HDTenEightyP/NetNews huggingface dataset:
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: EIA optional rules
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Thu, 15 Oct 1992 17:27:16 GMT

farrell@hydroplane.cis.ohio-state.edu (christopher k farrell) writes:
> 	BTW, running the guns of most real (100-gun) ports involves about 20
> (or more!)ship casualties

We were playing with the rule where fleet compositions aren't publicly
known.  This may be part of the Advanced Naval Combat rules, I can't
remember.  In any case, I had a token fleet in Brest (100 guns) that
contained only two ships, while the rest of the French ships were in a fleet
in Marseilles.  I was boasting that my invasion fleet from Brest would sail
out any day now to London (we were using a "one ship per one infantry factor
transported" house rule and I had a big corps sitting in Brest at the time).

This scam worked and a big British fleet sailed into the 100 gun port to
destroy the "invasion fleet" before it took off.  The British fleet met with
severe casualty, only to find two ships in the port.  The two ships were
sunk but since my French guns had sunk more British ships than I had lost in
the port, technically, Britain could not claim victory and thus couldn't gain
political status from the raid.  It was a massively cost-effective
destruction of British ships ever.

It was a shining moment for deceitfulness (and I thank Mustafa for coming up
with that devious ploy).  I felt sort of sorry afterwards.

--
hirai@cc.swarthmore.edu (Eiji Hirai)    :     :    :   :  : :: ::: :::: :::::
Unix Geek for Swarthmore College        :     :    :   :  : :: ::: :::: :::::
Information Services, Swarthmore, PA, US.       Copyright 1992 by Eiji Hirai.
I don't speak for Swarthmore College.                    All Rights Reserved.

Xref: sparky rec.games.board:9624 rec.games.frp.misc:6643 rec.games.frp.dnd:4398
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.board,rec.games.frp.misc,rec.games.frp.dnd
Subject: sorry about the problem...
Date: 8 Oct 92 18:15:58 GMT
Article-I.D.: ccsvax.1992Oct8.121558.1422
Organization: Stephen F. Austin State University

Due to some hardware problems, all mail sent to me in the last 24 hours was 
deleted before I could read it. If you sent me anything during that time,
please resend it. Sorry about the trouble.


Brandon Cope
From: jimfost@matt.ksu.ksu.edu (Jim Foster)
Newsgroups: rec.games.board
Subject: Re: blood bowl
Date: 13 Oct 1992 00:01:55 -0500
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

mcs52867@uxa.cso.uiuc.edu (Mike) writes:

>i've seen a lot of talk recently on this group about blood bowl. i've wanted
>to get it for awhile, but the cost kind of discouraged me. i saw something

At one time, GW made a game set called _Keeerunch!_ which was an entry-level (I.e. lower cost) version of the BB rules.

>about somebody in a league having a set of dungeon bowl along with blood
>bowl.  what's the difference between the two? can you run blood bowl with
>the dungeon bowl set?

Dungeon bowl is an expansion set for BB which allows players to slug it out on fileds that are pulled straight from your stereotypical fantsy dungeon: pit traps, tresure chests, lack of light, etc. I don't think you can use it w/o BB, but don't quote me on that.

 
-- 
Jim Foster                [   Everything I say is at the specific behest of   ]
jimfost@matt.ksu.ksu.edu  [   Kansas State University and represents their    ]
Kansas State University   [   official position on the subject.               ]

Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: EIA
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Tue, 13 Oct 1992 19:11:45 GMT

In article <BLRRBH3S@cc.swarthmore.edu> hirai@cc.swarthmore.edu (Eiji Hirai) writes:
>[ Obligatory EIA question:  should France ever build cavalry?  French
>  infantry has a 4.0 morale, the same as cavalry.  Are the extra $$$ and
>  extra waiting worth it for calvary pursuit?
>
>  My personal feeling is that if you're France, you should build Guards and
>  Artillery first, infantry second and calvary third.  There's nothing like
>  having a corps with full Imperial Guards, a full Artillery corps, and lots
>  of infantry led by Napoleon.  Reminds me of the Death Star ("The ultimate
>  power in the Universe!") ]

France should definately build cav.  Admittidly, they;ve got the same morale as
your infantry, and a cav corps only moves 1 faster than an infantry corps, but:

Cav in your infantry corps allows you to bring more factors to bear with the
same number of corps;

Giving up cav superiority is foolish - a modifier of 1 on the dice is one of
the most important things in a battle;

The french win most battles, thus get more pursuit milage out of their cav
than anybody else (especially with Murat).

