HDTenEightyP/NetNews huggingface dataset:
From: dv52151@uxa.cso.uiuc.edu (Axly)
Newsgroups: rec.games.board
Subject: Arrow IV
Date: 10 Sep 92 20:09:16 GMT
Organization: University of Illinois at Urbana


I liked the Arrow IV system on the Crossbow. However, I think the
best weapons platform for Arrow IV missles is to put them on a
fast moving hovercraft.  Replacing the AC/20 on the Saladin with
the Arrow IV system gives a fast moving (8/12) platform which
carries 10 missles. This would be a more mobile means of 
providing artillery support.  A mix of Thumper and Arrow IV hovers
operating with Savannah Masters with TAG would be the optimum 
force for the use of quick artillery.

Possible Lance:

Saladin with Arrow IV
Saladin with Thumper
Saladin Ammo Conveyor 
Savannah Master w/ TAG

IMHO the greatest danger to the Inner Sphere is that the Clans will
begin fielding vehicles. The tonnages saved by Clan construction methods
would allow them to field vastly superior vehicles (Imagine the above
Saladin carrying three times the ammunition.) *grin* Or maybe we have
not shown them to you..yet.


Axly

*******************************************************************************
*                         Star Captain Axly                                   *
*                         Alpha Second Nova                                   *
*                         Supernova  Second                                   *
*                        341st Assault Cluster                                *
*                            Clan Wolf                                        *
*******************************************************************************
From: sweet@horizon.com (Kevin Sweet)
Newsgroups: rec.games.board
Subject: Re: Kingmaker question
Date: 10 Sep 92 15:19:00 GMT
Distribution: rec
Organization: Science Horizons, Inc.

In <Bu8rLD.5KJ@cs.psu.edu> nousek@astro.psu.edu (John A. Nousek) writes:

>I was recently reading a Kingmaker variant suggested in the
>General.  It referred to an Event (Black) Card called 'Royal
>Heir Escapes'.  I have both the original Avalon Hill game and
>the Expansion set sold by Avalon Hill, and I have never seen
>such a card.  Is it a new addition to the Second Edition rules?
>or is it in another variant or expansion?  Are there any other
>additional Events?
>
>	John Nousek

wow, this is very interesting. for the last 15 years or so my kingmaker
pals and i have been playing with a card just like this. i haven't
seen the general article you speak of so i'll tell you what we did:

we have an event deck card calling "escaping heir" which one can use
exactly the same as a king's pardon except that it applies to captured
heirs. (the heir can go to any of the nobles of the faction playing the
card.) we created the card from one of the blanks included in the deck.

we have a whole pile of created event deck cards (we probably would have
invented more crown deck cards had avalon hill included more blanks :-)
such as "Flux in Power: Margaret flees to France and is counted as Sole
King for 3 rounds", "Plagues at Sea: All ships at sea are effected",
various "Epedemics: The city and all adjacent 'squares' are effected by
a plague", "Mercenaries Go Home: Scots and French Foot Soldiers", new
"Plagues" so that no town or city is 'safe', new "Peasant Revolts" so
that no noble is uneffected, "Defecting Noble: a Vacillating Noble in
the Event Deck phase", and "Assasination: Add Two to Each Ambush Die
Roll".

anybody have any more?

- kevin

Kevin Sweet -------------------------------------- sweet@horizon.com
Science Horizons, Inc.  -  +1.312/327.6432
2547 N. Clark St. # 2S  -  Chicago, IL 60614  -  fax +1.312/327.6433
----------------------- [sun,hp-sdd,seismo,ucsd]!horizon!bgrkl!sweet
From: rb6t+@andrew.cmu.edu (Robert Everett Brunskill)
Newsgroups: rec.games.board
Subject: Re: Hatchets etc.
Date: 12 Sep 92 21:33:45 GMT
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA


   When I saw the design rules for claws and maces I said to myself
"this is silly, why bother when they all do the same thing as a
hatchet?" So I changed the rules a little. I don't remember them exactly
at the moment, but I'll post what I remember.

