HDTenEightyP/NetNews huggingface dataset:
From: bernasco@ghost.dsi.unimi.it (davide bernasconi)
Subject: Re: SPace Marine: How to kill Chaos?
Organization: Computer Science Dep. - Milan University
Date: Wed, 14 Oct 1992 10:17:46 GMT

91vanderkolk@gw.wmich.edu writes:

>A sequal to How to Kill a Gargant? How to beat/kill Chaos?
>Does anybody have some good ideas or strategies on beating Chaos in 2ed. Space
>Marine? Also if anybody has seen/bought the RENEGADES supplement what do you
>think of the cost of the WIND RIDER host card. That card is 2 detactments of
>Vyper Jet Bikes and 4 detactments of Jet Bikes for 650 pts. This is an Eldar
>card too.

Hi !

The last time i played vs chaos i waited two /  three (i don't remember exactly)
turn, so demon and other melee troops were near my front line, and then i
send my gunships in his back objected :
he was too distant to retake them and so i win :-))))))))


bye davide

------------------------------------------------------------------------
                      |   __ Austria          
  ___  Switzerland ____\_/  \___ __/              Davide 
     \_     __    /             \   Slovenia      Bernasconi
       \ __/  \__/      Venice __| ___---         
France  |       * Como       +/~~\|\          
        |       +            /~~~~~~| Croatia    
        |        Milan       /~~~~~~|           
        \    ______          \~~~~~~~\         bernasco@ghost.sm.dsi.unimi.it 
       ___\_/~~~~~~\  +       \~~~~~~~\       
  ----/~~~~~~~~~~~~~\  Florence\~~~~~~~\      
~~~~~ Medit. Sea ~~~~\          \~~~~~~~\     
~~~~~~~~~~~~~~~~~~~~~~\  Italy   \~~~~~~~\    
Autore Massimi Manghi (grazie)
-----------------------------------------------------------------------
From: rb6t+@andrew.cmu.edu (Robert Everett Brunskill)
Newsgroups: rec.games.board
Subject: Re: <Btech> Two Engines Question
Date: 7 Oct 92 17:05:59 GMT
	<BvqyD6.GKt@dei.unipd.it>
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA

I was considering the possibility of two engines for a time, and it
seemed that the fairest, easiest way to do it was to calculate the
engine factor normally, then divide it by two so that you have two equal
sized engines (one running each side of the Mech).  Also you can only
use double engines if there is no single engine of the same rating or if
there is no way to fit a sinlge engine of X rating on the Mech.

Here are some additional suggestions I would make:

This concept and the electronics involved could be consisdered "lost
starleage tech"
A syncronising system of X tonnage would be required between the engines
Walk and run heat is doubled
A maximum of only 10 free heat sinks can be gained
Roles for overheating must be done twice (once for each engine)
If one engine shuts down a Mech can only move at though it normally had
only the one engine left (which it does)
Each engine has half of it's crits in the CT and the other half in a side torso
Keep track of seperate damage for each engine

Here is my 'house rule' for engine explosions (which a lot of people
probably have already):

4 critical hits before an engine shuts down results in an immediate
engine explosion (as in the "Battle for Twycross").  Pilot ejection
works the same as it does for ammo explosion.  (either that or require
some type of PS roll)

Rob Brunskill
no sig sig
Newsgroups: rec.games.board
From: baldwin@carina.unm.edu (Chris Baldwin)
Subject: Blood Bowl -- Star Refs
Date: Mon, 12 Oct 92 13:17:13 GMT
Organization: Atheist for the Development of a Better God


	After a ref officiates 10 games, he gains 1 star ref ability. We
added this rule about a year ago, but no ref has lived long enough
to actually gain an ability. There are several teams in the league
who win games by forcing thier opponent to conceede the game due
to lack of players and they don't want any star refs around, so they
kill them. Of course, I have a Snotling ref who has 8 games, but my
Ogres can't seem to kill the little bastard. He has been the bane of
my existence.

Roll	   Ability	    Notes
=====	==============	==============
11-12	AG+1
13-14	AV+1
15-21	Bad Rep 	(new ability)
   22	Block		(level +1-3)
   23	Dislike	
   24	Dodge		(level +1-3)
25-31	Eagle Eyes	(new ability)
32-34	Hanging Judge	(new ability)
   35	Jump Up
   36	Leap		(special rule)
   41	Luck		(level +1-3)
   42	Mighty Blow	(level +1-3)
43-44  	MV+1
45-51	On The Take	(new ability)
52-54	Resilient	(new ability)
   55	Self Control	(special rule)
56-61	SP+1
62-64	ST+1
   65	Thick Skull
   66	Toughness	(level +1-3)
=====	=============	==============

New Abilities
Eagle Eyes: 	+1 to all ref alertness rolls.
Hanging Judge:	+1 to all penalty rolls.
Bad Rep:	The ref exerts a tackle zone.
Resilient:	-1 on all games missed due to injuries. In addition, 
		this ref saves on permanent effects on a 4-6.
On The Take:	This refs has -1 on all ref bribe rolls.