France usually has money to burn, what with the way the big blue swarm forages.
And the wait is only 2 more months.

Just my opinions, coming from one who has been on the receiving end of the
french juggernaut more times than I care to remember.

	Alec




Newsgroups: rec.games.board
From: helen@pulua.hcc.Hawaii.Edu (Helen Rapozo)
Subject: Revised list of set/modules for SFB (long)
Originator: helen@pulua
Organization: Honolulu Community College
Distribution: na
Date: Mon, 12 Oct 1992 05:40:28 GMT

Opps I goofed in the last posting since I inserted the wrong
file into the article.  In any case here is the list I wanted
to post in the first place.

Below is a list of available modules and sets for the Captain's 
Edition of Star Fleet Battles.  I guess you can email me
any questions, comments or suggestions about this list.


Basic Set:
This set contains rules, map, dice, SSDs and 2 counter 
sheets for the Federation, Klingon, Romulan, Kzinti, 
Gorn, Tholian and Orion races.

Advanced Missions:
This set contains rules, SSDs and 2 counter sheets for the
Federation, Klingon, Romulan, Kzinti, Gorn, Tholian and
Orion races.

Module C1:
This module contains rules, SSDs and 1 counter sheet for the
Hydran, Lyran and Wyn races.

Module C2:
This module contains rules, SSDs and 1 counter sheet for the
Neo-Tholian, Andromedan and ISC races.

Module J:
This module contains rules, SSDs and 3 counter sheets for
races that operate fighters and carriers.

Module K:
This module contains rules, SSDs and 3 counter sheets for
races that operate Fast Patrol Ships and tenders.

Module R2:
This module contains rules, SSDs and 2 counter sheets for
the Federation, Kzinti, Orion and Andromedan races.

Module R3:
This module contains rules, SSDs and 2 counter sheets for
the Klingon, Wyn, Lyran and Hydran races.

Module R4:
This module contains rules, SSDs and 2 counter sheets for
the Romulan, Gorn, Tholian and ISC races.

Module R5:
This module contain rules, SSDs and 1 counter sheet for
battleships and other heavy ships.

Module S1:
This module contains scenarios and a special map.

Module H1:
This module contains maps and counters to play SFB on a
larger scale.

Module H2:
More counters and planet cutouts to go with Module H1.

Cadet Training Manual:
Introduction to playing SFB.

Tactics Manual:
A compliation of various tactics of the game.

Playtest Modules:
	P1: The FRAX race, some scenarios.
	P2: X-Ships.
	P3: New scenarios.
	P4: Marines, ground combat.

Module D1: Veterans Master Ship Chart.

Module D2: Tournament Tactics Book.

Other products:

Tournament Book 1991:
Tournament rules, SSDs and 2 sheets of counters.

Captain's Rulebook:
The rules from the Basic Set, Advanced Missions, Module C1 and Module C2.

Captain's SSD Pack:
The SSDs from the Basic Set, Advanced Missions, Module C1 and Module C2.

Captain's Logs:
Books that contain fiction, tactics, backgrounds, SSD and other things
that relate to SFB.  Currently #8, #9 and #10 are available and are
for the Captain's Edition of SFB.



Honolulu Community College            cs_rapozo@hccadb.hcc.hawaii.edu
874 Dillingham Blvd.                  helen@pulua.hcc.hawaii.edu
Honolulu, HI 96817                    rapozo@uhunix.uhcc.hawaii.edu
Ph#: (808) 845-9202
From: f1toyl@uta.fi (Topi Ylinen)
Newsgroups: rec.games.board
Subject: Talisman anyone?
Keywords: talisman
Date: 8 Oct 92 11:51:44 GMT
Distribution: rec
Organization: University of Tampere, Finland

I am not entirely sure if this group is the right one for discussing 
Talisman because I have never seen any articles about Talisman here.
I cannot find a more appropriate newsgroup - so maybe you guys have just
outgrown Talisman. Me - never :)

I wonder if any Talisman players have (as I have) created their own 
adventure cards. (In fact I also created a new board with my brother -
it is called "Underworld" and it is VERY tough and we use it instead of
the inner region...). If anyone has, I would be very interested to hear
what kinds of cards you have made.

