HDTenEightyP/NetNews huggingface dataset:
From: morzinpl@HYDRA.ROSE-HULMAN.EDU
Subject: Re: A&A Sub Rules
Reply-To: morzinpl@HYDRA.ROSE-HULMAN.EDU
Organization: Rose-Hulman Institute of Technology
Date: Fri, 10 Apr 1992 16:48:51 GMT

In article <1992Apr9.211755.26771@uwm.edu>, sackett@csd4.csd.uwm.edu (Michael Scott Zimmerman) writes:
>In article <Apr.9.12.34.26.1992.19580@yoko.rutgers.edu> tomlee@yoko.rutgers.edu (Thomas J Lee) writes:
>>
>>I've played that the subs may withdraw, and land forces need not occupy.
>>I think it makes sense for land forces -- why should they have less
>>flexibility after *winning* an attack than after a failed offensive?
>>(Okay, I can think of some reasons but they're not very compelling).
>>
>>The sub rule makes them a bit more useful and "tricky". Some interpretations
>>of the rule would allow the sub to move 3 in one turn, which is fine
>>with me but might bother some folks.
>>
>>Tom Lee
>>tomlee@paul.rutgers.edu
>
>
>So what you are saying is that Germany can attack Kareily ( pardon the spelling)   
>with all his tanks and some infantry, destroy the Ruskies, leave his remaining
>infantry there and retreat his tanks to a well defended adjacent territory?
>
>As I have played, you can not retreat from an attacked territory once you
>have destroyed all enemys and you cant send reenforcents in of any kind
>during the non-combat move.

This is wrong.  Any units that did not use combat movement may move in.
								Pete
						morzinpl@rosevc.rose-hulman.edu


  So basically, germany's tanks are sitting
>ducks.  This way, you have to consider the consequences when attacking and
>make sure you have enough infantry left to defend the remaining tanks.
>
>What do the rules say?                                            
>
[>
Newsgroups: rec.games.board
From: emcvicke@uokmax.ecn.uoknor.edu (Eric Mcvicker)
Subject: WANTED Blood Bowl
Keywords: Blood Bowl
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK
Date: Wed, 15 Apr 1992 17:25:12 GMT

I am interested in buying Games Workshop's Blood Bowl if anyone wants
to sell or trade (see my selling post) send me email.
From: poirier@ellerbe.rtp.dg.com (Charles Poirier)
Newsgroups: rec.games.board
Subject: Re: Titan Splits
Summary: 2nd thoughts Re: Serpent stack
Date: 8 Apr 92 21:23:10 GMT
Organization: Data General Corporation, RTP, NC.

In article <EW9439.92Apr3125645@splinter.coe.northeastern.edu> ew9439@splinter.coe.northeastern.edu (Andrew Ofiesh) writes:
>Try recuiting strictly the jungle/brush strain with your Titan group. The order
>of recruitment should be: 3 cclps, 2 bhmths and 1 gorgon, then srpnts....

It's true that a Serpent stack can be formidable.  I wouldn't say
it's the only thing to go for though.  You don't want to be too strict
about following any preconceived plan.  You have to go with the flow and
take whatever the die offers you to a large extent.  If you have Ti Ga Ga Og
and you choose to do nothing when you could recruit another Ogre, you lose
too much time.

>This strategy does the following:
>
>	* Minimizes the time spent with a 5 creature Titan group
>	* brush/jungle areas easily accessable

True, and another advantage is it minimizes time spent outside of
non-native terrain, basically none.  Note, though, that once you get
Hydras, they recruit other Hydras faster than Serpents can recruit other
Serpents.

>	* No waiting to get to the inner circle

Yes, and that waiting outside the inner circle is in open or pretty open
terrain, one big problem in trying to establish Colossi.  However, note
that once you have the best Colossus-going stack, it can dominate the
entire inner circle and thus inhibit other players from getting into the
Colossus race.  Jungles are so dispersed that one Serpent stack does little
to keep others from forming.

>	* 1 Titan and 6 Srpnts in tower is almost unbeatable

Well, just about any 7 contemporary creatures in a Tower are unbeatable.
The question is, can you afford to hide in there if the enemy starts killing
off your other stacks?

