HDTenEightyP/NetNews huggingface dataset:
From: DMC@Northwind.Addicks-PDZ (Cpt. Declan McClonnochie)
Subject: BTECH/MW: What happens to Northwind during/after the 4th SW ?
Organization: AAA Mech Company
Summary: Looking for information regarding Subject line.
Keywords: BTECH, MW, Northwind
Date: Thu, 15 Oct 1992 09:39:36 GMT
X-Posted-From: cc01-cc113.levels.unisa.edu.au
NNTP-Posting-Host: sol.ctr.columbia.edu

Howdy Mekkers!

As the subject line so succinctly describes, I am in search for information 
regarding the fate of Northwind (Addicks PDZ, Federated Suns) during and 
after the 4th Succession Wars.

I've read somewhere that it suffers a Chemical Strike from the DEST.  Is 
this correct?  If so, what were the effects and when, precisely, did it 
occur?

Have any 'official' details regarding the geography and/or socioeconomic 
conditions on Northwind ever been published (maybe in BattleTechnology)?

Any other information would be appreciated.

Please direct follow-up's to Rec.Games.Frp.Misc as a) this is primarily a 
MechWarrior discussion and hence belongs in that NewsGroup and b) E-Mail 
access at this node is restricted.

As a side-note, has anyone designed new forms of personal body-armour for 
use with the MechWarrior 2nd Edition rules?

Ciao 4 Now.

DMC
Newsgroups: rec.games.board
From: jody@athena.mit.edu (Jody C Miller)
Subject: Re: Shogun
Organization: Massachusetts Institute of Technology
Date: Fri, 16 Oct 1992 00:11:22 GMT

In article <LPTRB77Q@cc.swarthmore.edu>, hirai@cc.swarthmore.edu (Eiji Hirai) writes:
|> 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.

The army moving through the occupied province would be stopped, and the other
army would be forced to move out.  I would (without consulting my rules) assume
that the army that was originally there would have to move out in the movement
portion of play, and if it couldn't then it would have to make a way out during
the combat portion. (or die trying?)    8-)

 
|> 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? :-)

I believe the ronin would "take the money and run."  I haven't played in a while,
but am a loyalist to Shogun because it isn't the same old same old that A&A 
degenerates into.  Hope this helps, but I am 99% sure that a careful browsing
of the rules would answer your questions.

|> hirai@cc.swarthmore.edu (Eiji Hirai)

Jody
From: Richard.D..Erwin@ofa123.fidonet.org
Newsgroups: rec.games.board
Subject: 02/Re: Game Auction: Round 3
X-Sender: newtout 0.02 Oct  1 1992
Date: 05 Oct 92  18:46:06

Newsgroups: rec.games.board
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: BTECH: House Rules
Organization: University of Illinois at Urbana
Date: Wed, 14 Oct 1992 22:32:20 GMT

lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:

>>3) When spotting for indirect LRM fire the spotter can fire his weapons as
>>normal and you don't count any of the spotters movement or terrain modifiers.
> 
>    ][ personally can't stand indirect fire, and never use it.  (I'm
> standing behind a wall 30 levels high.  An enemy spotter mech is right
> in front of me.  The mech with the missles is on the other side of
> the wall.  Because of that spotter mech he can hit me??  No thanks.)
> 'Nuff said.

Well, it's most likely the spotter 'Mech is feeding targeting data to the
other 'Mech, which is dropping missles on a location vice an actual
locked-up target. It doesn't seem all that unreasonable, considering that
modern weapon systems often fire at targets designated by someone at the
scene.

Axly
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.board
Subject: Re: BTECH - no new group?
Date: 14 Oct 92 07:34:44 GMT
Followup-To: news.groups
Organization: California State University, Chico
NNTP-Posting-Host: hairball.ecst.csuchico.edu

Chris Meadows writes:
>
>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.

Two points:

First: Battletech does *not* fit under the charter of rec.games.abstract.
       There have been many posts to that effect already.  I don't know
       where that idea came from, but it's wrong.

