HDTenEightyP/NetNews huggingface dataset:
From: bc15@ellis.uchicago.edu (The Vampire Lestat)
Subject: Re: Btech: Clans will win easily 
Keywords: Stupid questions - Patience required.
Reply-To: bc15@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Thu, 19 Nov 1992 22:55:55 GMT


Okay, to answer your questions:
	The Rasalhague Free Republic got their asses wupped hard since most of
the invading clans came blasting through that corridor.  It has all about 7
systems left.
	The Steiner-Davion alliance is still fine and now they're called the
Federated Commonwealth.  They're on better terms with Kurita now and these
two houses are the ones putting up much of the fighting effort.
	Marik is supplying most of the essential war equipment to Kurita and
FedCom.
	Liao is still being the putzes that they are.  I swear the Clans should
have came in through there and wipe 'em out.
	Comstar's armed forces scored what could be the biggest victory against
the Clans at Tukayyid, making the Clans stop their invasion for 15 years.  But
I still don't like 'em.  =)
	No, it would NOT be feasible for a house to attempt to ally with the 
Clans because that's too contemptible for the Clans even to have a inkling of
a thought on.  Would never happen.  Even if it did, the house would most likely
get screwed at the end anyway.
	Oh, as to who leads the FedCom, Hanse and Melissa are dead.  Hanse by
heart attack and Melissa by a wonderful bomb that blew her into fifty billion
pieces.  So Victor Davion, their son is now the leader.
	I think that about answers your question in brief.  If you have any
more, I'll gladly try to answer 'em.  Laterz.

						Ben

-- 
					

						Longshot
			           Transcending the Realm of Probability
From: fred_s@earwax.pei.com (Fred Scott)
Newsgroups: rec.games.board
Subject: EIA: Spain
Date: 16 Nov 92 18:05:53 GMT
Organization: Nerds On Parade

I've seen enough comments on Spain in this game to note that my opinion of it
being an extrememly difficult position to win with seems to have some support.
I've also played more than one game in which the Spanish position was played
quite competently to no avail.

The only answers to this dilema that I can think of would be to come up with
a workable strategy given reasonable opposing players, to decrease the number
of VPs which Spain requires, or to change some setup or play rule concerning
Spain to bolster the position.  The first possibility I haven't seen yet; but
if someone can suggest one, I'm all Ross Perot.  The second possibility I'm
a bit leary on - if you reduce the number of VPs Spain needs, I think France
and others would only try to trash Spain that much worse.  It might help, but
it would be much more fun if Spain just had a more viable position to start
with.

What I would like to see is just one slight change in the rules which I
think would help Spain quite a lot: ban the taking of Spainish provinces
as a victory condition in a war.  Spain has one real advantage, aside from
its fleet (which can go away, quite suddenly at some point - for the entire
remainder of the game), that it's difficult to conquer.  However, it France
takes three Spanish provinces after winning its first war with Spain, the
conquest becomes much more easy - three less provinces to capture and supply
lines which begin in the middle of the Iberian penninsula (important given
the guerrila problem).  If this threat were eliminated, and Spain could always
be counted on as a tough nut to crack, I think this would add some freedon
for the Spanish to negotiate with.

Of course, France could use Portugal for easy supply sources.  But Portugal's
hard for the French to hold on to - as opposed to a Spanish province adjacent
to the French border.  And French sea supply also helps, but trying to use it
leaves them vulnerable to British sea power.

So, what do folks think?  Do others who've been frustrated playing Spain think
this would have helped their plight?  It doesn't exactly make them a "force
to be reckoned with", but for such a slight change in the rules, I think they
could at least become the "Turkey of the Western Med", stubbornly forcing their
adversaries to go through the entire process of conquest before yielding if it
comes to that.

Fred
From: baldwin@carina.unm.edu (Chris Baldwin)
Newsgroups: rec.games.board
Subject: Re: Blood Bowl -- Vampires
Date: 16 Nov 92 15:30:39 GMT
Organization: Atheist for the Development of a Better God

In article <1992Nov16.014257.22285@news.vanderbilt.edu> LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb) writes:
>> A victim will regain one lost point after ever TD. Also, the Vampire 
>> will loose one of the points gained after each TD. 
>
>First, it's a bad idea to allow AV to reach 12 (can never be injured).
	I don't know if this is an actual rule, but we have always played 
that a natural 2 always succeeds on an armor check and a 12 always fails. 
Given this, an AV of 12 still fails on a 12, just like an AV of 11, but it 
soaks up and extra level of Mighty Blow for you. 

