HDTenEightyP/NetNews huggingface dataset:
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 00:27:58 GMT
Distribution: na
Organization: University of California, San Diego

In article <31282@sdcc12.ucsd.edu> otran@sdcc13.ucsd.edu (Oai Tran) writes:
>Granted, Japan is the Axis only hope
 	Unfortunately, Jap hope of Asian Domination depends on Germs
keeping the Russkies busy on the eastern front.  A fact that many
ignored.
>  Manchuria is usually taken out by Russia
>on the first turn, provided Russia doen't get extremely bad luck.
>After this, it only has Kwangtung and French Indo-China.  To attack
>Sinkiang, it has to use French Indo-China.
	To counter this, Jap saves its fleet from attacking Pearl
Harbour and use the transport to provide forces to destroy the
Russkies in Manchuria complete with the two battleship's on-shore
bombardment (given you only get two shots, but they are 4 or less to
hit).  With some fighters and bomber, Russkies units would be
overwhelmed.  That'll leave Kwangtung and Indo-Chinese forces to
attack Singking with fighter support.  Finally use the cargoship to
transport 2 infantry from the island to Indo-China and land all the
fighter in Indo-China to prepare the Assault on India and at the
same time protect Indo-China from being invaded.  Build the factory
in Kwangtung on the first turn, it is invulnerable to any invasion.
Now I think people will realize the wisdom behind the strategy
against Jap attacking Pearl Harbour.  If the Yank builds a factory
in Asia, it will be lost because the forces there will not be enough
to protect it (no Yank fighter and 2 infantry), and the Allied
forces can not mount an unified counter attack.  It'll just sit
there until the Jap forces gear up and overwhelm it.  

>In A&A, it's usually a slaughter one side or the other with the
>allies usually coming out on top.  

	Maybe true, but it's the possible chance of Axis coming up
on top that makes the game fun.

				- The TaZ
				cchiang@sdcc13.ucsd.edu

P.S. 	Is anyone still going to doubt the uses of the Jap navy, and
	ignore the consequence of the on-shore bombardment.

######################################################
 #						      #
  #	"Combine Arms is the key to victory."	       #
   #							#
    #				- The Tasmanian Devil    #
     #				aka Admiral Chiang	  #
      #							   #
       ######################################################
Newsgroups: rec.games.board
From: rday@magnus.acs.ohio-state.edu (Robert E Day)
Subject: Re: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Organization: The Ohio State University
Distribution: na
Date: Wed, 8 Apr 1992 20:15:54 GMT

In article <18791@bach.udel.edu> barich@bach.udel.edu (Dewey H Barich) writes:
>In article <14616@vela.acs.oakland.edu> rwstarke@vela.acs.oakland.edu (Ross W.
 Starkey) writes:
>>In article <31448@sdcc12.ucsd.edu> cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) wr
ites:
>>>  Actually any industrial complexes that starts on the board
>>>may produce without limit.  This subtlety have great consequences
>>>behind it.  Germany can produce out of Karelia without limit and if
>>>Russia is captured, Yank can produce without limit out of Karelia
>>>should Yank liberates it

The last time I read the rules, if an ally liberates your terratory, it's 
ownership returns to you(they liberate it for you.)
-- 
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: scandium@cedar.circa.ufl.edu (Skander Slama)
Newsgroups: rec.games.board
Subject: Re: Axis & Allies: Germany's only chance!
Date: 8 Apr 92 04:08:03 GMT
Article-I.D.: math.1992Apr5.174116.28659
Reply-To: SCANDIUM%oak.decnet@pine.circa.ufl.edu
Organization: The CIRCA Underground