Special Leaping Rule
A ref with Leap ability will not stop at a prone player. Instead he 
will leap over (no dice are rolled) and stop in the next available 
square. A ref with this ability cannot leap over two players. If 
leaping over a prone player will move him onto a standing player, he 
calls a foul on the standing player.

Special Self Control Rule
A ref with self-control will lower all racial affects by one (hatred 
to animosity, animosity to dislike, dislike to no effect). If the ref 
has no racial preference towards a player (after the Self Control 
shift) who gets a foul called on him (and the ref sees it), there is a 
50% chance that the ref will not call the foul at all! In addition, if 
a ref started with no preference (i.e., before the self control 
shift), he will only call a foul 1 in 6 times!

-- 
"Hey, Guido! It's all so clear to me now. I'm the keeper of the cheese and
you're the lemon merchant. Getit? And he knows it! That's why he's gonna kill
us. So we gotta beat it. Yeah, before he lets loose the marmosets on us! - Ren
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: EIA optional rules
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Thu, 15 Oct 1992 18:47:49 GMT

In article <5HVRBND3@cc.swarthmore.edu> hirai@cc.swarthmore.edu (Eiji Hirai) writes:
[nifty boat killing ploy deleted]
>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.

I think you might be wrong on the PP change.  I am pretty sure that the PP
change in sea battles with the new rules is the same as for land battles - ie,
casualties don't matter.  That's what makes the new rules and port running so
nice for the british.  Consider :

A large GB bloackading fleet runs the guns to get at a smaller (but not
miniscule) French fleet.  The brits lose say 20 ships.  They then proceed to
lose a couple more, while doing the French 15 or so (look at the tables, I'm
not making this up!).

End results :  British lose ~25 ships, French lose ~15 and break.  Several PP's
to the brits.

Now, GB is the only country that can afford to lose ships at rates like that.
SUre, it's unhappy, but when you already outnumber the world and can replace
your losses fairly easily (no one else can!), it's worth it.  Also, it is very
useful for getting that final PP boost to put GB on cloud nine, where no one
else can touch them on there island fortress.  Note that this is even more
effective against people other than France, as others can even less so afford
to make replacement boats.

	Alec

Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Wed,  7 Oct 1992 06:40:44 -0400 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: A&A: Attention Dewey's opponents ;)
	<geoKcI_00VpZIwBV8=@andrew.cmu.edu>

I misread I thought the fleet was sent south of Alaska, obviously the
fleet cant be bloced with one sub at Alaska.  But really, why would
anyone buy a transport after moving the fleet off to kwantung, you just
use 4 transports (I think building 2 the first turn is typical), and see
if the US keeps its bombers in range.  You have your choice of 8 inf and
save for fighters, or building a factory (obviously don't choose this if
the bombers are in strat bomb range) if the US keeps its position (seems
like a waste of 3 bombers, I would thing they would be sent off to
obliterate Germany for a tradtional victory anyway).  If the US moves
closer, attack using all your fighters, which could make the battle
better than the first scenario listed.   If the US commits more
resources to this, things get more complicted, but at least that stuff
is not being used against Germany.


Erik
---=
From: oberland@vax.sonoma.edu
Newsgroups: rec.games.board
Subject: A & A GAME STARTING/NEED 2 PLAYERS
Date: 7 Oct 92 07:52:33 GMT
Organization: Sonoma State University

AXIS & ALLIES GAME STARTING *NOW*

Well, I tried, everybody.

I only have two responses so far 

Guess I have to call for more players.
(some were too busy, could not do it, etc.)

----
Need: two players.
Have a moderator(sorta-see below)

This game requires:
A game board at HOME
A computer with a modem that can get Net access/call the work/U. computer
to do it for you

Be on from 7-12 PM(or so, very roughly), dates to be determined.

I ahev a setup with the local(here) MUD, and ahve created a area where we
can do our "thing".  NOTE: This game will be LIVE, Several turns per evening/
session.
There is a routine(which I didn't write, but had written for me by the sysop)
which rolls the dice.  It is COMPLETELY fair and Random.