>Second, since it is "life-force" that is being drained, how about a 1 in 6
>chance that a drained player dies?  
	Originally, I wanted to add something like this. However, with 
all the flak I am catching from parts of the league right now with people
complaining that Vamps are too powerful, I am glad that I didn't.

-- 
Chris Baldwin                | Anybody can fuck a pig; it takes a Marine 
baldwin@carina.unm.edu       | to fuck a pig to death.
                             |                          -Dan Hillman
"Is it just a coincidence that aliens always choose to abduct stupid people?" 
Newsgroups: rec.games.board
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Blood Bowl -- Vampires
Organization: FSU nuclear physics
Date: Mon, 16 Nov 92 13:50:38 GMT

In article <1992Nov16.014257.22285@news.vanderbilt.edu> LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb) writes:
>
>First, it's a bad idea to allow AV to reach 12 (can never be injured).

I thought a 12 was always a failure?  The only reason I could see for a 
12 is so someone with blocking skills couldn't lower it to less then 11.

>Andy Lipscomb

Roger (waiting for the original post to make it here.)

books@fsunuc.physics.fsu.edu
From: shumaker@plx.com (Jim Shumaker)
Newsgroups: rec.games.board
Subject: Re: Blood Bowl -- Vampires
Date: 17 Nov 92 22:00:22 GMT
Organization: PLEXUS Software, a division of REI

baldwin@carina.unm.edu (Chris Baldwin) writes:
: 
: 	Here are the rules that were approved for our league for
: vampires. Now that they have been released to the league, there
: has been quite a stir from some people claiming they are too
: powerful. Some suggested changes are to only give them Tough-
: ness(L2) and to not allow self control as a star ability for
: them, or if it was allowed make it so that it did not affect
: thier animosity for other vampires. There was some concern that 
: eventually enough of them would get self control to build a team 
: with 4 or 5 vamps on it.
: 
     They are right, the Vampires are too powerful.  In the league I play in,
also has rules for vampires.  The first rule had was that they are illegal as
the handbook mentions that they are now against the rules becuse they started
to eat the fans (If I remember that correctly).  However, Bloodbowl coaches 
have never been ones to follow rules so they attempt to sneak the vampire on
the pitch like a secret weapon.  For the most part the stats are the same as
you have given except that they have one more AV and only 2 AG, (I am not quite
sure why that is so, perhaps because they would be too powerful otherwise), and 
their ST is 6.  They have Hypnotic Gaze, Very Intelligent, Toughness(2), and
they are BloodThirsty as Minotaurs are.  We also gave them the power to charm 
Werewolves, which is just like the bribing players rules.  Lastly they can turn
to mist.  This takes a turn and their MA in mist form is 4.  They cannot be 
blocked or tackled when in mist form, and can not block or tacle others in that
form.  Vampires are rare so put them on another mutation chart that we created.
That was the only way we could think to make them hard to get.  So they cost as 
musch as it is to buy a mutant, and then they are paid as a mutant blitzer.
Their dislikes and animosities are alike, (except that we didn't have any rules
for what vampires thought of vampires).  The bloodsucking thing would not be
sooo bad if you had the rule that vampires in general were illegal.  This means
that is the referee notices that the vampire is sucking the victims blood then
he gets sent of the pitch as if he had done a blatant foul.  He then can not 
use the Undead Regeneration, as he has been kicked off the pitch and it keeps
them from coming back sooo fast.   

-- 
===============================================================================
James Shumaker at Plexus Software   |    To look at something is one thing,
The views expressed here are not in |    To see it is another,
any way the views or opinions of my |    To percieve it is still another,
From: bakerdj@cnsvax.uwec.edu
Newsgroups: rec.games.board
Subject: The minor Navies
Date: 17 Nov 92 18:13:38 -0600
Organization: University of Wisconsin Eau Claire

	I have some really trivial, but interesting A&A questions

1) What do most of you do with the Russian Navy

	a) move it to great Britian sea space and turn them over to joint
		command with the British under British controlle.

	b) attack the Germans in the baltics with or without an airplain
		in support

	c) something else

2) what do you do with the British Sub down by the mediterainen. In set up one
	has the option of either putting it in the sea zone between
	Anglo-Eygept Suddan and Syria or in the sea zone north of Anglo-Eygept
	Suddan. One way it is useful in the mediterainine sort of. The other
	way it can be used to protect the transport off India. One of my
	favorite was of time with Great Britian is to after loosing India
	I use the transport with sub to help protect the transport to pickup
	the men in Austriala and go from Island to Island Once GreatBritian
	took the philipines for a turn.