In article <1992Apr2.213141.13587@cs.rose-hulman.edu>, morzinpl@HYDRA.ROSE-HULMAN.EDU writes:
>....
>>Japan can not do much 
>....
>>Oai Tran
>
>	You woefully underestimate Japan.  If they do their job and take Asia
>quickly, they can save the game for Axis.  I have seen Japanese bombers in
>Karelia bomb the British fleet!
>	Speaking of Karelia, my games usually go like this: Russia takes
>Eastern Europe, then the Germans have to decide whether to attack Karelia and/or
>bomb the navies to scrap.  They usually don't have enough air force to do both. 
>What are other peoples' opinions on this?
>						Pete
>						morzinpl@rosevc.rose-hulman.edu

He does underestimate Japan.  The US can only turn out two units/turn
and Japan can build a complex and build 3/turn & transport some from
the islands.  In the games I play, it takes a joint effort from the
Russians, Brits, and the US to keep Japan from taking the mainland.
(I think a complex in Alaska is a better move for the US, for itt
can build many transports and other naval units a lot closer, and
transport men to SFE)

My games always go  like yours, Russia always takes Eastern Europe and
does so on the first and every other turn it can.  Eventually though
they get unlucky and can't keep it up.  Attacking the Brit navy is
very important...otherwise the Brits can land units in Eastern Europe
too!
I would not attack Karelia on the first turn.  It's hard to take, and
if it was easy to take, that means the Russian player kept a lot of men
or tanks back in Russia and it will be harder to hold...
Newsgroups: rec.games.board
From: jleitzel@magnus.acs.ohio-state.edu (James W Leitzel)
Subject: Looking for used Games Workshop games
Keywords: Advanced Heroquest, Space Crusade, Space Hulk
Organization: The Ohio State University
Distribution: usa
Date: Tue, 7 Apr 1992 16:57:52 GMT

Hello,
	I am looking for used games from Games Workshop. Specifically:
	Advanced Heroquest
	Space Hulk
	Advanced Space Crusade
       	Space Marine
	Adeptus Titanicus

	Any of these, or the expansion packs would be nice. 
I also have heard of another collaberation with Milton Bradley to produce a 
Warhammer Fantasy Battle "board game". It is not Mighty Empires, but comes with
plastic Orc armies, and Human armies. Has anyone else heard of it?

Thanks Much
	jim



-- 
------------------------------------------------------------------------------
| I take so many quilt trips, I qualify for |      Oh look, how stupid.      |
| frequent flyer miles. - Jon Arbuckle      |        A .signature file       |
------------------------------------------------------------------------------
From: casper@vxcrna.cern.ch (CASPER,DAVI./PPE)
Newsgroups: rec.games.board
Subject: Re: WiF: barbarossa, save the russians.
Keywords: DoD/WiF,Barbarossa
Date: 6 Apr 92 12:56:00 GMT
Organization: European Organization for Nuclear Research, CERN
News-Software: VAX/VMS VNEWS 1.41

In article <1992Apr5.163819.16544@odin.diku.dk>, surt@sleipner.diku.dk (S|ren Egmose) writes...
>I've resently played two games of dod/wif in which i've
>started barbarossa, After 3-4 turns the german tanks where within
>reach of stalingrad/moskow and 3/4 of the russian army was dead.
>The only reinforcements were 2-3 inf to russia so my opponents
>choose to surrender the game.

But were they _in supply_?  It is important to keep track of supply closely,
since units which are out-of-supply cannot attack.  Remember the Germans need
to keep their HQs moving forward at all times, and bad weather reduces (or
prohibits) their movement _and_ reduces the supply range.  Once "Mud" hits,
the Germans should not be able to attack with any effectiveness at all.
If they are left out in the open, out of supply, in the winter, you may be able
to kill some units which are inverted and out of supply (defend with 1 combat
factor or 3 if "white print").  There is no way the Germans should still be
attacking "3-4 turns" into Barbarossa, unless you get really unlucky with the
weather.

Also, why so few reinforcements?  Don't forget to evacuate your factories and
to count your production in the off-map boxes.  Don't waste builds on anything
besides INF and CAV during the first year.