Second: The classification of this sort of game (I've had to list it in
       my hobbies a few times now, but it's not an everyday thing by no
       means) I use is "abstract strategy" and that seems to work well.
       This may require us to agree to disagree, but I think the name
       suits what is being discussed adequately. 

I must confess I don't understand your objection about the name, but
now that you have been illuminated about the status of Battletech and
r.g.abstract, do you still have an objection?  If so, care you clarify
your points of difference with the name?

Follow ups set to news.groups.
-- 
Putt's Law:
	Technology is dominated by two types of people:
		Those who understand what they do not manage.
		Those who manage what they do not understand.
From: s903609@minyos.xx.rmit.oz.au (ACE)
Newsgroups: rec.games.board
Subject: Re: <Btech> Two Engines Question
Date: 14 Oct 92 04:45:47 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:
>In article <s903609.718791360@minyos.xx.rmit.OZ.AU> s903609@minyos.xx.rmit.oz.au (ACE) writes:
>>rday@magnus.acs.ohio-state.edu (Robert E Day) writes:
>>>>     _ 
>>>>    (_onsidering that EACH and EVERY BattleTech fusion engine can
>>>> dissipate 10 points of heat above and beyond its own heat output...
>>	Okay, first point in relation to this is that you are WRONG ! The
>>number of free heat sinks from an engine is equal to its rating divided by
>>25, dropping ALL fractions. Also, I was suggesting ONLY two engines, more
>>would be interesting, but not very practical. To clear up other problems
>>before they occur, I'll post the rules I came up with real soon.
>             _ 
>    #1  --  (_,et the attribution right.  Robert E Day didn't write
> that, _I_ did (Lunatic Johnathan Bruce E'Sex).

	Server's fault. I knew who it was from, I recognised the oversized
lettering that is a trademark of your writing. Sorry about not spotting it.

>    #2  --  |\/|ake sure of your information before saying "WRONG !"
[ A lot of rule quotes deleted, about 20674 MP worth ]

	I think the problem here was a misinterpratation about the term 'free'.
I meant it in the sense of unallocated critical hit locations. I know you get
them 'free' of weight. I saw someone else post an article correcting this as
well, after my posting of course ( I am not blaming this other guy for anything,except maybe WW2, but that's just my opinion. ).

			       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.
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Re: Blood Bowl question
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Thu, 15 Oct 1992 15:12:26 GMT

In article <books.32.0@fsunuc.physics.fsu.edu> books@fsunuc.physics.fsu.edu (Roger Books) writes:
>In the basic game if you block a down player one of the possible outcomes
>is the player is injured.  Nothing is mentioned about this in the veterans
>rules.  What happens if you block a down player when using the Vet rules?

In the veteran's rules, I believe you add +2 to the block roll, in addition
to any of the other modifers due to differences in strength.

My question:  How EXACTLY do tackles work?  The rules say something to the
effect of "when a player moves from one tackle zone to another"  Does this
apply if a player moves through two consecutive squares of an opponent's
tackle zone?  That's the way I've been interpreting it, since I figure if
anything, the guy you're running around is most apt to reach out and trip you
up, but I never found anything concrete in the rules or the examples.  I only
own the boxed set, as well...

...Paul


Newsgroups: rec.games.board
From: blum@news.ils.nwu.edu (Daniel Blum)
Subject: European game rules
Organization: The Institute for the Learning Sciences
X-Newsreader: Tin 1.1 PL5
Date: Mon, 12 Oct 1992 03:45:42 GMT

I'm still interested in obtaining English rules for European board
games, especially Die Macher, Extrablatt, and Schocko (sp?).

In addition, does anyone know if Sid Sackson has had any games
published in Europe other than Black Monday and Die 1 Million (both
Hexagames)?  

--
_____________________________________________________________________
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
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: Shogun
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Thu, 15 Oct 1992 03:14:34 GMT

"Jonathan T. Moore" <jmci+@andrew.cmu.edu> writes:
> I would like some ideas about how to use the ninja to its
> full potential.