I would like your responses on what you people think

Dan the curoius one

Lines: 34
Date: Tue, 17 Nov 92 10:31:33 MST
Newsgroups: rec.games.board
From: $stephan@sasb (Stephan Fassmann, Software)
Subject: Re: SFB: Who are these FRAX people anyway?
Organization: BYU

In article <1eah13INN7c8@usenet.INS.CWRU.Edu> ptd2@po.CWRU.Edu (Palmer T. Davis) writes:
>From: ptd2@po.CWRU.Edu (Palmer T. Davis)
>Subject: SFB: Who are these FRAX people anyway?
>Date: 17 Nov 1992 10:20:19 GMT
>
>In a previous article, $stephan@sasb (Stephan Fassmann, Software) says:
>>
>>Next Year
>> . . .
>>??? 	Module F? The Frax War
>
>Who are the FRAX, and why should I care about them?  I saw Module P1 in
>a store a few months back but didn't buy it because I was hoping that
>they wouldn't start adding more races, at least just yet.  (Weren't the
>ISC and LDR supposed to be the last word in that regard?)  Anyway, what
>are the FRAX like?  Where are they?  And how do they relate to everyone
>else?
>
>-- PTD --
>-- 
>Palmer T. Davis      ___
><ptd2@po.cwru.edu>   \X/   cthread.  cthread_fork().  Fork, thread, fork!

Actually ADB has about 150 new races on file and at least some of them will 
be published. The Frax was an experiment of wet-navy tactics, they'll  even 
have a submarine. There are others on the dock like the Seltorians aka the 
Anti-Tholians, with a web drainer. There will be others but you don't have 
to buy them or use them. That's the best part. 
Enjoy.
_____________________________________________________________________
|Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|The Random Acts of Kindness will Continue until Morale Deteriorates|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: mujel@uxa.ecn.bgu.edu (Ranger)
Newsgroups: rec.games.board
Subject: Talisman-Question
Date: 20 Nov 92 16:54:52 GMT
Organization: Educational Computing Network

When using the cards that replace the Crown of Command, and someone
gets there and draws the Belt of Hercules, what happens if someone else
lands there?  Here is the problem we had: According to the description
of the belt, the player wears it and teleports into combat.  Is the card
removed from the board and given to the player (does the belt teleport
with that player), and if so, does the next person to arrive at the
Crown deck draw the next card and use it?
From: dlow@iti.org (David J Low)
Newsgroups: rec.games.board
Subject: Re: Btech: Clans will win easily
Date: 19 Nov 1992 23:01:06 GMT
Organization: The University of Adelaide
NNTP-Posting-Host: adelphi.itd.adelaide.edu.au

ZST@ECLX.PSU.EDU (Zachary S Tseng) writes:

>But we CLans have this ace in the hole called orbital bombardment/ system
>interdiction.  In a nutshell, just sail our star cruisers into a star system,
>blow away any and every IS jumpship encountered, therefore isolate each and
>every planet.  Then just move in and force a surrender of the planet under the
>threat of total annihilation form Naval PPCs and naval lasers.  Game, set,
>match.

    And how many warships will you have to lose to aerospace defenses before
    you think this is a Real Bad Move?  Warships are a little more rare than
    one-man fighters....

    War is Hell.  Remember the Death Star :-)

       David
       (Warrior House Ijori)

--
   ___          ~~            | David J. Low, Atmospheric Group, Dept. Physics
  /  /-----^-/~~~             | Adelaide University, South Australia 
 /  /-------/~  "I'll be back"| 
<__/  '            --- Arnie  | E-Mail : dlow@physics.adelaide.edu.au  
Newsgroups: rec.games.board
From: mcclure@force.ssd.lmsc.lockheed.com
Subject: Re: DBA and HOTT armies lists
Reply-To: mcclure@force.ssd.lmsc.lockheed.com
Organization: LMSC, Sunnyvale, California
Date: Wed, 18 Nov 92 15:18:57 GMT