>Now i must play russia the next time so i'm a bit worried, how to
>setup the russians. Germany will have 2-3 offensive chits to
>crush russia.

Whoa!  How will Germany have 2-3 offensive chits???  They take 6 months to build
and Germany only starts with one!

>The hints in the senario book suggest that the russians run
>until enough white print units are availeble, but this could
>mean giving up too much terrain, if they run at max speed.

It is best to leave units behind in cities (cannot be overrun and must be
attacked on the assault table, will be in supply if in Russia).

It is always a good idea to re-read the rules front start to finish after
completing a game, especially if you are still learning it.  It seems like you
may have missed a few things which could help the Russians.

Good Luck,

Dave Casper
CERN - Geneva
casper@vxcrna.cern.ch
From: 911414p@ace.acadiau.ca (PIOTR CEZARY  PROSZYNSKI)
Newsgroups: rec.games.board
Subject: Re: SFB: Romulans & Torps
Date: 13 Apr 92 01:42:26 GMT
Organization: Acadia University

In article <shawni.702969379@tis.llnl.gov> shawni@.tis.llnl.gov (Shawn Instenes) writes:

>aha@meryl.csd.uu.se (Anders Hallberg) writes:


>Thanks for the correction.  You are right, it takes a somewhat larger
>explosion to expose a cloaked ship.  I'll have to verify that a t-bomb
>counts (I'm pretty sure it does, but it has been a while).  Then you'd
>just drop a shield when fighters were docked, lay a bomb where the fighters
>disappeared, & detonate it yourself.  Since the fighters would have to
>wait 8 impulses before firing, you'd have time to raise the down shield,
>just in case he manages to launch one.

>Or overrun him with a Lyran ESG, since you have such a good fix on his
>position just by watching fighters.

Oh no....Please tell me I'm wrong...
You guys actually take cloaked Roms off the board?
As in: secret? as in INVISIBLE ?
Brrrrrrrr...... Scary; we play the on-the-board-hard-to-fire-at-yet-clearly
-visible Romulans and they *still* fry my Kzinti cheeks. How do you ever 
manage to maintain play balance? - or do your Romulans have the Universe at 
their mercy?
                        (PCP) The Tailor-Cat.
From: collier@lacerta.unm.edu (Michael Collier)
Newsgroups: rec.games.board
Subject: games for sale
Date: 9 Apr 92 14:52:28 GMT
Article-I.D.: lynx.y8rj13_
Organization: University of New Mexico, Albuquerque


i have some more games i need to clear out of the closet. there are
about 20. send me some e-mail if you are interested in seeing list.
i will mail it out to everyone monday morning or something, to give
everyone as even a chance of seeing it at about the same time as
possible.
-- 
Michael H. Collier        INET: collier@ariel.unm.edu   BITNET: COLLIER@UNMB
1160 Don Pasqual NW; Los Lunas, NM 87031; (505) 865 8770
"She was a blonde. The kind of blonde that would make a bishop kick in
	a stained glass window". - Raymond Chandler
Newsgroups: rec.games.board
Subject: Re: A&A Axis strategy/re:CCHIANG@sdcc
From: oberland@vax.sonoma.edu
Date: 7 Apr 92 22:54:07 -0800
Organization: Sonoma State University

Well, I just wondered if you read my 3rd post, # 9175, I think...
It explains my position.
Also, THE GERMANS HAVE THE LUXURY OF DECIDING WHAT STRATEGY TO USE ON RUSSIA.
Really.  The Germans go after the Russians.  If they build tanks, flatten them. 
If they don't, use another plan.  Either way, THEY HAVE NO WAY OF KNOWING IF
YOU INTEND TO ATTACK OR SIT THERE FOR THE FIRST TURN.  Keep them guessing.

Also, The tactic involved in Germany's strategy applies to the FIRST turn.
After that, it follows one of several plans.
You seem to have covered them pretty well.