It isn't clear whether one should prefer to be unbeatable on defense, or
unstoppable on offense.  What Serpents and Gorgons give you is an
unbeatable stack in Brush and Jungle, an average stack in open terrain,
or a weak stack in Mountains or Desert or Swamp.  Look at what might
happen with a Titan and 6 Serpents defending in Desert, when attacked
opposite the name side.  3 Serpents would die immediately from being unable
to walk onto the board!  Having to defend in swamp would give you fits too.
You have to be very careful about when you attack into tight terrains, even
having a very large superiority of force, because even a token counterattack
automatically causes damage.

A Titan stack full of higher-skill creatures is a more flexible force on the
attack.  When you can Titan Teleport, you want to be able to attack a wide
variety of terrains successfully.

	Cheers,
	Charles Poirier
Newsgroups: rec.games.board
From: rday@magnus.acs.ohio-state.edu (Robert E Day)
Subject: Retreats (was A&A 2ed Sub Rules
Organization: The Ohio State University
Date: Wed, 15 Apr 1992 18:05:33 GMT

In article <Apr.15.11.38.44.1992.17073@yoko.rutgers.edu> tomlee@yoko.rutgers.ed
u (Thomas J Lee) writes:
>
>The distance moved to do an attack should not be significant in
>allowing retreats, if only for ease of bookkeeping. I haven't
>seen anything in the 2ed rules stating otherwise.
>

Does this mean that a fighter could fly 3 spaces to a combat then 3 back to
land?
-- 
If the price that I must pay to obtain my *  Robert E. Day/Syr Otto von    *
freedom, is to acknowledge that the Gov-  *  Schwartzkatz, Shire Mugmort   *
ernmet was granted the power to infringe  *  Barony Middle Marches,        *
on them, then I am not free. Paul Anderson*  Middle Kingdom                *
Newsgroups: rec.games.board
From: ipser@solomon.technet.sg (Ed Ipser)
Subject: Alternate Rule Sets for SPI's War in Europe
Organization: National University of Singapore
Date: Sun, 12 Apr 1992 13:08:39 GMT


I have heard rumors that there exists an alternate set of rules for SPI's
War in Europe game. Does anybody know of such a rule set or has anyone out
there experimented with alternate rules? As with so many of SPI's games,
this one was execellent in scope and design but extremely poor in details
(their treatment of armored units, in particular, sucks).

Also, does anyone know anything about the WWI module for the same game?
I am interested in purchasing a non-mint copy.

If you have any information on these subjects, please reply by email.
From: jtisdel@digi.lonestar.org (Michael Tisdel)
Newsgroups: rec.games.board
Subject: Re: Alternate Rule Sets for SPI's War in Europe
Date: 13 Apr 92 13:10:27 GMT
Organization: DSC Communications Corp, Plano, TX

In article <1992Apr12.130839.23527@nuscc.nus.sg> ipser@solomon.technet.sg (Ed Ipser) writes:
>
>I have heard rumors that there exists an alternate set of rules for SPI's
>War in Europe game. Does anybody know of such a rule set or has anyone out
>there experimented with alternate rules? As with so many of SPI's games,
>this one was execellent in scope and design but extremely poor in details
>(their treatment of armored units, in particular, sucks).
>
>Also, does anyone know anything about the WWI module for the same game?
>I am interested in purchasing a non-mint copy.

Oops!  I just sold my WWI module about 2 months ago -- to add to the injury,
it was in mint condition!  Once I read what modifications had to be made to
the board, I never punched out the counters.

>
>If you have any information on these subjects, please reply by email.

Please copy to me also!




-- 
 J. Michael Tisdel              | 
 jtisdel@digi.lonestar.org      | "I want to lie, shipwrecked and comatose,
 DSC Communications Corporation |  Drinking fresh mango juice."
 *** Standard Disclaimer ***    |           -- Red Dwarf
From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Date: 8 Apr 92 00:40:04 GMT
Organization: University of California, San Diego

>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? :-)
>Martin Snow

	That's what makes the Jap navy even more effective in
securing Asia for Japan.  Never underestimate the usefulness of the
Jap navy, the two on-shore bombardment shot is the fatal one that
seals the Brit's venture in Asia.  Thus, the factory in China is
better, but by turn 3, it should belong to the Jap.

