <1992Aug16.052536.7542@unlinfo.unl.edu> ksoutor@unlinfo.unl.edu (kevin soutor) writes:
>Anyone remember these two games published by Task Force Games?
>I have two questions:
>
> - Does anyone know if TFG is going to release them again?
> - Does anyone have a copy that they would like to sell?  My
>   rule sets for SF and NE are in the Lost Game Limbo to which
>   everything you REALLY want or need goes eventually.
>
**********
According to the Task Force Games Summer 1992 catalog (or flyer),
StarFire will be released soon (maybe around Fall 1992 or so).


--
Honolulu Community College            cs_rapozo@hccadb.hcc.hawaii.edu
874 Dillingham Blvd.                  rapozo@uhunix.uhcc.hawaii.edu
Honolulu, HI 96817                    (808) 845-9202
From: jrd@bnr.co.uk
Newsgroups: rec.games.board
Subject: World War II: European Theater of Operations
Date: 17 Aug 92 10:15:34 GMT
Reply-To: jrd@bnr.co.uk ()
Organization: BNR Europe Limited, London Road, Harlow, Essex, GB


I have just purchased World War II: European Theater of Operations,
and pretty good it looks, too.  However, I have a couple of problems:

1) Is there an errata? There seem to be a number of errors in the rules.
   One in particular: HQ units have two values - command range and
   attack rating (number of attacks they can cntrol). Which is which?
   The rules say the first number is range, but the example shows
   the second number as range.  The second looks much more likely
   from the values, to me.  Which is correct?  Also, the Barbarossa
   scenario doesn't list the available German HQs. Are there a lot
   more errors?

2) Can anyone recommend any good magazine articles or discussions on
   strategy in the game?  It is more complex than I am used to, and
   the scope is such that I have real problems thinking of everything
   without making really dumb errors.  The example in the rules
   is good, but short. I guess what I need is a dose of WWII:ETO
   "Common sense". Any suggestions?

I think there was a discussion of WWII:ETO on r.g.b a while ago, but
I missed it. Sorry if this sunbect has been flogged to death already...

		Thanks in advance, anyone...

				-jrd


        John Davis  ( J.R.Davis@bnr.co.uk +44 (0)279 429531 Ext 3618 )
From: duperval@ERE.UMontreal.CA (Duperval Laurent)
Newsgroups: rec.games.board
Subject: Monopoly Rules
Date: 21 Aug 92 06:46:03 GMT
Organization: Universite de Montreal

Hi there, 

This is probably a FAQ but there was none available at the time.  So here
goes:

When you have all the properties of one color in Monopoly, are you allowed
building three hotels automatically on your properties, or do you have to buy
4 houses on each before?

In other words, say all the houses are on the board already and only hotels
remain.  If a property has nothing on it but its owner has enough money, can
he put hotels right away or must he wait until houses are free before doing
so?

Any help would be greatly appreciated.  In fact, it will probably put off a
lot of arguments when my friends and I play.  Fortunately, none of us owes a
gun...
-- 
Laurent Duperval
duperval@ere.umontreal.ca
duperval@jsp.umontreal.ca
"If you gotta go, you might as well go happy... or suprised"   -Me
Xref: sparky rec.games.board:8081 news.groups:17047
Newsgroups: rec.games.board,news.groups
Subject: Re: rec.games.strategic
From: demon@desire.wright.edu (Stupendous Man)
Date: 21 Aug 92 12:16:08 EST
Followup-To: news.groups
 <1992Aug21.052344.13554@murdoch.acc.Virginia.EDU> <1992Aug21.082714.6883@ists.ists.ca>
Organization: Demonic Possesions, Inc.

In article <1992Aug21.082714.6883@ists.ists.ca>, os9ug@gkcl.ists.ca (OS-9 User Group) writes:
>>20 times this topic came up. It's not like rec.games.board has a high
>>volume to discourage you.
> 
> I find rec.games.board practically unreadable.  My killfile is larger
> than I care to think about, and growing rapidly.

	I read rec.games.board without a kill file, yet find it very readable.