I need you to contact me ASAP if you can meet all these qualifications, and 
want to spend some time in the evenings playing.

Hope to see you soon,
Joe
P.S. I kinda had this weekend/weekends in mind, but that can be changed.
Newsgroups: rec.games.board
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: Empires in Arms
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Wed, 14 Oct 1992 06:47:03 GMT

farrell@canoe.cis.ohio-state.edu (christopher k farrell) writes:
> 	Except that building ships will ensure a hostile Britain and no
> subsidies or trade.

I would assume that if you're allying with Britain instead of France that
you'd have agreed to be allowed to build ships OR gotten lots of $$$.  I
think one game I was in (I think I was Prussia), the British player paid
$100 per Economic Phase to Spain just so Spain wouldn't ally with France
against Britain.  I thought this was extravagant but it goes to show how
much Britain should covet Spain's alliance.

The worst fear for Britain in the first year should be an alliance between
Spain, France and Russia to combine their fleets against Britain.  The is
the only time when Britain's fleets are vulnerable.  After a few years,
Britain will have less to worry about because Britain will build ships while
the other nations can't afford to and the balance of fleet strength will be
lost after a few years.

> An invasion of Britain

Spain (and Russia) should make clear that the coalition is solely to crush
British naval superiority.  An actual invasion of Britain will only benefit
France in the long run.  Believe me, I was France in such a coalition and I
wanted soooo bad to land my 28 factor I corps (and other corps) into London
to fight the puny British garrison.  (Britain's *entire* army contains only
24 factors).  However, my allies wanted the war to end right then.

I couldn't realistically break alliance and declare war on both Russia and
Spain right then since I was already engaged in a land war with Prussia and
Austria.  Russia declared war on me anyway right after we got a peace treaty
out of Britain.  Oh well.

>         As I mentioned, think VERY, VERY carefully before committing to the
> destruction of the Royal Navy.

If you're Spain, you should be glad to destroy some British ships.  Next to
Britain, Spain has the largest fleets.  It'll be a long while before France
can catch up and France will have to devote lots of $$$ on ships rather than
much-needed infantry to achieve parity with Spain.

Again, I stress that the destruction of British fleets is totally different
from an invasion of Britain.  The first is desirable.  The latter is not.

> 	Spain is a facinating country to play

Agreed.

--
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.
From: 91vanderkolk@gw.wmich.edu
Newsgroups: rec.games.board
Subject: SPace Marine: How to kill Chaos?
Date: 13 Oct 92 09:06:18 EST
Organization: Western Michigan University

A sequal to How to Kill a Gargant? How to beat/kill Chaos?
Does anybody have some good ideas or strategies on beating Chaos in 2ed. Space
Marine? Also if anybody has seen/bought the RENEGADES supplement what do you
think of the cost of the WIND RIDER host card. That card is 2 detactments of
Vyper Jet Bikes and 4 detactments of Jet Bikes for 650 pts. This is an Eldar
card too.


John
"What do you mean that it ignores void sheilds?!?!!.?."
From: sulaiman@ecs.umass.edu
Newsgroups: rec.games.board
Subject: SFB players in W. MA
Date: 16 Oct 92 10:13:33 GMT
Article-I.D.: ecs.18769.2ade95cd

Hi,

Are there any SFB players in the Amherst/Northampton MA area around
Univ. of Massachusetts. I am looking for a play group or to form one 
around here.

Ameer

sulaiman@ecs.umass.edu
From: cg533@cleveland.Freenet.Edu (James Eugene Alloway)
Newsgroups: rec.games.board
Subject: Blood Bowl teamz
Date: 12 Oct 1992 00:51:58 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


Would people like us Blood bowlers to post our teams on the net here?
  I am very interested in seeing what you all have played with.  The rules
 are GREAT!!   

Gene Alloway
Newsgroups: rec.games.board
From: u8901744@cs.uow.edu.au (Daniel Robert Farnan)
Subject: Re: Btech/RoboTech comparison
Organization: Dept of Computer Science, Wollongong University, Australia
Date: Mon, 12 Oct 1992 06:47:09 GMT

clarka@netcom.com (Andrew Clark) writes:

>OK, you want a system of comparison.  Write one!  I was just trying to 
>answer the question of "what if a Veritech fought a Stinger?"  So sue me
>if I made a mistake.   


	Answer: no contest. The Stinger has a max. range of 270m for its
		medium laser. Any Veritech fighter can carry missiles that
		have ranges in the km area (2000km for a 'nuke'?) and moves
		fast enough to leave any Btech 'Mech _way_ behind. So round
		one is VT dodges all attacks, scrams and drops a missile to
		deal with the Stinger. Boom, instant scrap metal.