				- The TaZ

P.S.  	for all you people who are not familiar with the on-shore
	bombardment rule here it is:
	Each battleship gets 1 shot at the land forces prior to the
	landing troops carried by cargoships.  It may not be
	retaliated against, the units are removed after all the dice
	rolls for the first round of combat.

	It's in the standard rules.  Not a gimmick.  Hope more
	people pay attention to it.  It's the bread and butter
	for the Axis.
Newsgroups: rec.games.board
From: rday@magnus.acs.ohio-state.edu (Robert E Day)
Subject: Re: BTECH
Organization: The Ohio State University
Date: Wed, 8 Apr 1992 14:50:07 GMT

In article <7APR199219515922@zeus.tamu.edu> mlh2416@zeus.tamu.edu (HERRING, MIC
HAEL LEWIS) writes:
>> 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?
>

As I have seen in use, "freezers" are double heat sinks.

-
Otto
-- 
If the price that I must pay to obtain my *  Robert E. Day/Syr Otto von    *
freedom, is to acknowledge that the Gov-  *  Schwartzkatz, Shire Mugmort   *
ernmet was granted the power to infringe  *  Barony Middle Marches,        *
on them, then I am not free. Paul Anderson*  Middle Kingdom                *
From: goudswaa@fraser.sfu.ca (Peter Goudswaard)
Newsgroups: rec.games.board
Subject: Games for sale
Date: 9 Apr 92 07:00:30 GMT
Organization: Simon Fraser University, Burnaby, B.C., Canada

Panzer Leader: Game of Tactical Warfare on the W. Front '44-'45 (AH)
Harpoon: Modern Naval (GDW)
Introduction to Star Fleet Battles (Task Force Games)
Star Fleet Battles Expansions #2 & #3 ( " )

They are not being used at all (unfortunately), they need a good home.

P*.*

Peter Goudswaard
goudswaa@fraser.sfu.ca

Summary: Misc board games 4 sale
Newsgroups: rec.games.board
From: damouj@jec318.its.rpi.edu (James Alfred Damour)
Subject: Re: Space Marine (new ed.)
Date: Mon, 13 Apr 1992 16:11:07 GMT

nfs410c@kepler.unh.edu (Neil F Sorenson) writes:


>  Has anyone else bought a copy of the new edition of Space Marine?
>I have both versions and for the first time in a long list of entertaining
>Games Workshop games, I was disappointed and a bit 'torqued' off...
>  The new version of the rules are a terrible watering down of a set of rules
>that were not that overly complicated to begin with... are they going to 
>continue to scale down the play age of every new release? 
>  (I was similarly disappointed with the chutes and ladders complexity of
>the initial release of Space Fleet... ugh)
>  Anyway, I wanted to know if I was alone in this rant or whether others
>had found the same problems with the new rules.

I also was a little disappointed at the second edition version, but only at
first.  While the first edition rules were truer to the WH40k rules, carefully
rendering every different weapon into an epic scale, the very complexity of
the first edition rules made sure that SOMETHING was forgotten each time the
game was played (I've been playing 40k for years now, and always forget some
modifier of special affect each time).  

Instead of looking at the second edition as a "watered down" version of the
first edition (which itself was merely a way of resolving huge 40k battles), 
think of the second edition rules as a completely different game set in the
40k universe.  Each unit must now be considered for its worth in Space Marine;
this worth has almost nothing in common with the unit's ability in 40k.`

Case in point:  in 40k, Howling Banshees and Striking Scorpions have some
ranged capability, in Space Marine 2nd, they don't.  Also, in Space Marine,
the Banshees' and Scorpions' close combat capabilities have gone way past 
those in 40k.  In Space Marine, Scorpions will usually decimate any infantry
stand, including Terminators, and often stomp vehicles (if they get to the
close combat phase, that is).  As far as I know, this is highly at odds to
their ability in 40k.