I bought an extra Expansion set just so that I could get card backs...
and here are some of the most interesting new cards we have in our game:
	-Event: Kidnapping! One of your followers (roll randomly) is 
	 kidnapped. The kidnappers demand D6 gold ransom. If you pay (discard)
 	there is a 5/6 chance he is returned alive (else discard). If you
	do not pay, roll 1 die: 1-2 the follower escapes and returns to you
	3-4 the follower escapes and goes to a random square (roll as for
	vortex or magic portal or whatever you like) 5-6 the follower is 
	killed
	-Event: Schizophrenia! You develop 1-3 side personae. Each turn
	you must randomly determine which one is dominant that turn. You must
	use the alignment and special rules of that character. The side perso-
	nae are non-master level chars (but can become ones!). The robodoc or
	city doctor will heal this insanity for 5G
	-Event: corsair raid! Corsairs raid this region! They attack all 
	players in this region with S5 and may (4/6) pick up gold or objects,
	(3/6) kill followers, (2/6) kill strangers and (1/6) destroy places.
	Roll separately for each upturned card or gold counter.
	-Stranger: weaponsmith - he will try mend or modify any weapon you
	give to him, free of charge. Give a (possibly broken) weapon and roll
	1 die: 1-2 no effect, 3-4 the weapon is repaired, 5 the weapon has 
	been modified to a working new weapon. Draw randomly 1 weapon from
	those available in (not Timescape) purchase deck (yes, he can turn
	your broken sword into a battleaxe!) and 6 The weapon is broken (turn
	the card upside down to indicate this) and unusable. The weaponsmith
	flees D6 areas clockwise
	-Spell: Alter Ego. You may cast this on yourself or any other 
	char at any time. The subject must discard his original character
	profile card and randomly draw a new one instead. (All stats and so
	on which he has gained will remain). The Amulet will protect from
	this
And so on. Please, if you have created your own cards, email them to me or 
post them here! Let's see if we can get a neat collection.
(Of course, I have more new cards because "Underworld" needed a set of whole
new cards) 
Btw, the stupidest thing I have ever witnessed happen in Talisman was when
my friend got robbed by the Raiders in the Oasis square! :):):):)

Newsgroups: rec.games.board
From: awells@fenris.claremont.edu (Adam "Servo" Wells)
Subject: Re: Blood Bowl:  General Questions
Organization: Harvey Mudd College, Claremont CA
Date: Wed, 14 Oct 1992 07:12:16 GMT

In article <b3npp7#@lynx.unm.edu> baldwin@carina.unm.edu (Chris Baldwin) writes:

>	Btw, did anyone else have a problem with the binding in the books
>from GW? I bought the Companion and Star Player book at GenCon and the pages 
>were starting to fall out before we got to Nebraska(brutal drive back to New 
>Mexico). I don't mind all that much, since I just ripped the pages out and 
>bound them myslef. This allows me to insert our league rules where I want 
>them. I probably would have done this anyway, but when i pay ~$50 for 2 books, 
>I expect the binding to last at least a week or so.

Yes!  I thought maybe that I had gotten a bad copy of the Star Player book,
but when the same thing happened to my Companion book, I knew that something
was up.  Luckily I got them at reduced prices (going out of business sale),
but it's still a case of a bad product on GW's part.  I found it pretty
annoying that the pages were coming out in the first week that I had it.

Adam Wells
awells@fenris.claremont.edu

Newsgroups: rec.games.board
From: LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb)
Subject: Blood Bowl: Leprechauns
Organization: Vanderbilt University 
Date: Sat, 10 Oct 1992 23:19:49 GMT
X-News-Reader: VMS NEWS 1.21

A thought on the comment of how to decrease the power of catchers:
In order to dodge, a player must first roll under his AG on a D6.
If he fails, he goes down (and back if he was dodging a push).  If he succeeds,
the dodge is resolved normally.

And two suggestions for Apothecaries:
  (1) If you pay the rule that an Apothecary can only know 4 spells, he may,
upon turning in 10 XPs and instead of gainin a HP, learn another potion.
  (2) Apothecary potions only work reliably for the race of the Apothecary.
(For this purpose, the 4 Human races (Human, Chaos, Norse, and Were) are
considered as one race, as are Elf/Dark Elf, Dwarf/Chaos Dwarf, and all
Goblinoids (Orc/Goblin/Snotling).)  If a player takes a potion made for
another race, he must roll on this table:
2-8  Potion works.
9-10 Potion fails.  No effect, potion is lost.
11   Potion disagrees with player.  Roll on Drugging Effect Table.
12   Potion is poison.  Player dies.
  By turning in 20 XPs, an Apothecary may learn xeno-apothecary for one other
race.  He must then indicate for which race he is making each future potion.
  To the person who came up with Lizardmen, they woud be considered the same as 
Slann for this rule.  (BTW, please post your house rules.) 