		If you were wanting to even things up, compare a Wasp LAM
		with a VT assuming that speeds are equal. I have no idea how
		feasible this is, but I think you'd have a fairly even match.


--------------------------------------------------------  PPPP    BBBB    IIII
Daniel Farnan,	InterNet: u8901744@wraith.cs.uow.edu.au   PP  PP  BB BB    II
Wollongong Uni						  PP  PP  BB BB    II
							  PPPP    BBBB     II
"Clearing minefields is a dangerous job, so it is	  PP	  BB BB    II
given to the infantry." _The BattleTech Compendium_, p61  PP	  BB BB    II
--------------------------------------------------------  PP      BBBB    IIII
From: mcsbc3maw@dct.ac.uk
Newsgroups: rec.games.board
Subject: SFB anti-retrograde ?
Date: 15 Oct 92 13:48:24 GMT
Organization: Dundee Institute of Technology


	Does anyone out there know of a good way to defeat the
	Federation Retrograde maneauver with a klingon force ?
	(Year 180+)
Newsgroups: rec.games.board
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: BTECH - no new group?
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Wed, 14 Oct 92 04:22:03 GMT


I do NOT support rec.games.abstract, and will send in a message saying
so.  The reason: it's TOO abstract.  By looking at the name, you wouldn't
know what the heck it was talking about.  In addition, lumping BattleTech
in with all those other games is just as bad as it is now, lumped in with
rec.games.board.

As I have said elsewhere, I would prefer rec.games.mecha.  It's much 
less...well...abstract.  The name tells exactly what it's talking about.
Let's face it, the term "abstract" could mean almost anything.

--
---Chris Meadows  CHM173S@SMSVMA or CMEADOWS@NYX.CS.DU.EDU
        "Wish in one hand and do something else in the other, then 
          squeeze them both and see which one comes true."
                    ---Corwin, NINE PRINCES IN AMBER by Roger Zelazny
From: t89dsp@tdb.uu.se (Daniel Spahr)
Subject: EIA: How far between depots? (Rule question)
Organization: Dept. of Scientific Computing, Uppsala Univ.
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 15 Oct 1992 13:39:18 GMT


Fun to see that my query regarding Spain in EIA started such an explosion of
articles.

The group I'm playing in has a rules question that is nagging us: how far apart
should depots be from each other to define a supply chain? In the rules 
(7.2.3.2) it says:

"A 'supply chain' is a seris of *one* major power's depots that are placed no
more than two areas apart and lead back to a supply source of that major 
power."

As I see it, "two areas apart" mean: 'area with depot - area without depot -
area with depot', etc; that is: one area without a depot between two areas with
depots.

As some others see it, "two areas apart" mean:'area with depot - area without
depot - area without depot - area with depot', etc; that is: two areas without
depots between two areas with depots.

However in 7.4.2.1.1 it says: "...Other corps up to 3 unblocked areas away from
a depot pay the number of areas they are away from a depot in a valid supply
chain in money points..."

It seems like corps can be 3 areas away from a supply chain to survive (without
having to forage) wereas a depot (as I see it) can only be two steps away
from a supply chain to be able to be part of a supply chain. Is this correct? 
If I'm correct it seems impossible for France to ever invade Moscow. Shouldn't
France be able to do that??

Does anyone know if I'm right or not - please answer...
(E-mail to me directly if you want to).

/Dan :-/

Email: t89dsp@bellatrix.tdb.uu.se


Newsgroups: rec.games.board
From: garbett@utkvx2.utk.edu (Garbett, Shawn)
Subject: BINGO!
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Tennessee Computing Center
Date: Thu, 15 Oct 1992 15:30:00 GMT

Does anyone out there know of a good algorithm to generate bingo
boards such that it minimizes the chances of more than one person
winning?

Shawn Garbett
GARBETT@UTKVX.UTK.EDU

>EDU 
Newsgroups: rec.games.board
From: jayhawk@cbnewsh.cb.att.com (ryan.moats)
Subject: FREE Counter trays have new home
Organization: AT&T
Date: Sat, 10 Oct 1992 11:31:56 GMT
Summary: Sorry, but they're all gone
Keywords: Counter trays, FREE (sort of)

For those who haven't sent me mail yet, I have more than succesfully found
new homes for my trays.  Please, Please, Please don't send any more mail.