Weapon - # hands to use - Damage (T = Mech mass) - # of attacks per turn
- Mass/critical (t = item mass)

Clubs - 2 hands - T/5 - 1 - NA
Hatchet - 1 hand - T/5 - 1 - normal
Claw - 1 per hand (must replace) - T/7.5 - 2 - half normal
Mace - I don't remember right now, I think I left it the same, I'll post
it later.

Rob Brunskill
"100 tons, triple strength myomers, 9 on the heat scale, and a hatchet?
I surrender."
From: dv52151@uxa.cso.uiuc.edu (Axly)
Newsgroups: rec.games.board
Subject: Re: BTECH: After GenCON92 Report ... sorta
Date: 9 Sep 92 20:14:12 GMT
Organization: University of Illinois at Urbana

m91kgh@tdb.uu.se (Karl-Gunnar Hultland) writes:


>I guess an adventure where the only plot was to kill innocent
>relatives of a traitor just to be allowed to form your own
>bloodname irritates some people...


It made sense from what else has been written of the Clans. After
all, denying one the opportunity to see one's genetic material
continue is the big punishment in Clan ideology. Admittedly, it
may have been distasteful from an Inner Sphere standpoint, but
that was to be expected given the different culture of the
Clans.

Axly
From: dddawson@lpl.arizona.edu (Doug Dawson)
Newsgroups: rec.games.board
Subject: Re: Battletech
Date: 13 Sep 92 16:31:32 GMT
Organization: Lunar & Planetary Laboratory, Tucson AZ.

>skyblade@qed.cts.com (Dennis Ma) writes:
>
>>        3)  Regarding fires:  When fires spread across the battlemap, do the 
>>fires ever go out?  When I was playing with friends, all we could find were 
>>rules that pointed to how the fire spread,{ and none which indicated 
>>whether fires would burn themselves out.  Any insight?
>

 Couple of comments here... first, no they don't go out, unless you set
 a house rule (we have one that if a hex is set on fire and cleared the
 same turn, then it burns for the next turn only), since as others have
 noted, the time scale is too short.

 Second, it's worth noting the change from the original rules, namely
 that fires are no longer allowed to spread into clear hexes.  Under the
 old rules, nearly the entire map could burn...Now, unless you're
 playing in a forest, fires are more limited.
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.board
Subject: Re: Marsh/Plains
Date: 13 Sep 92 19:11:37 GMT
	<1992Sep11.185716.14815@uwm.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.board: 11-Sep-92 Re: Marsh/Plains Bruno
Wolff III@cerberus (3048)

> Actually speed and rangestriking are much more important than you think.
> Stacks that are fast and can do a lot of rangestriking can pound stacks
> that have significantly more points in them.
> The speed allows you to get to enemy units quickly so that your angel can
> be brought in early and that the battle can be ended before the defender
> recruits. The attacker will get the first rangestrike and can significantly
> damage the defending stack before it can attack back.

	No question about it, movement and rangestrike make a big difference. 
Normally, though, I'd like to keep my Minotaurs/Warbears back until
They've had a chance to recruit.  If you want to range-strike or move 4
spaces, you almost HAVE to move up to the front, where you are quickly
targeted.  Meanwhile, the warbears are defended by Trolls, which are
MUCH better than the minotaurs' lions.
	Another advantage of the Trolls which I forgot to mention is the
carrying advantage.  It is always advantagous to alternate the skills of
creatures in a line as much as possible to ruin carrying.  Trolls, being
skill 2 mix better with rangers than lions do.  I assume that any
hopeful Troll/Lion stack will want some rangers.
	A number of people has sneered at the woods as a place to fight.  The
woods as always a good place to defend and a bad place to attack. 
Normally a warbear stack is not looking to start any battles, because
warbears and minotaurs are more recruiting peices than combat peices. 
Another advantage of the woods is that the trees to a lot to block
range-strikes, and, as woods natives, don't range-strike, they don't
lose anything by it.

ZZnew guy
Newsgroups: rec.games.board
From: timothy@vansant.gsfc.nasa.gov (Timothy Van Sant)
Subject: Flattop-Battleline and AH versions
Organization: Goddard Space Flight Center
Date: Mon, 14 Sep 1992 16:06:42 GMT

Does anyone know if the two versions of Flattop differ substantially?
Anyone ever refereed a blind PBeM game of Flattop?  Any comments,  
suggestions for someone thinking about doing this?  Respond by E-mail and  
I'll summarize to the net.