The Japanese fleet only has to be used for one or two, possibly three turns. 
After that, Flatten the U.S.  I usually send the sub, and possibly something
else to Hawaii the first turn, but my aim is to weaken them by the
sneak-attack.(Annoy them/make them feel obliged to spend $ - If they don't, you
come back and Invade all over the place.)Come to think of it, you could do that
as well/anyway.

Keep the German sub in western europe the first turn.  It keps your fleet in
the Med. safe for a turn.  This allows you to transport 2 loads of cargo before
the Allies can get to you.  Africa usually falls quickly.

Perhaps the best way to consistently win, is to do what I outlined in the
third post, but spend no $ on tech.  This allows Germany to kill Russia, get
Africa, and worry the U.S./Brit.

I do enjoy this game ALOT, but I DO realize that it is just a game, as well.
(I am not a fanatic, just annoyed that most people seem to spend their time
plotting the AXIS' demize, and as a result, spend so little time on the AXIS'
strategy that they get slaughtered when they play them.)
This game has sooooo many "tricks" and minor/major plans of action by all
parties, that the games that my friends and I play are seldom the same, and
very, VERY unforgiving and brutal for any side that makes a mistake.

All in all, a very enjoyable, HARD FOR EITHER SIDE TO WIN, game.

Joe
P.S. Don't forget to experiment.  Any game that has no room for it suffers.
From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Date: 8 Apr 92 01:02:31 GMT
Distribution: na
Organization: University of California, San Diego

In article <9770105@hpfcso.FC.HP.COM> dlc@hpfcso.FC.HP.COM (Dennis Clark) writes:
>  Excuse me?  I don't remember this restriction on factories.  What 
>specifically does this rule say to restrict production placement this much?
>DLC

	Limited Production:  Only the factories on the board at the
beginning of the game can produce unlimited units.  Factory built
after can only produce as many units as their IPC value.

	Please make sure you HAVE the second edition rules and have
READ them carefully so the discussions can be on the same channel.

	For all the people who doesn't want to read about Axis and
Allies or listen to me ramble.  I apologize for clogging up the
system.  Either put the category in your kill file or notify me
through e-mail.  Thanks
		
				- The Tasmanian Devil

Newsgroups: rec.games.board
From: jtisdel@digi.lonestar.org (Michael Tisdel)
Subject: Re: SFB: Romulans & Torps
Summary: The Romulans are coming, hurray! hurray!
Keywords: SFB Romulans Plasma-torpedoe fu
Organization: DSC Communications Corp, Plano, TX
Date: Mon, 6 Apr 1992 12:42:03 GMT

In article <1992Apr3.232503.17990@news.Hawaii.Edu> nishiha@wiliki.eng.hawaii.edu (Gregory Nishihara) writes:
>
>I have a question:\
>
>Can a Romulaan fire it's torps and then cloak? Will the toprps hit the
>target after the Romulan goes under?
>
>-thanx

Greg,
  According to the "Captain's Edition", plasmas maintain their own lock-on.
  The Rom can fire his plasmas and cloak (which involves dropping active
  fire control) with no ill effects on the plasma's tracking.


-- 
 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: stevea@jab.tucson.az.us (Steve Albany)
Newsgroups: rec.games.board
Subject: Re: Republic of Rome erratum from The General (vol. 27, no. 4)
Date: Tue, 07 Apr 92 13:01:02 PDT
Organization: Just Another Bbs. Tucson, AZ

purtill@idacrd.UUCP (Mark Purtill) writes:

> rwstarke@vela.acs.oakland.edu (Ross W. Starkey) writes:
> >This rule appeared in this month's issue of The General (vol. 27, no. 4) and
> >should be considered a regular, non-optional game rule (who wrote this rule,
> >anyway?).
> [Rule omitted]
> 	I think this is a lousy rule.  It's true, it could be really
> nasty to get the Second Punic War on turn one, and something should be
> done about that.  But the effect of this rule (IMHO) is that the
> senate need never deal with the 1st Punic until either a leader
> activates it, or the second Punic shows up.  At that point, they can
> stomp on the First Punic at it's old strength.  Thus, the urgency of
> "we have to take care of the First Punic War before the Second Punic
> War shows up" is completely destroyed.
> 	As an alternative, perhaps we should just arrange that:
> >Rome [has] at least one opportunity to deal with a war, having a
> >reasonable chance of success before its strength multiplies without resortin
> >to extraordinary measures such as a Dictator.
> We could do this by putting Wars in the inactive pile face down (as
> in the General's rule) only if the matching War also showed up this
> turn.  (The First Punic would cound has having shown up on turn one).
> This means the senate has at least one turn to deal with a War before
> it gets matched, but if they miss the chance, they may be in deep
> trouble.  
> 	Comments?
> 
> ^.-.^ Mark Purtill, IDA/CCR-P, Thanet Road, Princeton NJ  08540; (609)924-460
> ((")) Email: purtill%idacrd@princeton.edu; uunet!idacrd!purtill. (609)497-052
 
        Me and my group use something like that to counter Rome being 
completely overrun with active wars (and subsequently collasping in one 
turn). With related wars, we allow them to be dealt with in the same turn, 
unless another war of the same type (ie, 2nd Punic) shows up in the same 
Forum Phase. BUT, if a matching leader is already in play, we decided to let 
it run its course, since a Leader is something special (as reguards to Wars)


        ================================================================
        |                    Capt. Steve E. Albany                     |
        |                 Cmdr. USS PATTON (NCC-8570)                  |
        |--------------------------------------------------------------|
        |                           | "My son, ask for thyself another |
        | SteveA@Coyote.Datalog.Com | kingdom, for that which I leave  |
        |  SteveA@Jab.Tucson.Az.Us  | is too small for thee.."         |
        |                           |    - King Phillip of Macedonia   |
        ================================================================
From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: Re: Japan in Axis and Allies
Keywords: A&A, Axis & Allies
Date: 10 Apr 92 10:34:14 GMT
Distribution: na
Organization: University of California, San Diego

In article <31529@sdcc12.ucsd.edu> cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?) writes:
>3.  I did check the rule on the Yank producing with out limit out of
>	Karelia should Russia fall.  It is true.  This make the Axis
>	a whole lot more miserable knowing that even if Russia
>	falls, Axis victory is still not guaranteed.

	Gees if I start counting the number of times I've got my
foot stuck in my mouth I'd be here for quite a while.  Yank may
PRODUCE out of Karelia at the IPC limit.  Since I've corrected
myself I can feel justified in disregarding all reference to this
stupid mistake. 
	By the way, add the Brit India transport fighter taking out
Kwangtung into the list.  That tactic is effective and deserves a
lot of recognition.  The beauty of it lies in how easily that move
can be overlooked.

				- Tasmanian Devil

######################################################
 #						      #
  #  	"The enemy came.  We saw.		       #
   #		They were beaten.  Good Night."		#
    #							 #
     #				- Can't remember his name #
      #							   #
       ######################################################
Newsgroups: rec.games.board
From: west@turing.toronto.edu (Tom West)
Subject: Re: The Fog of War and McClellan (and Yamamoto and Patton)
Organization: CSRI, University of Toronto
Date: 10 Apr 92 20:58:47 GMT

  Actually, rather than let the player select the force level (and thus
usually be able to depend upon the it being an all out attack vs. all out
defence :-)), I prefer to see a system where both players draw a card that
corresponds to the force level allowed for either one or both players.

  This means that you can't try to outpsyche your opponent, and he really
might be going for a feint.  Furthermore, the card or cards can be sealed
in an envelope for later inspection by both sides.

  Scorched Earth uses this method for keeping the USSR player in the dark
about Finnish participation levels.  I quite liked this as a method for
keeping players alert and having to worry about the "large" picture.

