HDTenEightyP/NetNews huggingface dataset:
From: carlton@apollo.hp.com (Carl Hommel)
Newsgroups: rec.games.board
Subject: Re: BTECH: Couple o' Mech designs
Date: 3 Sep 92 20:49:30 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA

James J. Dibenedetto suggests some mechs.
First, he modifies the Assasin as follows:
>The SLH-21 Slasher:

NAME          Tons  Pow  W/R/J   Arm  H  Cen Side Arm Leg HS  Weapons
ASN-21 Assasin 40   280  7/11/7  72   8  12/4 10/2  6  6  10  ML LRM-5 SRM-2
SLH-21 Slasher 40   280  7/11/7  72   8   8/4  6/2  4  4  10  ML(7) SL

>The preferred tactic for this 'mech is to hide and sneak until the
>opportunity arises to jump behind an enemy 'mech.
First, how are you hiding?  In a city?  If I saw a Slasher hiding in the
trees, I'd set the trees on fire, and hit it with PPCs from beyond range 6.
Since you took off all the armor, a few shots to the legs, and this mech
is SOL.

>Then, it fires all 7 lasers,
building up 7 (jump) + 6 * 3 (ML) + 1 (SL) -10 (Heat Sinks) = 16 heat points.
You are now +2 fire, -3 MP, and must make a shutdown +4 roll.

This mech might be passable in a lance that provided long range covering
fire, but why not use the following mechs?  The Stinger plays pogo-stick,
and for only 20 tons.  The Spider does it at 8/12/8 for 30 tons.  And,
if you want a ML battery, try the Swayback.

NAME            Tons  Pow  W/R/J  Arm H Cen  Side Arm Leg HS  Weapons
STG-3G Stinger   20   120  6/9/6  64  8 8/4  6/3  5  8  10  ML ML
JVN-10F Javelin  30   180  6/9/6  96  7 15/4 9/4  9  13 12  ML(4)
SDR-5V Spider    30   240  8/12/8 56  6 8/4  6/2  5  6  10  ML ML
HBK-4P Hunchback 50   200  4/6/0  160 9 26/5 20/4 16 20 23  ML(8) SL


>The RP-1R Reaper:
NAME         Tons Pow  W/R/J  Arm H Cen  Side Arm Leg HS  Weapons
ARC-2R Archer 70  280  4/6/0  208 9 33/10 24/6 22 26 10  ML(4) LRM-20 LRM-20
RP-1R Archer  70  280  4/6/4  208 9 34/10 24/6 22 30 12  PPC LL SL ML(4) Axe
AXM-1N Axman  65  260X 4/6/4 197* 9 30/6  23/6 19 28 20* LPL ML(3) AC/10 () Axe

This sucker is going to overheat, too.  Ignoring +4 heat if you actually are
stupid enough to fire the jump jets, firing the long range weapons will
generate 6 heat/turn.  (10 PPC + 8 LL - 12 HS = 6)

Firing the short range weapons and jumping (which happens a lot during close
range combat) generates 5 heat points.

Jumping and firing everything off would generate 23 heat - giving you a
movement of 0/0/4, +3 to shoot, and a shutdown avoid 8+.


>you've got someting like an 3050 Axman - it doesn't have quite the punch
>the axman does, but it has much better medium to long range punch and better
>armor.

1.  The Axman has double heat sinks.  If it fires everything and jumps, it
    could do 47 damage points, while going up but 6 heat.
2.  As shown above, you can't put that much more armor on the Archer.  You
    are limited to twice the internal structure.


Please don't take my critique badly - you just need to consider the effect
of heat on your mech's performance.

Carl Hommel
carlton@apollo.hp.com
Newsgroups: rec.games.board
From: shippert@cco.caltech.edu (Tim Shippert)
Subject: Re: 1rst draft of the FAQ/introduction to the group
Keywords: FAQ
Organization: California Institute of Technology, Pasadena
Date: Thu, 27 Aug 1992 15:50:10 GMT

	On the whole, I think your FAQ is organized well.  However, I would
put the list of newsgroups for dedicated games at the very top, so that new
readers of r.g.b can see on their first screen where it is they should
really go to talk about go or ce, etc.  They could also see right away
that r.g.b IS the appropriate place to talk about the "abstract"
"strategic" games that don't have their own group.