If one looks at the new Space Marine as a completely new game, and judge it 
on its own merits, it is surprisingly good.  It plays fast (one hour games
are not unheard of), the rules are easy to remember, and the forces are 
surprisingly balanced (for a GW game).  The deciding factor of the battle
is not so much "which forces should I buy" as it is "how can I play to my
strength."  Each army has inherent advantages and disadvantages;  good 
generalship tends to determine who wins.  While there are unbalancing factors
in the game (the Eldar Avatar has an armor save of 2+ which can never be
modified, and it's free!), players of 40k should be used to these and can
easily enact house rules to counteract them.  In all, I like the game.

James Damour
damouj@rpi.edu
From: vvirrank@cc.Helsinki.FI (Ville Virrankoski)
Newsgroups: rec.games.board
Subject: Re: WWII: PTO units missing from O.B.
Date: 15 Apr 92 04:49:39 GMT
Organization: University of Helsinki, Finland

In article <QduT1Bg91JYsMcWpka@rchland.ibm.com> seurer+@rchland.ibm.com (Bill Seurer) writes:
>The U.S. light carriers enter the force pool in '42 (and maybe some in
>'43?) and take a year to build so the air units should probably be added
>to the '43 force pool.  This makes sense as well since all the naval air
>in '42 starts with 2 quality while all in '43 has 3 quality.

CVLs take three seasonal turns to construct.

Thanks!

Ville Virrankoski
From: ppugliese@pimacc.pima.edu
Newsgroups: rec.games.board
Subject: Coup?
Date: 13 Apr 92 18:17:12 GMT
Article-I.D.: pimacc.1992Apr13.111712.6606

Couls someone tell me who publishes the game 'Coup' that has
been recently released.

thanks, PHIL
From: mccanns@jacobs.CS.ORST.EDU (Scott G. McCannell)
Newsgroups: rec.games.board
Subject: S&T issue #49 wanted
Date: 13 Apr 92 04:09:42 GMT
Distribution: usa
Organization: CS Dept. Oregon State University, Corvallis, Oregon.

I'm looking for a copy of Strategy and Tactics issue #49.  I believe it's
the one with the game "Frederick the Great" in it.  If you have the issue,
and you're willing to part with it for about $20, drop me a line.

Scott G. McCannell
mccanns@jacobs.cs.orst.edu
Newsgroups: rec.games.board
From: fnord@close.columbia.edu (Andres Harasty)
Subject: Re: ILLUMINATI new edition?
Reply-To: fnord@close.UUCP (Andres Harasty)
Organization: Columbia University Department of Computer Science
Date: Wed, 15 Apr 1992 20:55:40 GMT

In article <1992Apr15.071350.16935@wega.rz.uni-ulm.de> WALDER@rzmain.rz.uni-ulm.de (Walder Matthias) writes:
>Dear Illuminati-players,
>
>I remember that some time ago there were rumours about a new version of our
>loved game :-) If there is, could somebody post a summary of the new things
>or send a mail to me?
>
>Greetings from Germany.. Matthias
>
>
>             "Vote Cthulhu in 92' - why voting a lesser evil?"
>
>  --- walder@dulruu51 --- walder@rzmain.rz.uni-ulm.de --- Ronin on IRC ---
>

What do you mean a new edition.  There is nothing wrong with the
Illuminati.  WE are fine.  But that is not important.
In fact there is not even an old edtion of Illuminati. It has always
been.

bcnu
-fnord
From: whutchis@sol.tmc.edu (wade hutchison)
Newsgroups: rec.games.board
Subject: Game Auction, Update #3
Date: 13 Apr 92 15:11:20 GMT
Organization: Bucknell University, Lewisburg, Pa.



	More Games for Sale -- Update #3 !

A friend of mine recently sold off his collection of games.  The following
games from that collection are for sale via auction.

All games, unless otherwise noted, are punched and (may) have been played. 
As far as I can tell, the games are complete.  The SPI games are in the flat 
tray.  The Avalon Hill games are also all boxed, most of them in the old-style 
large box.  I have not listed descriptions of the games, so please feel free
to email me if you have any questions on the contents or condition of any 
of the games.