In article <Bxw3IH.pn@access.digex.com>, robdean@access.digex.com (Rob Dean) writes:
>In article <1992Nov17.151649.7007@iscnvx.lmsc.lockheed.com> mcclure@force.ssd.lmsc.lockheed.com writes:
>>Greetings.  I have a couple of questions out there that maybe some
>>of you wargamers can answer.  Based on WRG's De Bellis Antiquitatis,
>>how would you do a Slave Army of Spartacus?
>
>Sorry, you've got me on this one.  Your suggestions looked reasonable to 
>me, but I've no historical background.
>
>>Also, regarding WRG's Hordes of the Things, how would you do a Barsoomian
>>Black Pirate Army...
>>Kent M. McClure
>
>Ah! Burroughs.  Now I'm on firm ground.  Given that their recommended Red
>Martian army is a Hero, 2 airboats, and 7 blades, and that the fleets of
>the First Born are large, I'd be inclined to go with something like 4
>airboats and 6 blades, with the general placed in either troop type.  Got
>any miniatures in mind, or are you one of those lucky fellows who bought
>a slew of the old Heritage stuff back in '77 when it was available?
>
>Rob Dean
>
>
Yes, Rob, I am one of those lucky ones who bought a bunch of the old
Heritage stuff but it wasn't in '77.  I started scrounging for them in
the mid-80's when one of the mail order hobby stores back east (was it 
in Mass.) was selling off a bunch of them cheap.  Got a number of packets
of Red and Black Martians, only 2 Green, and maybe 3 each of the White
and Yellows.  Also was able to get the Kaldanes, and a couple of the
personalities.  Do you think we should get together and write Heritage to
reintroduce the stuff now that WRG has rules for them?
Kent
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Subject: Independent Kingdoms (Adv) Civ variant - correction
Organization: MIND LINK! - British Columbia, Canada
Date: Fri, 20 Nov 1992 00:18:33 GMT

A significant typo was found - independent kingdoms may *not* have secondary
effects of calamities directed against them (the "not" was cleverly omitted).

Sorry.
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
From: re@dcs.ed.ac.uk (Roderick Easton)
Newsgroups: rec.games.board
Subject: Re: BTECH-BAD night of rolling
Date: 19 Nov 92 10:11:23 GMT
Organization: Department of Computer Science, University of Edinburgh

Well, if everybody is going to come up with their cursed 'mech stories here's mine

In the local campaign I have a standard Victor with Gunnery:3 and Piloting:3. however
it has luck at somewhere like 12.  In the first battle I fired 6 AC/20 shots and
always better than an evens chance of hitting.  I hit twice.  In the same game the 
campaign co-ordinator  running the defense warned me that if I came out from behind
the building with the state my leg armour was in he would blow my left leg off.  I 
came out he rolled 11 to hit (10 required) 9 for location (left leg) went internal
with a medium laser and then rolled 12 for criticals...  Anyway the techs had
replaced the leg by the next battle.  I charged straight towards a Rifleman.  He hit
me with one weapon.  Location 2(CT chance of crits) criticals 11(2)  gyro hit, engine
hit...  In the third battle (once again repaired) I wanted to employ my superior
piloting and jump capability.  I DFA'd a stationary Panther.  TH:6  dice roll:5. 
Whoops, where'd all the rear torso armour go?  In the most recent battle I went toe
to toe with a Warhammer.  1st AC/20 shot:rt. 2nd AC/20 shot RT.  Simultaneous medium
laser shot:RA.  I mean really, the arm is already dead!
As if that wasn't bad enough the same model was being used in the competition.   I
charged it up to the top of the hill and started hitting... absolutely nothing with 
its AC/20.  Return fire scored 3 PPC hits from Awesomes.  Locations 12:head, no crits;
8:lt; 12:head, dead Victor.
And then there was the Pheonix Hawk in a free for all which got killed by 1 medium
laser hit and one LRM5 hit...
but I think I'll leave it at that.

Concerning the Steiner Stadium suppressor grid. They've already got that on Mech's in
the prototype stage.  See Project Blue Shield in "Unbound".

TTFN
Rod
Newsgroups: rec.games.board
From: markg@engrg.uwo.ca (Mark Gagnon)
Subject: Re: Btech: Clans will win easily
Organization: University of Western Ontario, London
Date: Sat, 21 Nov 1992 16:22:16 GMT
Keywords: Stupid questions - Patience required.

Assuming everything submitted to this thread can be taken as 'canon',
the possibilities for a campaign game devoted to the political and
military alliances (it IS a wargame after all...) are great. I can
see where I'll have to either beg, borrow or steal some of the updates.