> The problem is that I am looking for posts on abstract games of
> pure strategy, such as shogi, pente, mankala, draughts, checkers --
> posts which are currently being distributed over rec.games.chess,
> rec.games.go and rec.games.board -- whereas what I find in rec.games.board
> is an overwhelming number of posts concerning war games.

	You should be killing with regular expressions like "naval", "tank", 
etc.

...
> Many people have suggested the creation of a rec.games.strategic -- and
> I really support this *idea* -- I would definately subscribe to it if
> it existed.  However, I think there is a better approach that can be
> taken here.
> 
> Lets put it this way:  The problem is that so many of us are being
> overwhelmed by a large number of posts concerning one particular
> special interest group: war gamers.  
> 
> It seems to me that one sensible solution would be to create a 
> newsgroup called rec.games.war.  (1) We know there is enough volume
> to support it.  (2) It would leave rec.games.board wide open for 
> discussion of all other sorts of games, which at the moment would
> be mostly the strategic games I like so much.  (3) There would be 
> no serious overlap between newsgroups: anything not appropriate in
> the other rec.games.[war/chess/go] groups would be welcome in 
> rec.games.board.  (4) If the current surge of postings about
> strategic games ever dies down, rec.games.board can pick up the
> slack from something else, since it has a broader mandate than
> a rec.games.strategic would.

	I think the fact that .board is dominated by wargames is because that's
what most people play.  Telling them to go elsewhere so it's easier to read
about backgammon is a bit backwards, eh?

> So I think the war gamers should be awarded the new news groups, 
> for the benefit of all. 

	Heh, nothing like a bit of reverse mob rule.

	(Followups to news.groups)

Brett                                                      
_______________________________________________________________________________
Proconsul Computer Consulting                                        CHA-CHING!
Better, Cheaper, Faster					       (Pick any two :)
Disclaimer:								   NOT!
Newsgroups: rec.games.board
Subject: Re: Advanced 3rd Reich
From: demon@desire.wright.edu (Stupendous Man)
Date: 14 Aug 92 15:04:32 EST
Organization: Demonic Possesions, Inc.
Summary: Alternate WWIIs

In article <1992Aug13.125844.10208@exu.ericsson.se>, exukozi@exu.ericsson.se (Tom Koziatek) writes:
> In article <14239@mindlink.bc.ca> Bruce_Harper@mindlink.bc.ca (Bruce Harper) writes:
>>Comments on several topics:
>>
>>1. Ahistorical possibilities.
>>
>>There has been discussion about whether Advanced Third Reich
>>allows ahistorical possibilities such as Russia remaining neutral
>>or the United States not participating in the war.  It does.
>>Specifically:
>>
>>b. If the Axis restrain themselves or are losing (or both), U.S.
>>entry into the war might well be delayed until 1943 or later.
>>U.S. participation in the war on the Axis side is an historical
>>absurdity and is not permitted in the game.
>>
> 
> It wasn't that absurd. Prior to the Lusitania, there was a lot of Pro-German
> sentiment in the US. Had Hitler curbed his maniacal tendencies a bit, iand 
> Britain make a few anti-US mistakes, we could have entered on the opposite
> side. What would the US reaction to say, a British sub sinking the Lusitania ??

	The Lusitania anachronism aside...

	The main factor limiting pro-German sentiment was FDR.  A variant could
likely be formed:

	FDR is assasinated, and blame placed on British sympathizers angry at
US neutrality.  US may enter war on Axis side if the following conditions are
met:....  Otherwise it remains neutral, and may not grant BRPs to any
beligerent.

	Or something similar.

	Have fun with it!  There's something to be said for following the rules
to a T, but there's also great fun in playing "what if".

	For those with the investigative bent, a scanning of NY Times papers
from the late 30s and early 40s will reveal considerable pro-German letters. 
It took the sinking of merchants and a Coast Guard cutter to really inflame the
natives to anti-German feelings.
	Now the thing is, Germany was perfectly in its rights in sinking ships
bound for England.  Especially after we not-so-under-the-table started aiding
England.

	But anyway, it's allways fun to try something different.