-- 
Tim Shippert                                 shippert@cco.caltech.edu
"If we are going to stick to this damned quantum-jumping, then I regret
that I ever had anything to do with quantum theory."
					-E. Schrodinger
From: vbl@mace.cc.purdue.edu (Randall Julian)
Newsgroups: rec.games.board
Subject: Re: BTECH:  Alternate Mech Designer
Date: 27 Aug 92 14:53:05 GMT
Organization: Purdue University

In article <110@whq2-top.DaytonOH.NCR.COM> kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger) writes:
>
>
>This discussion about mech designers prompts me to offer mine.  
>I've given it to a few people on the net (any comments guys??). 
[..Stuff deleted...]
>
>Regards
>
>Kurt Staiger  kurt.staiger@whq2-top.daytonoh.ncr.com

I got a copy of this program when I first started playing BTECH.

                     This program is GREAT.

I would have never kept playing BTECH without it and I use it every time I
play now.  (I say this not just to pat Kurt on the back, the program is
the best.)

Now if it just did vehicles and installations... :):):) (just kidding Kurt)

Randy Julian.
Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: SFB: Alternate Damage Allocation Methods
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Fri, 4 Sep 1992 13:09:37 GMT

In article <james.715550629@wrs.com> james@wrs.com writes:
>ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>
>>Hmm... this sounds like more work, actually.  Instead of rolling 2 dice, you
>>roll three.  Then you have to search through not just 11 slots, but 1000.
>
>But you only roll once per volley.  So for a volley of fifty
>internals, you roll the dice, and go down the list for the fifty hits.

Oh, ok - that makes good sense.  I'll have to give it a try sometime.

	Alec


Newsgroups: rec.games.board
From: craa27@vaxa.strath.ac.uk
Subject: Re: ancients mailing list (Personal reply)
Organization: Strathclyde University VAX Cluster
Date: Thu, 27 Aug 1992 15:57:38 GMT

In article <1992Aug24.143340.8482@cbnewsh.cb.att.com>, alr@cbnewsh.cb.att.com (andrew.l.reibman) writes:
> Based on response to my previous posting, I have started an
> ancients minatures mailing list. 

Dear Andrew, (and sorry net, but 2 attempts to reply have died, so I decided
              to followup and endure the flames).

I'm interested, please add me as a recipient for this list

Thanks
--
Steve Holmes 
craa27@uk.ac.strath.vaxa
Strathclyde University
041 522 4400 X 3576
From: kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger)
Newsgroups: rec.games.board
Subject: BTECH:  Alternate Mech Designer
Date: 26 Aug 92 20:23:10 GMT
Reply-To: kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger)
Followup-To: rec.games.board
Organization: Corporate Customer Services  NCR Dayton WHQ-4E



This discussion about mech designers prompts me to offer mine.  I've given it to
a few people on the net (any comments guys??).  It is a character mode, menu
driven and in color! :)  But it only runs on IBM type PC's.  It will provide
printout of critical spaces, summary info, armor sheets (sorry no postscript)
and projected weapon hits per hex ranges (modified by Gunnery skill).  It is
my belief that it can handle any type mech design from LAM to clan to Star 
League (go ahead prove me wrong :)).  I do not have an anonymous ftp site but
will respond to email.