The bidding will run until May 1st.  At that point, ties will be resolved by
a 10 stage blind bid-off.  Bids that come in past the deadline because of 
mailer problems, time zones, etc. that top the current bid will be treated 
like ties.  Postage will be paid by the buyer at the rate of $3.00 for the 
first game, and $1.00 per additional game.


	Game           Min Bid  Curr Bid	Bidder
_________________________________________________________________________

SPI GAMES

Atlantic Wall		$75
Highway to the Reich	$75
Bloody April		$50	$56	dht@aplcomm (Dave)
Terrible Swift Sword	$50
Wellingtons Victory	$40
Descent on Crete	$40  
Pea Ridge (unpunched)	$30	$37	alr@hoqaa (Andrew)
Drive on Washington	$25	$32	hannon@umbc3 (Scott)
West Wall Quad		$25	$30	dht@aplcomm (Dave)
Drive on Stalingrad     $25
Up Scope (Box)		$20
Musket and Pike		$20	$30	V091PFXT@ubvms (Jim)
Sniper			$20
Mech War "77"		$15
El Alamein		$15
Combined Arms		$15

AVALON HILL GAMES

Guadal Canal		$30
Gettysburg (1964 ed.)	$25
Anzio (original)	$25
Bismark			$15
D-Day			$7.50	$8	mboone@taurus (Mark)
Battle of the Bulge	$7.50	$8	mboone@taurus (Mark)
Waterloo		$7.50	$8	mboone@taurus (Mark)
Stalngrad		$7.50	
France, 1940		$7.50	$8	mboone@taurus (Mark)
PanzerBlitz		$5	$8	mboone@taurus (Mark) 
PanzerLeader		$5	$8	mboone@taurus (Mark)
Tactics II		$5

MISC.

Conquest of the Empire  $50

S&T Magazines -- 
all with games unless
marked

#51 World War I		$10	$20	U54294@UICVM (Nick)
#52 Oil War		$15
#54 Dixie		$10
#58 Conquistador (unp)	$20	$25	inb@creare (Ian)
#59 Plot to Assasinate
	Hitler (unp)	$20
#61 October War (unp)   $20
#67 Stonewall		$15	$15	pete@chem (Peter)
#68 Kharkov (no game)	$5
#70 Crusades (unp)	$20	*
#80 Wilson's Creek(unp) $20	$20	inb@creare (Ian)

NOTE: (unp) = unpunched

General Magazine (Avalon Hill):

Vol 9, #'s 3,4,5,6		$6/ea.	pete@chem (Peter)
Vol 10, #'s 1,2,3		$6/ea.	pete@chem (Peter)
Vol 25, # 6		$5

I also have a selection of old Fire & Movement (between #'s 14 and 50).
Email me a request for a specific number, and I'll see if I have it. 

Mail Bids to: whutchis@sol.bucknell.edu

Please note "game auction" or some-such in the subject line if you can.
I will post updates every monday on rec.games.board

 	Wade Hutchison
	Bucknell University
From: barich@chopin.udel.edu (Dewey H Barich)
Newsgroups: rec.games.board
Subject: Re: Retreats (was A&A 2ed Sub Rules
Date: 16 Apr 92 17:15:03 GMT
Organization: University of Delaware

In article <1992Apr15.180533.16177@magnus.acs.ohio-state.edu> rday@magnus.acs.ohio-state.edu (Robert E Day) writes:
>In article <Apr.15.11.38.44.1992.17073@yoko.rutgers.edu> tomlee@yoko.rutgers.ed
>u (Thomas J Lee) writes:
>>
>>The distance moved to do an attack should not be significant in
>>allowing retreats, if only for ease of bookkeeping. I haven't
>>seen anything in the 2ed rules stating otherwise.
>>
>
>Does this mean that a fighter could fly 3 spaces to a combat then 3 back to
>land?

No.  When a fighter (or bomber) flies out to a battle, it must have a 
landing option  (this is the no-kamikaze rule).  So, when a plane
retreats, it would only fly as far as the rest of it's flight allotment.
So, in your case here, the fighter would have had to be able to land in
an adjacent territory before it entered into combat, then, when
retreating, it would go to the adjacent territory.

OK?

Have fun!!

