HDTenEightyP/NetNews huggingface dataset:
From: dxb105@phys.anu.edu.au (David Bofinger)
Newsgroups: rec.games.board
Subject: Re: WiF naval rules
Followup-To: rec.games.board
Date: 11 Nov 1992 02:50:52 GMT
Organization: Theoretical Physics, Australian National University
Distribution: world
NNTP-Posting-Host: 150.203.15.19

In article <1992Nov8.225310.18304@athena.mit.edu>, jfc@athena.mit.edu
(John F Carr) wrote:
> In an attempt to make naval combat and strategy more realistic, one
> of the WiF players I play with came up with a partially hidden naval
> system.

Realistic, but this way lies madness. Obviously, once we have hidden
naval movement we will need hidden land movement, hidden production,
 intelligence rules for uncovering both, hidden U.S. entry levels
(oops, we already have that one!), etc.

> Even with this system there are some problems.  There are fewer
> attempts to get n+1 air points, but huge stacks still appear.

A playtest variant I hear about but have never seen played here in
Canberra is to restrict the number of ships that can leave (even a
major) port in an impulse. This makes accumulating death star stacks
a slow business.

Incidentally, one naval combat system well-received here is to roll
for combat every impulse, but you have to roll two dice, each of which
is under the search number (+1 for aircraft). Lets the Germans and
Italians do things with their navy without it vanishing.

> Maybe sea areas are too large, or there should be some requirement
> that a fleet be split to invade two distant hexes in the same sea
> area.  For example, taking the sea near Sicily gives the Allied
> player the ability to invade northern Italy, which seems unreasonable.

I'd like to throw out sea zones altogether (use hexes, and reaction
movement for interceptions). Then a serious attempt to find someone
involves splitting your fleet up into chunks, the Kriegsmarine can
hug the coast of Norway, you can't rebase FTRs from Gibraltar to
Liverpool via the vast "Bay of Biscay", and all the artificial
divisions between sea zones disappear. Also, it makes minor ports
more likely to be useful (gaining an extra hex up the coast for
basing navy in can give you an edge) and makes the British nervous
when they lose Antwerp.

------------------------------------------------------------------------------
David Bofinger  AARNet: dxb105@phys.anu.edu.au
                Snail:  Dept. of Theoretical Physics, RSPhysSE, ANU, ACT,
2601
------------------------------------------------------------------------------
Newsgroups: rec.games.board
From: rafial@well.sf.ca.us (Wilhelm Fitzpatrick)
Subject: Re: Games that belong on every gamer's shelf...
Organization: Whole Earth 'Lectronic Link
Distribution: na
Date: Fri, 13 Nov 1992 05:20:10 GMT


In the order they occured to me...

1. Star Fleet Battles
2. Ogre
3. Advanced Civilization
4. Diplomacy
5. Kung Fu 2100
6. Eurorails
7. Go
8. Axis & Allies
9. Junta
10. Shogun (the MB version, not that James Clavell based card game)

Rafial

Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board
Date: Fri, 13 Nov 1992 12:52:57 -0500 
From: "Jonathan T. Moore" <jmci+@andrew.cmu.edu>
Subject: Re: Games that belong on every gamer's shelf...
	<1dvim0INN5mf@charnel.ecst.csuchico.edu>
Distribution: na

My top ten:

1) Titan

2) Axis and Allies

3) Panzer Blitz

4) Shogun

5) Chess

6) Risk

7) Fortress America

8) Third Reich

9) Empires in Arms

10) Pictionary (well, not really a strategy game, but a hell of a lot of fun)

Jon
-----------------------------------------------
Jon Moore             (jmci@andrew.cmu.edu) 
 "What have I got in my pocket?" --Bilbo     
 "Let the truth of love be lighted,          
  Let the love of truth shine clear." --RUSH 
-----------------------------------------------


Newsgroups: rec.games.board
From: mab@wdl39.wdl.loral.com (Mark A Biggar)
Subject: Re: Diplomacy -- The EXCITING version...
Organization: Loral Western Development Labs
Date: Mon, 9 Nov 1992 20:01:07 GMT

In article <1di141INNqme@MINERVA.CIS.YALE.EDU> randall-joshua@yale.edu (Joshua Randall) writes:
>In article <83198@ut-emx.uucp> aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink) writes:
>>A few years back I spent a good chuck o' time playing a COMPUTER version
>>of Diplomacy, and LOVED it. [..]
>>	If anyone has it, would they be willing to sell it, or does
>>anybody know where I can get my grubby little paws on this game?
>Avalon Hill made their own version of a Diplomacy computer version.
>You should be able to get it from them.  Rumor (i.e. Computer Gaming
>World) has it that they are releasing a new version this year,
>possibly in time for Christmas.