Regards

Kurt Staiger  kurt.staiger@whq2-top.daytonoh.ncr.com
From: chem7l@jane.uh.edu
Newsgroups: rec.games.board
Subject: Re: BTECH: Anyone tried the Axman (3050)
Date: 25 Aug 92 19:33:00 GMT
Organization: University of Houston
News-Software: VAX/VMS VNEWS 1.41

In article <1992Aug25.114506.25165@tdb.uu.se>, m91kgh@tdb.uu.se (Karl-Gunnar Hultland) writes...
> 
> 
>I just wondered if anyone have tried the Axman??
> 
>I tried it yesterday and got really surprised by
>the efficiency of that design. I had five matches
>against five different 'mechs and won all five.
> 
>First Marauder-5d (3050)
>Awesome           (3028)
>Atlas             (3028)
>Daishi,Widowmaker (3050, more tales of the Black Widow)
>Behemot           (3055)

I tried it against a 'Mech designed by a friend.  His had a Gauss rifle, some
other long-range weapons (I think an ER PPC or ER Large Laser) and an XL engine
that moved it  5/8/5.  We played on a board of two mapsheets with lots of 
terrain.  His 'Mech's advantage in speed and jump range made it impossible for
me to close to punching range.  If I won initiative, he jumped over terrain 5
hexes in a direction where there would always be at least one hex between us.
If he won initiative, he could go pretty much wherever he wanted.  We played a
_long_ time, with him constantly running and me constantly following.  It took
him a couple dozen rounds to wear me out, but he eventually got me.  The moral
of this story is, this 'Mech sucks against a fast hard-hitting long-range jump-
capable 'Mech with a patient, competent pilot.  If you have a speed or jump
advantage, however, you can close and use that hatchet pretty effectively.  Try
trading some of that short-range firepower for something with better range to
give the 'Mech the long-range punch it _really_ needs.  Otherwise, stay away 
from Phoenix Hawks, especially the 3050 variety.

>Against the Daishi I was very lucky, my first hatchet hit
>was in the cockpit. Even though I used maps with reasonable
>possibilitys to hide I don't think the odds were on my side
>in those fights, now I know which mech to use at the next
>tournament :-)

Try it as part of a team, but not one-on-one.  The lack of range and the 4/6/4
speed leaves it vulnerable to lots of other designs (though not the slow ones
you listed above).  That hatchet is a real killer, but only if you get close
enough to use it.

If you don't believe me, try it against a 3050 Phoenix Hawk, remembering that
you have a significant weight advantage.

>Karl-Gunnar Hultland              Vox Dei, Vox Populi
>m91kgh@bellatrix.tdb.uu.se

Jim Corbit
Chem7l@Jetson.uh.edu
From: u8901744@cs.uow.edu.au (Daniel Robert Farnan)
Newsgroups: rec.games.board
Subject: BTECH: Daishi Widowmaker?
Keywords: Stats please, Btech, Widowmaker variant
Date: 28 Aug 92 06:49:07 GMT
Organization: Dept of Computer Science, Wollongong University, Australia

Can anybody post me the stats on the "Widowmaker" Daishi variant I'm hearing
talk about?


-------------------------------------------------------
Daniel Farnan,	InterNet: u8901744@wraith.cs.uow.edu.au
Wollongong Uni

"Don't ask me why I did it...
I must have been lonely, stupid or blind...
But I know that it seemed like a good idea at the time"

Mike Batt, "It Seemed Like A Good Idea At The Time"
-------------------------------------------------------
Newsgroups: rec.games.board
From: epass@nyx.cs.du.edu (Eric Pass)
Subject: PBeM Squad Leader wanted
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Mon, 31 Aug 92 18:30:09 GMT


Is anyone out there interested in playing Avalon Hill's (AH) Squad Leader
by Email?
 
I'm just learning this game (4th Ed. rules) and would like to play
with someone who also has the game at home and is about the same calibre.
I am not a novice at all wargames, just this one.
 
Ideally, we could play the scenarios (1-12) following the Programmed
Instruction method proposed by AH progressing on to scenarios of our own
making.
 
You'd need a copy of Squad Leader to set up at your place and then
we'll trade moves.  I envision lots of time between moves, if necessary,
for rules discussion and interpretation.
 