Thanks.

Tim
timothy@vansant.gsfc.nasa.gov
From: stu@voodoo.boeing.com (Stuart Liddle)
Newsgroups: rec.games.board
Subject: Re: Titan -- non-game-altering house rules
Date: 15 Sep 92 16:56:37 GMT
Reply-To: stu@voodoo.boeing.com
Organization: BoGART System Gadgets

In article <QefwtSG00VpEA_C1gq@andrew.cmu.edu>, tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:
|> 
|> 	Here at CMU, we have some simple house rules to avoid stupid random
|> hoseage early in the game.
|> 
	<<stuff deleted about which towers to use>>
|> 
|> 2) If a player gets the same roll for thier mulligan re-roll, we let
|> them mulligan again until they get something different.
|> 
|> Are there any such other house rules out there (ie. no extra peices etc.)?
|> 

  We use a house rule that limits the number of legion markers for each
player to ten apiece.  This encourages attacks and keeps the game more
interesting and keeps people from doing nothing but recruiting especially in
small games (2-3 players).

-- 
________________________________________ "In most states you can get a driver's
Stuart Liddle      (206) 865-6559 (wk)  \ license when you're 16, which made a
BoGART Project     stu@voodoo.boeing.com \ lot of sense to me when I was 16
Boeing Comp. Svcs..uunet!bcstec!voodoo!stu\ but now seems insane." - Dave Barry
Newsgroups: rec.games.board
From: wehumble@IASTATE.EDU (Ed Humble)
Subject: Re: btech from the ftp sight
Reply-To: wehumble@IASTATE.EDU (Ed Humble)
Organization: Iowa State University
Date: Sun, 13 Sep 1992 23:09:47 GMT

In article <BuJFw9.7vF@news.cso.uiuc.edu>, mcs52867@uxa.cso.uiuc.edu (Mike)
writes:
> HELP!!!
> i finally got a copy of the computer version of battletech, but you can't
> select weapons. then i found out that there was a file left out and tried
> to get it off the ftp site. it won't let me switch to the directory saying
> that the connection is timed out. it's at 131.188.1.43 in /pub/pc/incoming
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

	I'm having the same trouble.  I think the site is undergoing renovations or
something.  If anyone got it, could they put it on a different site and let us
know where?

> under mechup.zip.
> if anybody already got the new file off could you please email it?
> thanks
> mike
> mcs52867@uxa.cso.uiuc.edu
> 

========================================================================
Ed Humble                |   Iowa State University   -  Moo!          
wehumble@iastate.edu     |   Dept. of Aerospace Engineering
                         |    Grad (Professional) Student
========================================================================
  "`Ecrasez l'infame.'  I looked it up.  What infamous thing do you wish to
eradicate?"

  "What infamous thing have you got?"
========================================================================
Newsgroups: rec.games.board
From: casper@vxcrna.cern.ch (CASPER,DAVI./PPE)
Subject: New WiF stuff
News-Software: VAX/VMS VNEWS 1.41    
Organization: European Organization for Nuclear Research, CERN
Date: Fri, 11 Sep 1992 19:53:00 GMT


Wow, sounds likes all kinds of fun new stuff for WiF.

For the benefit of us poor souls for whom the only game store in 250 miles
generally gets new releases within about 18 months, could someone summarize:

1) What is Planes in Flames?  Please go into as much luscious detail as
possible.

2) Anyone seen the WWI expansion?  Please describe.


For all the good publicity I've given WiF in this group and at cons, and all
the different versions of their games (3.0, 4.0, 4.5, 5.0) I've bought, it seems
like the least they could do is send me some complimentary copies...


Dave
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.board
Subject: TITAN: non-game-altering house rules
Date: 15 Sep 92 18:55:21 GMT
Organization: IDA Center for Communications Research, Princeton

bruno@cerberus.csd.uwm.edu writes:
>Of course its suicide. But if you don't make a roll that recruits, its also
>suicide to let the other player attack you and get to bring in his angel.
>...
>You have a good chance of either mutualling or killing off most of his units.