And now, here is the information on the new race of Leprechauns...
Standard side= 2 Magicians, 4 Catchers, 10 Linemen
Stats:
          MA SP ST AG TS CL AV
Lineman    5 +1  2  5 -2 -1  7
Catcher    5 +2  2  6 -2 +1  6
Magician   4 +1  2  5 -2 -1  6

No height penalty on throwing (it's accounted for in TS, as it could be for
Halflings)
Height penalty on intercepting (usual)

Racial attitudes:  dislike all but self, Treeman

Skills:  all-Very Intelligent; catchers-Luck[1]; magicians-Spell-Caster[1]

Star Player Magicians use the Thrower Skill Table, but some of the skills
are changed:
Long Throw-->Distant Magic (same idea, but applies to ranged spells)
Nerves of Steel-->applies to spell-casting as well (IMO, it should for all
players)
Safe Throw-->Recall (see below)
TS+1-->Accuracy (4-level skill, added to ranged-spell throw)

Recall is used the same way as Safe Throw (1d6+lev>=7).  If a spell misses,
a successful use of Recall reverses the cast and the spell remains avail-
able. (It cannot be recast unti the caster has moved.)  A miscast cannot be
Recalled.

Newsgroups: rec.games.board
From: kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Blood Bowl -- More undead questions
Date: 12 Oct 92 12:03:35 CDT
Organization: University of Kansas Academic Computing Services

	Well, I have some more questions about Undead.  When a mummy dies,
can he be reanimated?  Also, do you use the 1d6 + 4 magic points in between
games?  What do you do with the money you earn?  I played, using an undead
team (called the Stilled Heartbeats) and I lost almost every game.  I expected
this, for it takes time  to get going.  However, I could not afford keeping
my team animated with a meer 10 (at max) magic points.   Do you have better
rules for the number of magic points a team gets?  Thanks for the info.  I like
the idea about posting what teams you play with.  I'll post mine as soon as
possible.  Good luck in your season and let the blood flow!!!
-- 

				Tim Benninghoff

				kuaxe@kuhub.cc.ukans.edu
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Wed,  7 Oct 1992 16:31:53 -0400 
From: Robert Everett Brunskill <rb6t+@andrew.cmu.edu>
Subject: Aquatic Mechs

Here is the ATL-60 Atlantian that I promised:

Type:  ATL-60  Atlantian
Mass:  55 tons
Movement Points:
	Walk:  5
	Run:  8
	Jump:  4
	Swim:  5
Total Heat Sinks:  10
Armor Location:	IS	Armor
	Head		3	9
	Center Torso	18	22/7
	Side Torsos	13	15/6
	Arms		9	12
	Legs		13	12
Weapons and Equipment:
#	Type			Location	Critical Slots

	LRT - 5		RT		11
	  Ammo (LRT) 24	RT		12
	LRM - 5 		LT		11
	  Ammo (LRM) 24	LT		12
	SRM - 2		RT		13
	  Ammo (SRM) 50	CT		25
	SRT - 2		LT		13
	  Ammo (SRT) 50	CT		26
	Medium Laser	RA		15
	Medium Laser	LA		15
	Small Laser		RA		16
	Small Laser		LA		16

2	Jump Jets-		RL		5,6
2				LL		5,6
	Swim Jets-		RT		14-6
				LT		14-6

About my notation: LRT and SRT stand for Long Range Torpedo and Short
Range Torpedo.  Critical Slots gives the actual numbered slot as given
on the BattleMech record sheet (it is not the number of slots/item),
14-6 means that slots 14, 15 and 16 are occupied by one item (as in this
mech) or three or more of one type of item occupy these spaces.  Two of
the same items are seperated by a comma (as in 5,6 above).

	Yes, I do realise that this is not a "well designed" Mech as it was
created off of a design from a Japanese series called Dougram (the same
way FASA got a lot of their mech's).  If any of you have ever seen the
Aquallo(?) model from Revel, or the original design from Dougram, that
is what this Mech looks like.