Interested?  Then get ready as "The Guards Counterattack"
 
Contact me at epass@nyx.cs.du.edu
 
Regards,
  Eric.
From: amrk@troi.cc.rochester.edu (Andrew Markiel)
Newsgroups: rec.games.board
Subject: Re: Titan
Date: 1 Sep 92 23:01:58 GMT
Organization: University of Rochester (Rochester, NY)

In article <1992Aug30.221156.4742@riacs.edu> nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
>In article <1992Aug30.175720.2714@schaefer.math.wisc.edu> duelge@schaefer.UUCP (Jason Duelge) writes:
>>1.  What is the ideal number of players?  Two seems to work out fine,
>>but with 3 the player that gets a kill seems to win easily.
>
Yes, generally if a player can kill another without getting hurt too badly,
then they are in a good position to win. Five players doesn't really work,
because the two people on the "ends" have more space than the others (although,
this can be ideal for playing with relative beginners). Six is really too
crowded, as others have said. I've found 2,3,and 4 to work fine.
>>3.  In the games played so far, none of the more powerful creatures
>>have seen any action.  No Serpents, Dragons, Hydras, Giants or Colossus'
>>have been acquired.  Is it common for these creatures to find their
>>ways into armies?  We haven't tried TitanPlus, but assume it alleviates
>>this problem (at the cost of a potentially shorter game).
>
I generally find Colossi to be rare, but a few serpents and hydrae usually get
into the game. It may be that you aren't protecting your Titan carefully enough
(i.e., by keeping him in big groups, and keeping him away from nasty enemies)
so the game ends before the recruiting gets that high.
TitanPlus didn't seem to be very interesting, because the game went by so fast.
Of course, I'm used to playing Titan on the time scale of 3-8 hours/game. I've
found people who play with different styles/rules to try to bring that number
down to something more manageable. In that case, TitanPlus might work out.
>>4.  Are there any interesting home rules that have been developed?  Is
>>there a way to play by mail?
I have heard of some. There was a post maybe a year ago giving some "added"
creatures, i.e., an additional level above the current top creatures. I never
played it enough to see if it worked. I'll look around and see if I can find
where I put the article.
>Yes.  There are several PBeM games in progress.
I'd be interested in this, and perhaps other people. Could you give more
information?
>Mel
-Andrew
Newsgroups: rec.games.board
From: tmartin@nyx.cs.du.edu (Thomas Martin)
Subject: Re: BTECH: Alternate Mech Designer
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sat, 29 Aug 92 01:13:45 GMT

>In article <110@whq2-top.DaytonOH.NCR.COM> kls@whq2-top.DaytonOH.NCR.COM (Kurt Staiger) writes:

>>This discussion about mech designers prompts me to offer mine.  
>>I've given it to a few people on the net (any comments guys??). 

>>Kurt Staiger  kurt.staiger@whq2-top.daytonoh.ncr.com

	Kurt's program is indeed very good. And if I can figure out how to
upload to wuarchive, I will get both Kurt's and Henry Link's program there.
Stay tuned and cross your fingers. I am a real newbie. ;-)
From: jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson)
Newsgroups: rec.games.board
Subject: Re: dragonchess
Date: 27 Aug 92 17:06:53 GMT
Organization: NCR CCSD Columbia SC

In article <wlh04953.16@elp.aero.org> wlh04953@elp.aero.org (William L. Hayden) writes:
>I don't seem to be able to get a rise from the chess group (original
>post location), so maybe some luck here.
>Could someone please (please,please) repost the complete set of rules
>for DRAGONCHESS.

I saved the article when it was posted looong ago.  Here 'tis.
If you'd like to play by e-mail, let me know.

Questions and comments cheerfully received.  All typos were in the original.

Jeff
--
Jeffrey H. Johnson
jjohnson@ccscola.columbiasc.ncr.com

		"More human than human is our motto."
			-- Dr. Eldon Tyrell

----------------------------------------------------------------------------

Article 3869 of rec.games.board:
From: mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner)
Newsgroups: rec.games.board,news.groups
Subject: Re: rec.games.strategic
Date: 25 Aug 92 19:04:01 GMT
Organization: DB and ES Subdivision, TU Vienna

From article <1992Aug25.174551.25653@ists.ists.ca>, by os9ug@gkcl.ists.ca (OS-9 User Group):
> In article <BtJH0n.J8x@usenet.ucs.indiana.edu> ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>>The reasons for seeing so many posts on wargames is simple - they are popular;
>>they are games played on a board; and they are complicated enough to generate
>>much discussion.
 