See the back cover of the latest issue of the General.  It has an
add for the AH computer Diplomacy game.

--
Mark BIggar
mab@wdl1.wdl.loral.com
From: fred_s@earwax.pei.com (Fred Scott)
Newsgroups: rec.games.board
Subject: Re: Machiavelli question
Date: 7 Nov 92 02:09:44 GMT
Organization: Nerds On Parade

In article <40632@sdcc12.ucsd.edu> rnlee@sdcc3.ucsd.edu (Profess'nal Agitator) writes:
>This question pertains to the postscript version of the map available
>on the judge.
>
>According to the rules, fleets may only convert to garrisons at ports,
>and available fortress locations are marked by a filled in square.
>
>Well, what about Corsica and Sardinia?
>
>These both have port markers, but are filled in circles not squares.
>Should these be garrison locations?  If not, what is the significance
>of the port marker?  The rules.machiavelli file doesn't mention
>anything about ports other than them being the only location where a
>fleet may convert into a garrison.

Good question.  I don't know why those port symbols would be there.  I'm
pretty sure there aren't fortress-type cities on these islands, and it's
impossible to convert to a garrison where there's no fortress.  And there's no
reason that fleets shouldn't be able to enter any seacoast area regardless of
whether any circle-city therein has a port symbol or not.

Maybe Ken just made a mistake by including them.  I'll have to go home and
look at my map this weekend...

Fred
Newsgroups: rec.games.board
From: blum@medici.ils.nwu.edu (Dan Blum)
Subject: Re: Monopoly Rules
Reply-To: blum@ils.nwu.edu
Organization: The Institute for the Learning Sciences
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 11 Nov 1992 02:30:16 GMT

I seem to recall reading that "rent immunity" was specifically
prohibited in the official rules, or at least in the official
tournament rules.

While the most recent Monopoly book (paperback, published 3 or 4 years
ago) was not all that great, it did include the historical information
about Magie's game and the earlier, "public-domain" versions of Monopoly.

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

"Consider a spherical cow of uniform density..."
____________________________________________________________________
Newsgroups: rec.games.board
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: BTECH: MechWar Mailing List
Organization: CSD., University of Erlangen
Date: Tue, 10 Nov 1992 19:40:45 GMT


Hi all!

Edwin Million has set up a mailing list for discussions of my
MechWar program! Thus I'll be able to ask my stupid questions
in there :)

Here's the blurb:

>         The MechWar mailing list is an unmoderated list for
> the discussion of Klaus Breuer's MechWar program for MS-DOS
> machines. MechWar is based on FASA's BattleTech (tm)
> boardgame. Discussion may cover program features and bugs,
> mech designs, maps, tactics, etc. (i.e. anything and
> everything remotely relating to the the program and the game
> itself).
>  
>         To join the MechWar mailing list, send mail to
> gt7805b@prism.gatech.edu with the subject line of "MechWar-L"
> and "SUB MechWar <your address>" as the  first line of the
> message.
>  
>         To post to the list, mail the same address with the
> subject line  "MechWar-L". Mail will be processed at least
> twice per day and sent out to the list. This list is is
> primarily unmoderated, but messages which are  completely off
> topic may be edited or deleted. The poster will be informed of
> this as it happens.
> 
>         To unsubscribe, send mail to the list address with the
> first line containing "UNSUB MechWar <your address>".

Ciao,
Klaus

PS: Invisible mines, yesyes! What use are these in the current game - would
the opponent have to turn away from the computer??
---
Klaus Breuer, Rudelsweiher Str. 6b, 8520 Erlangen, Germany
** "Geez, I need a _reason_ for everything?" --Calvin 
** "Should I or shouldn't I? -- Too late, I did!" --Hobbes 
Newsgroups: rec.games.board
From: jcwu@moet.cs.colorado.edu (Jeff Wu)
Subject: Re: Rail Barons
Organization: University of Colorado at Boulder
Date: Mon, 9 Nov 1992 20:30:21 GMT

In article <0ezPuRm00VokA4h0RK@andrew.cmu.edu>, cd23+@andrew.cmu.edu (Carl I. Dockhorn) writes:
|> I played the game for the first time this weekend and enjoyed the early
|> part of the game of buying up rail lines.  But the second phase of the
|> game when everything had been bought was boring.

|> 	Has anyone come up with a way to speed up the second part of the game? 