-- 

	Tom West		

   west@turing.toronto.edu  or			"Into The Dark Lands"
tomwest@gpu.utcs.utoronto.ca  or		  -Michelle Sagara
       west@hsa.on.ca
From: yousten@nyssa.CS.ORST.EDU (Ken Yousten)
Newsgroups: rec.games.board
Subject: Re: Request reviews: AH "Science Fiction" games
Date: 8 Apr 92 06:44:21 GMT
Organization: CS Dept. Oregon State University, Corvallis, Oregon.

goudswaa.702708461@sfu.ca> goudswaa@fraser.sfu.ca (Peter Goudswaard) writes:
>mxb8@po.CWRU.Edu (Matthew Bakaitis) writes:
>
>>	I'm primarily interested in space oriented games, such as
>>Cosmic Encounter.  The GW space opera, megawar miniature games look good,
>>but I don't have the time/money to invest in the lead (or, apparently,
>>the time deciphering the rules).
>
>I also recall having another similar game - I don't remember the title
>of it, but I think it was "endorsed" by Isaac Asimov (rest his soul, he
>was a talented man).  It was also junk, sort of like a stellar Stock
>Ticker.  

I don't know the Stock Ticker reference, but maybe you mean "Isaac Asimov's
Star Traders" (as opposed to some other game called just Star Traders) by
Steve Jackson Games.  Actually, I like this one.  It's rather simplistic, the
space bit has little to do with it beyond surface.  If "megawar miniature"
things are at all attractive to you though, this is not for you.
--
Ken Yousten   (Currently living in Urbana, IL)   yousten@jacobs.cs.orst.edu
        "The narrator flees inland, taking his adjectives with him..."
          -L. Sprague de Camp, summarizing HPL's "The Crawling Chaos"
From: cchiang@sdcc13.ucsd.edu (Huh?!  Wot?!?)
Newsgroups: rec.games.board
Subject: Re: Axis & Allies: Germany's only chance!
Summary: something about Axis being doomed to defeat every game
	or something.
Keywords: A&A, Axis & Allies
Date: 7 Apr 92 23:48:24 GMT
Distribution: na
Organization: University of California, San Diego


	Axis have no chance?!  That's tooooooo negative of a
statement.  I admit it's difficult for the Axis to win, but not
impossible and not dependent on the favors of Lady Luck (a little
stupidity and/or lack of experience on the part of the Allies player
will help quite a bit though).  An aggressive Axis player can be so
intimidating in the first 3 or 4 turns that the Allied player may
decide to resign.  At least, financial victory is always possible.
I would argue that the challenge of Axis and Allies is to win with
the Axis under the straining circumstances.

	Always remember to have fun playing A & A though, sometimes
people get too worked up over a silly game.

					- The TaZ
					cchiang@sdcc13.ucsd.edu

######################################################
 #						      #
  #	"Prepared for war in all seasons."	       #
   #						        #
    #				- Supremacy		 #
     #							  #
      ######################################################
From: ttmech@convx1.lerc.nasa.gov (Paul Mech)
Newsgroups: rec.games.board
Subject: Re: Empire of the Middle Ages & Sword and Stars
Date: 13 Apr 92 18:21:15 GMT
Article-I.D.: eagle.1992Apr13.182115.13529
Organization: NASA Lewis Research Center

In article <1992Apr10.194717.17519@athena.mit.edu> pckyip@athena.mit.edu (Patrick C Yip) writes:
>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

Owning and having played both, they are virtually identical.  You
mention several of the direct analogs.  Ideology translates to
religion in EotMA.  Species in S&S is the linguistic group of EotMA.
Play is and stratagy is much the same.  The simularity goes clear
down to the unrest counters ...  remove that laser rifle and substitute
a pitchfork.


-- 

Paul J. Mech					ttmech@convx1.lerc.nasa.gov