The biggest effect of the Ninja is to bring down the experience level of the
target daimyo.  This can be devastating to a player, especially when you're
used to armies that can move/attack 3 times in a row.

Thus, buying the Ninja early on in the game when all the daimyos don't have
much experience is somewhat useless.

--
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.
Newsgroups: rec.games.board
From: hirai@cc.swarthmore.edu (Eiji Hirai)
Subject: Re: EIA: I will GM an e-mail game
Organization: Information Services, Swarthmore College, Swarthmore, PA, USA
Date: Tue, 13 Oct 1992 05:01:26 GMT

cscoging@unpcs1.cs.unp.ac.za (Chris Scogings) writes:
> Anyone interested please post here or reply to cscoging@unpcs1.cs.unp.ac.za

Sorry for posting here.  I tried emailing but your network was unreachable.
I'd love to play.  In fact, I will kill if I can't get in! :-)

By the way, where is UNP?

--
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.
Newsgroups: rec.games.board,rec.games.pbm,bit.listserv.dipl-l
From: kurtg@yang.earlham.edu (Son of Scribbler)
Newsgroups: rec.games.board
Subject: Re: RFD: rec.games.mecha
Date: 13 Oct 92 18:58:58 GMT
Followup-To: news.groups
Organization: Earlham College, Richmond, Indiana

In article <Bw2Gw9.3BG@uunet.uu.net>, lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:
> REQUEST FOR DISCUSSION
> ----------------------
> 
> NEWSGROUP
>      rec.games.mecha
> 
> 
> PURPOSE
>      Discussion of various genres of mecha ("giant robot") games
> 

I'm all for the creation of this newsgroup. I play battletech and am interested
in computer games relating to mecha.


-- 
Kurt Grossman
KurtG@earlham.bitnet
KurtG@yang.earlham.edu

Nice boy. Got a mind like a steel trap... full of mice.
			-Foghorn Leghorn

He's like school in summer... no class.
			-Bill Cosby
Newsgroups: rec.games.board
Date: Wed, 14 Oct 1992 02:29:35 -0400 
From: Robert Everett Brunskill <rb6t+@andrew.cmu.edu>
Subject: Re: BTech, Aquatic Mechs

On the subject of 'rising' lunatic@netcom.com (Lunatic Johnathan Bruce
E'Sex) writes:

>   ][ think this manouvre should be scaled back a bit.  How different
> is it from a mech simply moving from a depth 2 water hex to a depth 1
> water hex?

My concept of a higher MP requirement was based on the fact that it is
very difficult to throw something 'out' of the water.  This observation
is based on many attempts to throw small rocks out of the water in a
swimming pool. Basically that's what rising does - it propels a Mech and
the swim jets out of the water, which is quite a feat.

The 4 level drop sounds like a reasonable idea.

>    ___
>     |he main thing I think you've left out regards piloting skill rolls
> for the mech using the swim jets.  Normally, a mech moving in depth 2
> or greater of water has to make a piloting skill roll for each water
> hex it enters.  The swim jets should make that unnecessary.  Also, you
> should mention that the 10% of the mech's tonnage that you devote to
> these swim jets also includes ballast and floatation tanks.  Otherwise
> its questionable whether just those jets would be enough to hold a
> mech in position underwater by themselves.

Yes these are some things I took for granted in my original post.  The
swim jets include all the gear in a standard sub that allow it to move. 
If swim jets were just water propellers then they wouldn't weigh much at
all.  And yes the elimination of a piloting roll is an advantage that
would be gained by the jets.  I guess these would probably help if the
Mech were walking along the bottom too, what do you think?

Rob Brunskill
From: blum@news.ils.nwu.edu (Daniel Blum)
Newsgroups: rec.games.board
Subject: Re: Panzer Pranks still available?
Date: 10 Oct 92 16:34:38 GMT
Distribution: na
Organization: The Institute for the Learning Sciences
X-Newsreader: Tin 1.1 PL5

Yes, it was put out by Chaosium.  Crazy Egor has a copy - unfotunately
I don't have his address available.