The best way to speed up rail baron is to have a computer calculate the
destinations and payoffs.  It reduces the time required for a game from
about 4.5 hours to less than 3 hours.  Most of the drudgery of the game
is eliminated.

A portable computer is ideal for this application, since it is quiet and 
unobtrusive.

I have posted this program in the past.  If there is enough interest, I'll
post it again.

Jeff Wu
jcwu@cs.colorado.edu
Newsgroups: rec.games.board
From: dagibbs@quantum.on.ca (David Gibbs)
Subject: Re: A&A - Can Allies ever win (II)
Date: Fri, 13 Nov 92 15:44:28 GMT
Organization: Quantum Software Systems

In article <1992Nov12.204541.26757@magnus.acs.ohio-state.edu> bcetnar@magnus.acs.ohio-state.edu (Blake Cetnar) writes:
>I have found a fairly decent strategy for Japan.  Build a factory on one of the
>islands NE of Australia.  Build up some defenses there and use it as a major
>Naval unit maker because it should be out of aircraft range and after a few
>turns of fortification the island is nearly impervious to amphibious attack.

But why would Japan want to do this?  If Japan needs naval units,
they can be built directly off Japan.  This way of doing things
has almost no benefit -- the key to winning in A&A is economic --
ie taking as many territories of high IPC potential as quickly
as possible and holding them.  The values on the Pacific islands
are basically peanuts -- Japan must concentrate on taking
continental Asia, and building an IC on an island in no way
helps this.  In fact it is a waste of 15 ipc's.

-David Gibbs
(dagibbs@quantum.qnx.com)
From: re@dcs.ed.ac.uk (Roderick Easton)
Newsgroups: rec.games.board
Subject: Re: SPACE MARINES: Forces, who's best.
Date: 5 Nov 92 10:05:19 GMT
Organization: Department of Computer Science, University of Edinburgh

In article <2691@tredysvr.Tredydev.Unisys.COM>, bill@tredysvr.Tredydev.Unisys.COM (Bill Jordan) writes: 
> I don't know who is the strongest or weakest. Every army has strenghts
> and weaknesses, and from what I've seen, every army is capable of defeating
> every other army based on tactics and luck.
  I quite agree, but a number of armies have glaring weaknesses compared to the
opposition.  While doomweavers are excellent tanks they don't quite make up for the
enormous number of indirect fire that Imperial and squat armies can field.  And
everybody else has got superheavy tanks as well.
> Hopefully the Titan Legion box will contain some info on Eldar Titans
> (has anyone heard anything about the Titan Legion box lately?). The Eldar
> have enough free godlike forces; I don't think they need free titans too.
> Why don't you think Warlocks should be special cards? It seems perfectly
> in line with the other armies. Wierdboy towers should probably be special
> cards also, but the Ork army is generally organized "uniquely".
  The Titan Legion, as I mentioned earlier is going to be released around about
Christmas in Britain.  As for enough free `godlike'  forces I have yet to see my
Avatar do anything useful.  A good opponent can turn him into a yo-yo by careful
positioning of his troops, and that is NOT funny.  
Most of the Space marine armiesreflect WH40K quite well.  If you read the Eldar 40K 
army list you will find that they can field an *unlimited* number of warlocks.  Making 
them special cards does not reflect this.  If you read more closely you will discover
that a warlock is a psyker of any kind who has once been an aspect warrior.  As most
young eldar follow the warrior path at one time or another there must be hundreds of
eligible warlocks on a decent sized craftworld.!
> I'm not sure about Tempests costs, but falcon companies make excellent tank
> companies. They are the best low cost tanks in the game. Wave serpents
> are very effective troops. Warlock titans cause big problems (for the
> enemy).
  Falcons are good, but why can't you field a detachment of them?  That strikes me as
strange!?!  As for warlock titans, my best claim to fame was SIX stands of orks with
one blast from a psychic lance! (beat that if you can).  Have you ever fielded a
combined Eldar/Imperial army.  Eldar forces supported by an artillery company....