Brett                                                      
_______________________________________________________________________________
Proconsul Computer Consulting                                        CHA-CHING!
Better, Cheaper, Faster					       (Pick any two :)
Disclaimer:								   NOT!
From: jeff@maggot.gg.caltech.edu (Jeff Goldsmith)
Newsgroups: rec.games.board
Subject: Re: Blackbeard - how bad is it?
Keywords: Master Ninja Theme Song
Date: 21 Aug 92 23:23:00 GMT
Distribution: all
Organization: California Institute of Technology, Pasadena

In <1992Aug20.203400.18070@u.washington.edu> moe@hardy.u.washington.edu (Joe Shippert) writes:

>I remember a few months back there was a discussion about the AH game
>_Blackbeard_ which I cleverly managed to not save.  Well, having seen this
>game recently in the General and at the store, and having an interest in
>the subject matter and a desire to buy a game that can be played by the 
>non-hardcore gamers I find myself surrounded by (if that), I was wondering
>if anybody could relate again what you thought of the game.  I seem to
>recall the net.consensus was not real favorable, but I don't know why.  

>	Thanks a lot,

Blackbeard is a terrific game in my opinion, but it is not
a good game for "non-gamers."  The rules are pretty intricate
and take time to learn.  As a gamer's game, it is beer and
pretzelsish more than heavy concentrationish, but it is a lot
of fun, especially if you can get into role playing a pirate.

We've come up with some amusing rule variants that are worth
trying, too:

1) When computing the defense for a port, add one.  Don't do
it for notoriety gain, just for beating up on pirates.

2) When a pirate reaches 20 notoriety, he gets to increase one
characteristic one point, subject to a maximum of five in any
stat.  He gets to augement again at 40, 60, and 80.  If increasing
cunning in this fashion, the cunning last use marker is not affected.
				--Jeff
Newsgroups: rec.games.board
From: shoham@ll.mit.edu (Daniel Shoham)
Subject: Re: 1830
Organization: MIT Lincoln Laboratory
Date: Thu, 13 Aug 92 01:32:03 GMT

In article <1992Aug11.211615.24450@uwm.edu> bruno@csd4.csd.uwm.edu (Bruno Wolff III) writes:
>We have just started playing 1830 recently and have run accross a couple
>of things we don't like.
>Bankruptcies are very annoying. This is especially true since people may not
>try to prevent bankruptcy if they aren't doing to well.

U R right, but good players avoid bankruptcy, or position themselves to the
posibility that someone else will go belly up.

>The practice of buying and then selling a share of stock in company in order
>to drive the price down is time consuming and can prevent any stocks from
>becoming valuable by the end of the game.

It also has the effect of making dividend money available to the company, hence
reducing the need to capitalize (fail to pay dividends). All in all, companies
that usually pay dividends will find themselves on the step-area of the big board.
In a normal game, when the bank runs out of $, 1 company will reach the top price
and the others will be across a wide spectrum of prices.

>I am thinking of using the following house rules for our games:
>
>1:  All holdings (money, stock, trains, tokens, private companies) are public,
>    including those of corporations.

This rule is nearly standart among 1830 players


>2:  You may not sell stock in a corporation you have acquired (bought or
>    received for buying a private company) previously in the same stock round.

As but/sell manipulation R not as bad as U think (see above), this rule is
not needed. Many price manipulations are used as a way of influencing the order
of play. Also, a player that have floated a company by buying 6 shares, may
want to sell one for the cash (say, to start another company, or buy a hot
stock). 

>
>3:  If a player is forced to buy a train for which he has insufficient funds
>    after selling off all his stock that can be legally sold (and would
>    normally be declared bankrupt), all of his cash is added to the funds of
>    the corporation that required the train. The corporation does not get a
>    train, but the game continues normally from this point.
>
Finding a house-rule solution to the bankruptcy problem is an old problem. I know
of no satisfactory (to me) solution. The key difficulty is that the player's
other corporate presidencies will fall randomly on the laps of other players
giving them great wealth or massive liabilities. The game almost always become
fully-determined (i.e. it is known who would win, everyone else may very well
resign). The instant-end rule seems to be the lesser of the many evils.

Nonetheless, I have not given up hope, If anyone has a play-beyond-bankruptcy
home rules, please post it.