This seems way off to me.  If you literally have no significant chance
left in the game, then I can understand retaliating against your
attacker, even if it knocks you out of the game.  But we are not talking
about such a situation.  At the very least, you can move away from the
tower; the player who teleported into the tower may get too small a roll
to be able to attack.  Also, the player may guess wrong as to which
stack contains your titan.

Say you have a 50% chance of being wiped out immediately if you run
away, and that even if you don't you have accrued a mild disadvantage.
None of this seems to justify an action which will lose the game just
about 100% of the time.

                                        David desJardins
From: spm2d@uvacs.cs.Virginia.EDU (Steven Miale)
Subject: Re: Titan - who does NOT like it?
Organization: University of Virginia Computer Science Department
Date: Mon, 7 Sep 1992 18:08:37 GMT

In article <1992Sep7.172005.12115@schaefer.math.wisc.edu>, duelge@schaefer.math.wisc.edu (Jason Duelge) writes:
>   Sometimes the fighting is fun to watch, even if you aren't
> involved, just to see how it works out.  We usually like to
> discuss strategies after fights regarding close games.

We always kibitz here. Even if the player doesn't want it :-)

> 1)  I've heard that there were some variant creatures talked about
> on the net around a year ago.  Anyone have a copy of the discussion
> and/or creature stats?

Yes, I believe the USS Enterprise (50-4) was mentioned. Rather
impressive.

> 2)  I've heard that there was an issue of The General that talked
> about Titan and had some different battleboards.  The game store in
> town didn't know what issue.  Does someone out in net land know?

The General issue was (I think) this year. I know the people who
made the battleboards, and can find out from them. One of the
designers, Bill, (who I think administers the Titan games at
Avaloncon), developed his own pieces. I will try and get that
list posted this weekend if possible.

Steve

-- 
Steven Miale - spm2d@virginia.edu   | The problem with sweeping
Undergraduate Researcher            | generalizations is that they
Department of Computer Science      | are all wrong.
University of Virginia              |
Newsgroups: rec.games.board
From: cpbeaure@undergrad.math.waterloo.edu (Chris Beauregard)
Subject: Re: BTECH - machine gun mechs
Keywords: mechs BattleTech machine guns rules
Organization: University of Waterloo
Date: Wed, 9 Sep 1992 21:13:19 GMT

In article <1992Sep9.153622.1388@HQ.Ileaf.COM> hal@HQ.Ileaf.COM (Hal Wadleigh) writes:
>These are the most frequently-ignored rules.  It's great fun in a game against
>a munchkinner to let him put his 'mech on the board, then restrict it to the
>rules.  Jumping farther than a walk results in an uncontrolled fall of the
>number of levels of the jump.  The number of WORKING machine guns is limited to
>four times the number of tons of M.G.Ammo (and must be chosen at the time of
>first firing).

Did they actually document the effects of jumping further than you can
walk?  I always thought that it was just plain illegal to build a mech
like that...Of course, we had a house rule for that sort of thing.
Jumping futher than you can walk requires a piloting skill roll, wsiith
a +1 modifier for each hex past max walking distance, of you do a
standard fall (similar to missing in DFA).

Personally, if someone wants to play with an obviously munchkin mech, I
let them...by themselves...of with other munchkins if they can find
them.

Chris Beauregard                                cpbeaure@napier.uwaterloo.ca
Warning:  These premises protected by reality.
From: taia_a@kosmos.wcc.govt.nz
Newsgroups: rec.games.board
Subject: Re: Btech/Mechwarrior - Clans
Date: 15 Sep 92 15:34:49 NZST
Organization: Welligton City Council, Public Access.
NNTP-Posting-Host: kosmos.wcc.govt.nz

In article <BuL2Fw.Cv6@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (Axly) writes:
> taia_a@kosmos.wcc.govt.nz writes:

>> C'mon Axly! read the rules, Clanners don't buy/pay for their meks!
>>They just get them assigned to them by the GM :)

>  Okay, so how do you explain to one character why HE has to drive
>  the little small 'Mech? Giving everyone equal weights leads to
>  a boring Star, but you tend to get some pretty sore feelings from
>  the guy who draws the Dasher.
> Axly

 Hmmm....take turns. I play in a Panther for my Mechwarrior :( and
I don't get to play with the big toys. But the honor of the Clan is
that they fight with whatever. Why don't you just roll dice to see
what is available. If you want I can post a chart on how to do this.