Thanks
~
-- 
Mark Gagnon (markg@prism.engrg.uwo.ca)  University of Western Ontario
=====================================================================
              Great Wits are sure to Madness near ally's 
              And thin Partitions do their Bounds divide 
Newsgroups: rec.games.board
From: gdewan@mrcnext.cso.uiuc.edu (Geoffrey DeWan)
Subject: Re: Empire Builder
Organization: University of Illinois at Urbana
Date: Wed, 18 Nov 1992 20:10:35 GMT
Keywords: EMPIRE

rjbaucom@eos.ncsu.edu (RYAN JEFFREY BAUCOM) writes:


>I've seen the game "Empire Builder" mentioned on this group.  Could someone
>describe the game to me?  Is it similar to the various computer Empire
>versions floating around on Un*x systems?

>Thanks.


No relation.  Empire Builder is a boardgame by Mayfair Games where you build
rail lines over the United States and run you trains over the tracks delivering
cargoes making money.

I have seen a game for the Macintosh by the same name but it was a miltary
conquest type game.
--
===============================================================================
                        Geoffrey DeWan -- gdewan@mrcnext.cso.uiuc.edu
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Newsgroups: rec.games.board
Subject: Re: BTECH:Star League Weapons
Date: 17 Nov 92 09:54:13 GMT
Organization: Netcom; Renegade User

In article <p1v12+_@rpi.edu> mayerr@nuge108.its.rpi.edu (Robert Russell Mayer) writes:
>Two weapons mentioned in the Star League Soourcebook, the Snub-nosed PPC, 
>and the Headhunter missle, still lack game statistics.  Below are my 
>proposed rules.
>
>
>Headhunter Missle
>
>Game Notes:
>
>	Guidance system: 2tons, 2 critical locations
>
>	Missle : 1.5 tons, 1 critical location
>
>	Damage: 12
>	Ranges: 1-5/6-10/11-15
>        Heat: 5
>
>	One Guidance system is required per mech, and each guidance system can
>guide one missle per turn.  Roll  to-hit normally.  On a successful hit, roll
>2d6.  On 5-8, the missle hits the head.  Otherwise, roll the hit location
>normally.  If the Guidance system is destroyed, or LOS passes through an area
>affected by Guardian ECM, the missle can be used as a one-shot 12pt missle,
>but loses the ability to target the head especially.
>
>
>Please give me some feedback/suggestions.  These are a first cut, and 
>unplaytested.
 
 
    ][ haven't really looked much at the Star League sourcebook, so my
 comments aren't going to be from the "how well does it fit the
 description" direction, but more from the direction of "how well
 would it fit into the game itself."
 
    ___
     |hat version of the Headhunter missile looks much too deadly, to
 me.  (I'm sure munchkins would love it, though.)  My suggestions:
 
    1) Reduce the amount of damage to somewhere from 9 to 11.  In
       terms of game play, such an easy kill as this is not really
       condusive to "an enjoyable gaming experience."  AC/20s and
       Gauss Rifles are bad enough, and they only have regular to
       hit rolls for locations.
 
    2) Change the to hit rolls so that it has a regular to hit roll,
       but then you roll on the Punch hit location table.  Maybe you
       could make it so that you get to roll TWICE on the Punch hit
       location table, and then choose a hit location from the two
       rolls.
 
 Alternately:
 
    |\/|ake it more of an artillery weapon.  Roll to hit as normal,
 roll location on punch hit location table.  The missile does 8 points
 of damage to the location hit, and 4 points to adjacent locations.
 One direct hit and one near hit, or three near hits would guarantee
 the destruction of the head.  The unlucky person is the one who keeps
 hitting the arms....

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
From: rb6t+@andrew.cmu.edu (Robert Everett Brunskill)
Newsgroups: rec.games.board
Subject: BT: Merc 2nd Ed.
Date: 16 Nov 92 00:03:13 GMT
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA

Okay, of those people who are successfully unencrypting and de
compressing the MHB2 file - WHAT PROGRAMS ARE YOU USING???  Stephane
said that he used pkzip, but I don't have it - and mine doesn't work. 
I've tried every program I have in every combination I could think of. 
What do I do?

AAAAAARRRRRRGGGGGGHHHHHHHH!!!!!

Rob Brunskill
Newsgroups: rec.games.board
From: dave@admiral.uucp (Dave Litchman)
Subject: Re: Wiz War Question
Organization: The Admiral's Unix System & The Grid BBS
Date: Thu, 19 Nov 1992 03:26:36 GMT

In article <17NOV199207260759@utkvx2.utk.edu> garbett@utkvx2.utk.edu (Garbett, Shawn) writes:
>Who makes Wiz War? 

Jolly Games.


-- 
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore
Xref: sparky rec.games.board:11504 rec.games.design:2214