--
_____________________________________________________________________
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
From: markg@engrg.uwo.ca (Mark Gagnon)
Subject: Re: How do you fight a Gargant!
Organization: University of Western Ontario, London
Date: Fri, 9 Oct 1992 15:21:26 GMT

Nuke the site from orbit, just to be sure...

-- 
Mark Gagnon                         University of Western Ontario
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"My path through life is strewn with cowpats from the Devil's own
Satanic herd!" - E. Blackadder
Newsgroups: rec.games.board
Subject: Re: SFB anti-retrograde ?
From: $stephan@sasb (Stephan Fassmann, Software)
Date: 15 Oct 92 09:17:15 -0700
Organization: BYU

In article <1992Oct15.144824.621@dct.ac.uk> mcsbc3maw@dct.ac.uk writes:
>Subject: SFB anti-retrograde ?
>From: mcsbc3maw@dct.ac.uk
>Date: 15 Oct 92 13:48:24 GMT
>
>	Does anyone out there know of a good way to defeat the
>	Federation Retrograde maneauver with a klingon force ?
>	(Year 180+)

About the only thing you can do is to get as many 22+ range disruptors you 
can and try for knocking out  a ship every other turn. You will want to move 
fast so the Fed can't load all his Photons. But if he has any NCA's or NCL's 
try to kill them first as they can move fast and still load Photon's.
My 2 centicredits.
_____________________________________________________________________
|Stephan Fassmann  Internet: $stephan@sasb.byu.edu  GEnie: S.FASSMANN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|The Random Acts of Kindness will Continue until Morale Deteriorates|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: rec.games.board
From: heflingb@columbia.dsu.edu (Brian Hefling)
Subject: 2 Kill a Gargant (Theory)
Organization: Dakota State University
Date: Mon, 12 Oct 1992 21:16:40 GMT

Gargants are nice but relitively weak compared to eldar or imperial titans,

	1) Use any and all means available to knock down his sheilds
           great place to use devastators or a vulcan mega bolter or 
           terminators (if close enough) use massed fire of insignifigant 
	   weapons to bring the shields down some eldar weapons and best of
           all the Plasma destructor cannon will then cause severe damage to
           the offending gargant.

        2) Alternately pin the gargant with an eldar warlock and use the 
	   doomweaver cannons against him (works pretty well) 

        3) Dont engage it in melee unless you can afford to lose lots of
           smaller stands

hope it helps (try swarming him with four warhounds armed with / vulcan 
mega bolters and wrecking balls they can have some bitchin fun)

later, 
Newsgroups: rec.games.board
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: SFB anti-retrograde ?
Organization: FSU nuclear physics
Date: Thu, 15 Oct 92 20:39:14 GMT

In article <7275@transfer.stratus.com> hship@sw.stratus.com (Howard Ship) writes:
>What is this maneuver?  Sound like the Freds move backwards, keeping their 
strong>shields and heavy weapons facing thier attackers ...
>-- 

(Kauphman (sp) Retrograde)

You've got it.  Prox photon damage is not affected by range, unlike 
everything else.  You have you fleet fire prox's at 1 ship and it explodes.
lather rinse repeat.

>"I can't believe I had the Anti!"
>Howard_Ship@vos.stratus.com

Roger
books@fsunuc.physics.fsu.edu
From: trent@mailhost.hsas.washington.edu (Sigfried Trent)
Newsgroups: rec.games.board
Subject: Re: Fortress America
Date: 13 Oct 92 01:02:50 GMT
Article-I.D.: 128.trent-121092180313
Followup-To: rec.games.board
Organization: Academic Services, UW

In article <geqDo8a00WAu84iJRn@andrew.cmu.edu>, "Jonathan T. Moore"
<jmci+@andrew.cmu.edu> wrote:
> 
> Anyone ever played it? I am curious--my games always come out with
> America getting beat upon. However, some of my friends claim the game is
> heavily balanced _towards_ America. Any thoughts on the matter?