This has been.....
 Tony Taia
  TAIA_A@kosmos.wcc.govt.nz, tai-shu@kauri.vuw.ac.nz
3068: The surrender of the Clans to the Draconis Combine/League :)
From: kgnome@cs.concordia.ca (MATIS stephane)
Newsgroups: rec.games.board
Subject: Re: BTECH-RiflemanVarient
Date: 10 Sep 92 18:19:02 GMT
Organization: Computer Science, Concordia University, Montreal, Quebec


> I would move the LB ammo and the case to the arms. That way, if you take
> an ammo hit, you just lose the arm, with the respective AC. With the ammo
> in the torso, the ammo hit would destroy the torso, and due to the XL 
> engine, the rest of the mech as well.

UHHHHK! .. sorry, your not a Clansman. Check the rules. Only they may
put CASE anywhere else then the torsos.

Sorry, it was a good idea.


Roll!       ___      +---------------------------------------------------+
Over!   __ ( . )      From        : Stephane I. Matis
      _/__\(___)      Internet    : kgnome@cs.concordia.ca
    / /\\[==]//\ \    Working for : Monenco Systems Group 
   /_/  |THOR|  \_\   Working  at : Newfoundland Offshore Contractors 
  [00] _//==\\_ [00]  Writing for : Mecha*Press and FASA's BattleTech
      / _/--\_ \      		    Dream Pod 9
     |__|    |__|     "It Just Works... " - Steve Paul Jobs, CEO NeXT
     (__]    [__)     "Clam Warships are landing on Toycod !" - Anonymous
    [_=_]    [_=_]   +---------------------------------------------------+

> --
> "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
Newsgroups: rec.games.board
From: woodc@aix.rpi.edu (Christopher A. Wood)
Subject: Re: Supremacy
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Thu, 10 Sep 1992 17:04:31 GMT

In article <peters.716089460@physics.ubc.ca> peters@physics.ubc.ca (Dan Peters) writes:
>carroll@cs.uiuc.edu (Alan M. Carroll) writes:
>
>>I finally managed to play a game of this (and got stomped). The
>>problem was that the player who won the first die roll for Selling
>>sold everything and pocketed $12G and drove the prices down so that
>>none of the other players could make any significant money. This
>
>No you've read the rules correctly. Supremacy does have this problem. Try
>the following variant: The player who sells first can only sell one kind
>of commodity to the market, then the second player can sell one kind, and
>so on; and when everyone who chose to sell has had a chance, the first player
>can do further selling to the market at the new (lower) price, etc. (I think
>this variant is "official" - but I don't have the game or any of the 
>expansions.)
>
  Another simple solution is change the market movement ratio away 
from 1/1.  We have been tinkering with this and right now we are 
playing with 2/1.  That is , for every two units (or fraction thereoff)
you sell/buy the market only moves one.  This makes are less volitile 
market, and people often think twice before shooting it up to a billion,
because they know that half the other players will make a killing two.
And what good is money if everyone's got it?  :-)

>>Some questions on moving forces. Can you move armies into any
>>unoccupied territory?  Do you conquer a territory you move into? Can
>>you airlift into vacant territories in other player's home countries?
>
>Yes to all three, I think. (I'm not absolutely sure about the second - maybe
>you have to end a phase in a territory to conquer it, so marching through
>doesn't count. I'm sure someone will answer this, though....)
>
  We play with no's for all of these.  If the territory is not yours,
you must attack it.  Of course, if it is undefended, this is just a 
matter of spending the set, but you have to do it during attack phase,
and the defender gets a counter-attack.  This gets rid off people moving
after a big war and swooping down and snarfing up lots of real estate just
because people have lost lots of troops.


-- 
 Chris Wood
  woodc@rpi.edu
   "All Men Are Equal in the Eyes of Fish" - Herbert Hoover  

Newsgroups: rec.games.board,rec.games.frp.advocacy