> So why aren't they in their own newsgroup?

Because they are BOARDgames.  Read the above again, and you'll see
that this was explicitly mentioned by Alec.

You sound like someone who wants a group alt.sex.biology created so
that those people who have no interest besides discussing the
etymology of the word 'sex' will have alt.sex to themselves.  As was
pointed out before, the goal of a moderately-sized general newsgroup
like rec.games.board is NOT to push most of the traffic out into
subgroups.

> The reason there are so many
> posts on chess is that chess is popular.  The reason there are so many
> posts on go is that go is popular.  In both those cases newsgroups were
> created just for those groups

Then, by your reasoning (a) either the games that interest you are NOT
popular, in which case I say they also do not warrant a split, or (b)
they are popular, and then THEY should get their own newsgroup.  I
note that you have not included that possibility in your proposal
below.  (Note: No, I am not for splitting.  The above just shows the
fallibility of your argument).

> So why not put wargames in their own group, and free up rec.games.board
> for everyone else? 

Because there is no need.  There is room in rec.games.board for
everyone right now.

> rec.games.gamers          (would include the non-war "gamer" games)

Note on etymology: How do you define "gamer" (it sounds a bit
degrading, especially with those quotes)?  In what unperceivable way
do I switch personality when I play Kalah as opposed to when I play
Diplomacy?  I play games for fun, abstract or not.  The group we are
discussing is called rec.games.board, where the rec stands for
recreation.  If you want a group that the common masses stay out of,
create sci.games.board.  (Of course, then you may have to fend off
psychologists discussing the deeper implications of being a serial
winner at Junta.)
-- 
Markus Stumptner                                mst@vexpert.dbai.tuwien.ac.at
University of Technology Vienna                 vexpert!mst@relay.eu.net
Paniglg. 16, A-1040 Vienna, Austria             ...mcsun!vexpert!mst
From: steve@jetslag.cam.org (Steve Perkins)
Newsgroups: rec.games.board
Subject: Re:  Serial Killer!
Date: 30 Aug 92 23:46:23 GMT
X-Original-Date: Thu, 27 Aug 92 18:34:44 EST

>A friend of mine told me there was a game like this on CD-ROM for the Amiga.

This is not on the titles list for CDTV, and there is nothing like
this in any of the descriptions I have.

Your friend lied.

--
Steve Perkins
steve@jetslag.cam.org
Newsgroups: rec.games.board,news.groups
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: rec.games.strategic controversy
Followup-To: rec.games.board,news.groups
Summary: A possible solution
Keywords: FAQ
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Wed, 26 Aug 1992 11:20:18 GMT

This debate has been clouded by the fact that many of the proposals for a new
group have been written in a rather denigrating way to those "gamers" out
there.  Let's go back to square 1 and see what the heart of the controversy is.

The problem : There is a lot of discussion here about many games favored by the
"wargamer" crowd.  This is uninteresting to those who tune in to
rec.games.board for the abstract strategy sort of game.

The effects of the problem : 1) People are annoyed by having to sift through
uninteresting posts; 2) New people are not aware that this is the place to
discuss abstract games, and post to the chess or go groups instead.

Possible solutions :  It was suggested that 1 to n more newsgroups be formed,
so that everyone can have their own turf and not be bothered with each other. 
This might work, but seems drastic to me.  What are possible cures for the
"effects"?

1) rec.games.board is a mid to low volume newsgroup.  In any usenet group,
there are going to be things you are not interested in.  That's why keys like
"n", "^k", and the whole concept of threaded news readers exist.  Using these
aids, a group with ~ 20 posts a day can be filtered down to the 1 interesting
post in 5 minutes or less.  If anyone thinks rec.games.board is too much,
suscribe to several other newsgroups with a similar scope, and see what the
volume is!