Rod
From: vvirrank@cc.Helsinki.FI (Ville Virrankoski)
Newsgroups: rec.games.board
Subject: Re: EiA reparations
Date: 11 Nov 92 07:19:39 GMT
Organization: University of Helsinki, Finland
X-Reader: GNUS 3.13

In article <1992Nov11.044620.2096@venus.ic.cmc.ca> adrian@scorpio.ic.cmc.ca (Adrian Earle) writes:
>The victory conditions chart says: "1/2 of the loser's home
>nation tax value (printed on the map) ..." .  
>
>In the glossary the home nation is defined as the territory 
>within the borders but excluding ceded provinces but the 
>starting home nation $/manpower value is printed on the map.
>
>This is the cause of the dispute.  Does anyone have a answer
>to this situation?  

We have played as if its in the rules: value printed on the map.
Even if loser has lost any of his home provinces.

f.ex.: In peace Austria has ceded Tyrol(3/1) to France. In next economic
       phase he have to pay reparations to the french player. He pays
       (1/2)*66 = 33$.

VV
From: s903609@minyos.xx.rmit.oz.au (ACE)
Newsgroups: rec.games.board
Subject: Re: BTECH-Gamer/Player which are you?
Date: 12 Nov 92 09:40:59 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

elm4252@summa.tamu.edu (MOORE, ERIC LEE) writes:

>*SIGH*
 DOUBLE *SIGH*

>forces posted recently have got ba-jillions of vtols, artillery
>platforms, hover gun platforms, and giga-ba-jillions of 5
>ton hover vehicles.

 Try telling that to the MUNCHKINS !

>most of the artillery pieces that show up in my campaigns are
>scenerio items.  Even Kurita fanatics would start running
>dry on the number of suicidal vehicles and spotters that
>seem to be running around the battlefield now.  

 But it's more honourable to die when you can't hurt anybody :-)

>In the BattleTech universe, it is not a question of how many
>were killed.  it is a question of how much materials were
>destroyed.

 Not when you have your own industrialised planet :-)

>Btech quote of the day-'you want to put all of the regiments
>                        Arrow systems on WHAT????'
>					Mok

 You can actually put ARROW IV on a lot of platforms, more's the pity.

>a.k.a.  Mjr Kessel
>        CMDR 537th Heavy Company
>        (2nd Company on the horizon...<WHOA Salvage>..)
>        Mercs employed by Federats

			       ACE
                   s903609@minyos.xx.rmit.oz.au
	        " How deep is the ocean ? " - Eric
" No Silicon Heaven ? But where would all the calculators go ? " - Kryten
      " Smoke me a kipper, I'll be back for breakfast." - Hero Rimmer
Engineering : The art of using something without actually understanding it.
" Well, Kryten. Now's the time for you to pull that top secret plan out of 
your sleeve that's going to save us,"-Lister- ... " Sorry, sir. No secret 
plan ... no sleeves."-Kryten
Newsgroups: rec.games.board
From: kasab@luther.che.wisc.edu (John J. Kasab) 
Subject: Re: Machiavelli question
Organization: University of Wisconsin - Madison
Date: 8 Nov 92 20:13:05 CST
Originator: kasab@luther.che.wisc.edu

In article <...> rnlee@sdcc3.ucsd.edu (Profess'nal Agitator) writes:
>According to the rules, fleets may only convert to garrisons at ports,
>and available fortress locations are marked by a filled in square.
>
>Well, what about Corsica and Sardinia?

If I remember correctly, you can also only build fleets in cities that are
also marked as ports.  So, while you can't garrison Corisca and Sardinia,
you can build fleets there, assuming they are part of your home territory.

JK
-- 
-------------------------------------------------------------------------------
  John Kasab                             "I rarely speak in absolutes."
Arpanet: kasab@cae.wisc.edu              (alt: kasab@luther.che.wisc.edu)
      The NSF and UW--Madison don't speak for me, nor I for them.
Newsgroups: rec.games.board
From: mab@wdl39.wdl.loral.com (Mark A Biggar)
Subject: Re: Monopoly Rules
Organization: Loral Western Development Labs
Date: Fri, 6 Nov 1992 18:03:27 GMT

In article <1992Nov6.011446.29684@news.arc.nasa.gov> nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
>mdm@bnr.ca (Diane MacMartin) writes:
>>5.  Free Parking - as kids, we used to either place one of each
>>bill in free parking, or pay misc. dues (income tax / luxury tax /
>>etc) to the center, or both; if you landed on free parking you
>>got the money.  To my knowledge this has never been written in
>>the rules.  How did this custom become so widespread?
>Good question.  We did something similar.