Robert Brunskill
"Now take the previous LAM and give the pilot a body of 8, an edge of 4,
 and natural aptitude in Gunnery/Mech and you've got the Mechwarrior
ideal."
Newsgroups: rec.games.board
From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Subject: Re: EIA: naval abstraction
Organization: Indiana University
Date: Fri, 16 Oct 1992 13:27:09 GMT

In article <Bw7t0I.HL3@usenet.ucs.indiana.edu> ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>Some good points about the size restrictions on Napoleanic fleets have been
>brought up.  However, I think that the naval system in EIA is too abstract to
>try to get too picky with it.  "one ship" may represent a ship-of-the-line, or
>it may be a squadron of frigates.  Remember, it's fleet counters that matter in
>game play, the number of ships is an abstract representation of strength.
>Otherwise, how could 1 warship carry 10 factors of troops?  Heck, it may even
>be weirder - perhaps a first class SOL is 2 ships, an obsolete one 1, and a
>frigate squadron 1?
>
>	Alec
>
Turns out, though, that if you compare the number of "ships" given in the 
scenario setups with the number of ships-of-the-line in the historical
fleets, there's a close match.  My guess is that is how the designers
calculated fleet strengths.

Frigates almost never engaged ships-of-the-line directly (it did happen
on a few occasions), so I think to say that an EiA "ship" represents
either a ship-of-the-line is to much an apples-and-oranges kind of
thing.

Obviously, ships-of-the-line would not ordinarily carry troops (and
if they did, most of their guns would probably be removed).  This ap-
pears to be an abstraction on the part of the designers to avoid the
necessity for separate transport counters.  It appears that, historically,
it took one transport for every 100 men carried (this is based on the
fact that the French required 400+ transports to carry about 40,000
men to Egypt), but clearly there would be nothing hard and fast about
this.

Another of my gripes about the game is that naval battles tend to be too
large (60 ships a side is not uncommon).  Again, though, there is
probably a certain amount of abstraction here.  Just because a fleet
contained 30 ships doesn't mean that all 30 would always be present.
At any given time, a number of them would be in port refitting or taking
on supplies, coming and going on detached service, temporarily separated
because of bad weather, etc.  I'd argue that only one out of every two
ships "in" a fleet is actually with the fleet during any particular
action.

-- 
Gary Charbonneau
charbonn@silver.indiana.edu
"En avant!"
Newsgroups: rec.games.board
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Blood Bowl:  General Questions
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Tue, 13 Oct 1992 18:34:55 GMT

I currently own the Blood Bowl boxed set, and a couple of my friends and I
want to start up a league here at RPI.  We're all pretty limited on funds
here, so I want to ask all the "Pro Blood Bowlers" out there some simple 
questions:

1.  Is DungeonBowl worth the huge investment if we're only going to play
    "stadium-type" games?  (Please say no; there's no way we can afford it,
    but tell the truth!)

2.  How helpful are the Star Players and Campanion books?  Are they worth the
    (huge) investment, or can our gaming group make up similar rules without
    putting the money out (aka parallel development).  Note:  I have some
    articles from White Dwarf on the Elves and Dwarves, Goblin Fanatics, and
    the stats for most of the major races, and the rules for the big monsters
    and chaos on the pitch.

I ask because we're of limited funds, and my viewpoint right now on any game
I'm about to buy is this "Can I design my own similar game for free?"  In a
game system as (relatively) simple as Blood Bowl, I'm wondering if the extra
rules are worth the $50 investment if I can design my own rules just as easily.

...Paul


Newsgroups: rec.games.board
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: Shogun
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Thu, 15 Oct 1992 03:18:03 GMT

And now, for some obligatory Shogun rules questions:

1) What happens if an army is disabled by a ninja while it is moving through
a province which contains another army?  This will potentially violate the
no-two-army-in-a-province rule.

2) What happens if a daimyo is killed by a ninja and thus reducing the number
of friendly men in a province, thus potentially violating the
need-more-friendly-men-than-ronin rule?  Does one ronin need to be killed to
maintain the balance?  Do the ronin rebel? :-)

--
hirai@cc.swarthmore.edu (Eiji Hirai)    :     :    :   :  : :: ::: :::: :::::
Unix Geek for Swarthmore College        :     :    :   :  : :: ::: :::: :::::
Information Services, Swarthmore, PA, US.       Copyright 1992 by Eiji Hirai.
I don't speak for Swarthmore College.                    All Rights Reserved.