2) A more serious problem is that of scaring away people who are not aware of
the scope of the group.  I propose we have a FAQ with a long expiration time. 
This way, the first thing someone sees when they suscribe to this group is an
explanation of what's going on.  This FAQ could explain that all board games
(and even miniatures games, which have a lot in common with many board games)
can get discussed here.  It can explain that this is a group of very wide
scope, and that a lot of what is here will be uninteresting to many, but that
if one puts the game name in the subject line, the discussions can get sorted
easily.  This FAQ could also contain directions for the games that have their
own groups or mailing lists.  A quick explanation of kill files, threads, etc.
would also be useful.

Anyway, I volunteer to compile and post this FAQ.  I will make a preliminary
version, and post it.  Once we have hashed out something useful, let's give it
a try.  Betcha it works just fine.  If not, then someone call for a vote on new
groups, and we'll deal with things the hard way.

	Alec

Newsgroups: rec.games.board
From: barich@bach.udel.edu (Dewey H Barich)
Subject: Re: Milton Bradley Address?
Organization: University of Delaware
Date: Fri, 28 Aug 1992 19:35:11 GMT

In article <1992Aug27.182030.6232@ultb.isc.rit.edu> mmj7455@ultb.isc.rit.edu (M.M. Jacyszyn ) writes:
>Can someone please tell me the address for Milton Bradley?  For what its
>worth... I made a game that I would like them to consider.  In addition,
>has anyone here ever successfully sold a game of their own to a game
>publishing company?  Please E-mail any info you think may help.  
>
>Thanks!
>
>Mark Jacyszyn

Since it's come up more than once in the last few days, this is the
address for Milton Bradley....



Milton-Bradley Company
443 Shaker Road
East Longmeadow, MA 01028


This should get it there.

Tell us more about your game!

Dewey

Newsgroups: rec.games.board
From: Ross Ridge <ross@zooid.guild.org>
Subject: Re: 1rst draft of the FAQ/introduction to the group
Organization: ZOOiD BBS
Date: Mon, 31 Aug 1992 09:12:45 GMT
Keywords: FAQ

ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>3) the "C" key is a good thing.  If you make a dumb mistake in a posting,
>accidentally cross post it, or accidentally post two copies, cancel
>bad/extraneous ones.  Do this by hitting "C" while reading your own post.

Far too newsreader specific.  Not all newsreaders let you cancel
articles with the "C" key.

>Mailing lists (and where to write to be included) :

>[Please let me know what I'm missing.  For instance, there's a diplomacy list,
>but where does one write?]

From the list of lists:

miniatures
    Contact: bell@cs.unc.edu or ...!mcnc!unc!bell (Andrew Bell)

    Purpose: The Miniatures Digest is a courtesy of Andrew Bell. It is
    a forum for the discussion of painting, converting, and sculpting
    of miniature figures.

Star Fleet Battles
    Contact: hcobb@fly2.berkeley.edu (Henry J. Cobb)

    Purpose: The SFB Tacticsline exists for discussion of tactics of
    the SFB game, and as a contact point for SFB PBeM games.

wargames
    Contact: wargames-request@svcdudes.com

    Purpose: For computer war games with the emphasis on the Macintosh.

warhammer
    Contact: wfrp-request@morticia.cnns.unt.edu

    Purpose: For the discussion of Games Workshop's Warhammer
    Universe, the Old World, Warhammer Fantasy Role Play, and
    Warhammer Fantasy Battle.

    The Warhammer mailing list is running ListMan 1.0b List Manager
    software.  To subscribe, send email to the above request address
    and as the first word on the subject line or any line in the text
    of the message put the word "sub". You may also include a
    parameter with the sub command.  This parameter will be treated as
    your *real* name, not your address (which is determined from your
    mail headers).  You may also send wfrp-request other commands, not
    the least of which is "help".

>Threaded News Readers

>How to use a Killfile

>How to use the "Distribution :" feature

I don't really think this group is the place to answer these questions.

							Ross Ridge

-- 
Ross Ridge - The Great HTMU					     l/	 //
								    [OO][oo]
ross@zooid.guild.org						    /()\/()/
uunet.ca!zooid!ross						     db	 //
Newsgroups: rec.games.board