Dewey
From: kammr@lafcol.lafayette.edu (Rob Kamm)
Newsgroups: rec.games.board
Subject: A question for the BTech gurus...
Summary: BTech Query
Date: 14 Apr 92 19:02:48 GMT
Distribution: na
Organization: Lafayette College, Easton


Has anyone with the Dropships and Jumpships supplement noticed that the planet
Kathil in the Federated Commonwealth no longer produces ships?  As I recall
from D&J Kathil was a big producer, hence Hanse Davion sending his heir to 
protect the planet in the Fourth Succession War.  However, the Objective Raids
supplement has nothing of the sort on planet.  Could someone please look up
Kathil and see if I am hallucinating or not.  Thanks...
                                             Rob Kamm
                                             Kammr@lafibm.lafayette.edu
From: ds0c@ns1.cc.lehigh.edu (DAVID M. STENGLE)
Newsgroups: rec.games.board
Subject: Empire of the Middle Ages Shareware Info
Date: 16 Apr 92 01:28:56 GMT
Organization: Lehigh University

A number of people responded to my post mentioning this package.  Here is the
requested information.

For a copy of the game only, send $10.

For the game and the THINK Pascal TCL source code send $30 ($25 w/ disk) to

John Willoughby
2001 Columbia Pike #508
Arlington, VA  22204

If he has moved or died or whatever, you can get back to me...

Enjoy!
-- 
In theory, there is no difference between theory and practice.
In practice, there is.

David M. Stengle, Lehigh University Student Macintosh Representative
Email:   ds0c@ns1.cc.lehigh.edu
Home Phone/Fax: (215) 691-6958
School Phone:   (215) 758-3761
From: lunatic@ucscb.UCSC.EDU (Lunatic Johnathan Bruce E'Sex)
Newsgroups: rec.games.board
Subject: New rec.games groups [Was: Re: rec.games.board.A&A ?]
Date: 15 Apr 92 10:02:46 GMT
Article-I.D.: darkstar.32955
Organization: University of California, Santa Cruz; Renegade User


In article <1992Apr12.062509.9415@gtephx.UUCP> bakerj@gtephx.UUCP (Jon Baker) writes:
>In article <haydenw.2@courier1.aero.org>, haydenw@courier1.aero.org (bill hayden) writes:
>> Does the heavy interest in Axis & Allies (as observed over the last couple
>> of months) warrent the creation of a separate group ?
>
>I would say, YES.  Same goes for Battletech.

    ]['d agree with this.  I think a Battletech group should be named
 rec.games.battletech or rec.games.btech (for those systems that can't
 handle so many characters in the heirarchy names), instead of
 rec.games.board.battletech or whatever, since there's also a BTech RPG
 (MechWarrior), computer games, video games (of a sort -- the Battletech
 center near Chicago), etc.  It'd certainly get as much or more traffic
 as a lot of the other rec groups.
 
-- 
    _____________________________________________
   /       Lunatic Johnathan Bruce E'Sex     (: /
  /  lunatic@ucscb.UCSC.EDU  CI$:  76170,672   /
 /   GEnie:  LUNATIC         AoL:  Lun E Sex  /
/____________________________________________/
Newsgroups: rec.games.board
From: pckyip@athena.mit.edu (Patrick C Yip)
Subject: Empire of the Middle Ages & Sword and Stars
Organization: Massachusetts Institute of Technology
Date: Fri, 10 Apr 1992 19:47:17 GMT

Just wonder: how close is Sword & Stars to Empire of the Middle Ages?

I know Sword & Stars used the system of Empire of the Middle Ages, but
I am curious about what in S&S is correponding to what in EotMA

In Sword & Stars, there is an once powerful but later demised galatic
empire, which I guessed might correspond to Roman Empire, Frank Empire
or the Holy Roman Empire. There is also a race which works in communism
and desires in nothing but destroy in S&S, which I think must be the
Mongols in EotMA. There should be more matching correspondence but I
don't have the game (I have S&S but not EotMA) with me now.

Also, there is different ideology in S&S which can produce friction
when it's ruled by people with different ideology. Is there someting
like this in EotMA? There is parliamentary and republican ideology
in S&S, but I don't think such things would happen in the Middle Ages? :)

Patrick