The best guess for this (developed on the net about 3 mo ago) is that
this is a partial rememberence of a Stock Market Expansion to the game
that was sold in the early 30's.  In that expansion you received stock
dividends when ever you landed on free parking (renamed "Stock Market").

>Let's see.  We always had arguments over what the minimum bid was if
>someone didn't buy a property after landing on it.  (some even didn't
>want an auction)

The Current addition rules do not specify a minimum bid, so if someone
says $1 and no one else wants it he's got it.

--
Mark Biggar
mab@wdl1.wdl.loral.com
From: 91vanderkolk@gw.wmich.edu
Newsgroups: rec.games.board
Subject: Re:BTECH: New Tech/Holo Fields
Date: 12 Nov 92 11:58:44 EST
Organization: Western Michigan University


The mods I put down for holo fields are in addition to any other mods. (i.e.
terrain, hexes moved, partial cover etc.) Also this change, the field is
disrupted my the ionized discharge of jump jets so the field doesn't work
when you jump.

John
From: kgnome@cs.concordia.ca (MATIS stephane)
Newsgroups: rec.games.board
Subject: Re: BTECH: Jap Crap
Date: 10 Nov 92 15:23:46 GMT
Organization: Computer Science, Concordia University, Montreal, Quebec

From: eda858xsft@vx24.cc.monash.edu.au
Subject: BTECH: Jap Crap

> Please oh Please FASA get rid of the Jap crap out of the Battletech manuals.

Watch your language pal. That kind of talk should have your mouth washed
well with soap and maybe even chlorine. 

Now, you may not aproove of the "Jap" look to 'Mechs, but at least stay
humble and aknowledge that your favorite 3025 'Mechs are JAPANEASE. If
you don't like that reminder, stop playing the game, and wif the
reality.

> I have just purchased the COMSTAR sourcebook and they have got the same jap
> animators that stuffed up 3055 (RE:the innersphere clanmechs) to do more crap
> mech pictures.

For the record, the 'Mechs you see there are from the SEGA game
cartridge. I don't like the way they look, and I don't like the
shoot-em-up SEGA cartridge, but don't over generalise about "crap mech
pictures."

> GOD I HATE THOSE PICTURES!!!!

Your free to your opinion. I'll stand by mine: The Japanease started it,
perfected it, and FASA copied it.... with a five year lag. End of story.

> AAAAAAARRRRRRRRRGGGGGGGGGGGGGG!!!!!!!!!!!


+-----------------------------------------------------------------------------+
| Stephane I. Matis |  E-Mail : kgnome@cs.concordia.ca  | Viva NeXTSTEP 3.0 ! |
|.............................................................................|
|------------ bla bla Mecha*Press bla bla Dream Pod 9 blabla FASA ------------|
| BATTLETECH ----------------------------------------------------- NeXThead ! |
|------------ aka : Major Adrian Hammerhand, WolfNet Intelligence ------------|
+-----------------------------------------------------------------------------+
Newsgroups: rec.games.board
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: Beer and Pretzel game query
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Fri, 13 Nov 1992 14:44:42 GMT

In article <1992Nov13.140529.27911@news2.cis.umn.edu> thornley@milli.cs.umn.edu (David H. Thornley) writes:
>In article <23981@hacgate.SCG.HAC.COM> dave@pce2.fu.hac.com () writes:
>>
>>I am looking for multi-player games recomendations.  
>
>These have become popular in our group, approximately in increasing order
>of time and complexity:  Nuclear War/Escalation/Proliferation, Minion
>Hunter (the supplement Minion Nation is inexpensive and adds some to the
>game, recommended), Merchants of Venus, 1830.  All are, I think, available.
>Judge Dredd and Black Morn Manor (put them between Nuclear War and Minion
>Hunter) are also somewhat played, but I think out of print.

Mustn't forget Illuminati, one of the best multi-player beer&pretzels games
ever!

	Alec