Thank you, Thank you,

Ryan
jayhawk@cygni.att.com
From: kuaxe@kuhub.cc.ukans.edu
Newsgroups: rec.games.board
Subject: Re: Blood Bowl -- New Race: Lepers
Date: 14 Oct 92 16:50:51 CDT
Organization: University of Kansas Academic Computing Services

In article <v2np!ll@lynx.unm.edu>, baldwin@carina.unm.edu (Chris Baldwin) writes:
> In article <1992Oct12.185143.43797@kuhub.cc.ukans.edu> kuaxe@kuhub.cc.ukans.edu writes:
>>	Seeing these posts about new races I figure I'll give my attempt at
>>one.  I'm interested in hearing any comments about it, things you think should
>>be improved, etc.
> [Lepers Deleted]
> 	Cool! I will have to get the league to let these guys in. Then I
> can start a Dom Leper team and fill it in with snotling. "No one surives
> for a whole game."
>>
>>	If you having any ideas concerning the chart or the race I'd be
>>interested if you'd post them OR mail them to me.  Your preference.  All
>>constructive criticism welcome.
> 	Other than the difference you noted are they exactly the same as
> humans, wrt racial dislikes, posistion, draft cost, wages, etc.?

	Well, I was thinking about having everything else be the same as normal
humans except that they suffer no animosity or dislike for anyone but all other
raises suffer dislike (maybe the elves, lovers of beauty, suffer animosity) for
them.  You'd probably think twice about throwing the ball to someone so gross
and who might fall apart when a good solid hit is put on him.  Hope this helps.
-- 

				Tim Benninghoff

				kuaxe@kuhub.cc.ukans.edu
From: mmalak@cco.caltech.edu (Michael Jay Malak)
Newsgroups: rec.games.board
Subject: Re: SHOCKWAVE/OGRE
Date: 17 Oct 1992 03:16:18 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

tbarnes@silver.ucs.indiana.edu (thomas wrentmore barnes) writes:


>Once upon a time I had the Ogre/GEV boardgames from Steve
>Jackson/Metagaming. I never got the Shockwave rules. Now I'm trying to
>replace my Ogre/GEV rules, but I can't get Shockwave because it is out
>of print. What am I missing? 
>	I can sort of piece together rules for GEV-PCs, LGEVs, and SHVY Tanks
>from the Ogre book. But I am clueless as to how Missiles, Shockwave and
>Line of Sight were handled. Also, is there anything else from Shockwave
>that I should know about?
>	Does anyone know if Shockwave is included in the new GEV/Ogre
>boxed edition?

Shockwave isn't in the boxed edition.

Here are some excerpts from Shockwave.

New units:
Name		Attack	Range	Defense	Move	Terrain	Cost	Carry	Vic. Pt

Light GEV	1	2	1	4/3	GEV	0.5	0 squads  3
Missile Crawler	fires missile	2	1	HVY	3	0	  18
Crawler (msl cw that has fired)	2	2	HVY	can't	0	  6
GEV PC		1	2	2	3/2	GEV	0.5	3 squads  3
Superheavy Tank	6	3	4	3	HVY	3	2	  12
Truck		0	0	0	4	Truck	NA	2	as per
Hovertruck	0	0	1	3/2	GEV	NA	2      scenario

Truck movement: 1 pt into road hex; 2 into town w/o road; 4 into clear.

Marines: each squad worth 2 sq. of infantry, 4VP.  Can move and fight in water.

Other topics:
Cruise Missiles and BIG explosions
Buildings
Lasers

If you want more information, please write to me and I'll post a little later.

Questions:

What was in the Ogre Reinforcement Pack?
What are the stats for other Ogres?  [^345]

-- 
Michael Malak                          | ``Is the number 846
mmalak@looking_glass.caltech.edu       |   possible or necessary?''
Newsgroups: rec.games.board
From: blum@news.ils.nwu.edu (Daniel Blum)
Subject: Re: European game rules
Organization: The Institute for the Learning Sciences
X-Newsreader: Tin 1.1 PL5
Date: Wed, 14 Oct 1992 21:11:01 GMT

Some American company published a new edition of Bazaar several years
ago - it was in the Games 100 in 1989, I believe.  I have no idea if
it differed from the 3M edition.

--
_____________________________________________________________________
Dan Blum           Institute for the Learning Sciences   Room 327
blum@ils.nwu.edu   1890 Maple Ave., Evanston, IL 60201   708-467-2306

"By the power vested in me by my own over-inflated ego, I now 
 declare this bridge officially open."
_____________________________________________________________________

Newsgroups: rec.games.board