I think the russians get a good chance.  When I played this game
as russia I utterly desimated the USA.  I had to leave 3 turns before
the end of the game so I just told them to leave my units where they are
and make no matter what attacks they made and when I checked with them
the week after I found out that I had won anyway.  I had such a strong
position that I won just sitting on what I had taken without any
renforcements for the 3 final turns.  That kind of stuned me.  Seems
awfly unbalanced.


Dream or reality, the experience is the same.
Michoel Morcock
From: demented+@pitt.edu (Scott E Berry)
Newsgroups: rec.games.board
Subject: Re: A Quest...
Summary: TRY MECHA
Keywords: Battle Armour
Date: 9 Oct 92 14:19:46 GMT
Organization: University of Pittsburgh


     I think that MECHA! by Seventh Street Games(?) would probably
work for you.  You might want to just use the Mecha rules instead of
the powersuit rules.  They allow for more intersting designs.  Just
pretend that they are mansized man sized instead of 10 meters.  If
you don't have much room to play yo might consider using converting
all inches to 1cm or 2cm.   Your only problem would be appropriate
counters or miniatures.

-- 
-------------------------------------------------------------------------------
                                 Scott E. Berry
                               demented+@pitt.edu  
Newsgroups: rec.games.board
From: daily@a.cs.okstate.edu (DAILY STEPHEN RICH)
Subject: Re: SFB anti-retrograde ?
Organization: Oklahoma State University, Computer Science, Stillwater
Date: Fri, 16 Oct 92 06:26:17 GMT

In article <1992Oct15.144824.621@dct.ac.uk> mcsbc3maw@dct.ac.uk writes:
>
>	Does anyone out there know of a good way to defeat the
>	Federation Retrograde maneauver with a klingon force ?
>	(Year 180+)

Well let's see...  If the feds are retrograding then that means that the
klingons control the territory so why should they follow unless they just
like getting shot at.  If the feds are not retrograding linearly away then
the klingons should catch them considering their better turn mode.  The
best way though is to toast the feds when they have no power because of
switching to reverse and they are stuck at a real low speed.  The only way
the feds can effectively retrograde are when you start out the scenario 
with them already at a good retrograde speed otherwise the feds die.
__
SRD
From: 91vanderkolk@gw.wmich.edu
Newsgroups: rec.games.board
Subject: BTECH: Clan Vehicles
Date: 16 Oct 92 13:58:18 EST
Organization: Western Michigan University

Clan Vehicles? Ha Ha? I think you missed the point. The vehicles we use
are combat vehicles. For example: A 50 ton hover craft with an Ultra AC/20,
with Medium Pulse lasers, maybe a ER medium Laser, all with a targeting
computer? Or what about the SRM carrier in the vehicle book upgraded. Would
you like to face 10 Streak-SRM6s? Or what about the demolisher 2 Ultra AC/20s?
Clan tech can make vehicles simple cheap mech killers. If I find some of the
designs we have used I'll post them. Ideas?



John
From: bonar@math.rutgers.edu (Doug Bonar)
Newsgroups: rec.games.board
Subject: Re: Pbem games, EIA (was: EIA Naval Rules)
Date: 9 Oct 92 13:13:25 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

Just wanted to step briefly back into this discussion.

When I mentioned a server for EIA, I wasn't so much thinking of 
something to resolve the moves, but of something to log moves,
make them avalible to the players, Keep track of any globally
visable variables (like status, and maybe economics), and perhaps
automatically handle econ adjustment happening.

One advantage for that would be that a general could have a tactic
order sent in.  Then, if he got into combat, he would automatically
draw that chit.  (Of course, you could change it anytime).  That
would help speed up a little of the email game and would help
handle the verification problem of email.

Finally, map.  I have seen gif(or bitmaped, maybe even dvi, I don't 
really know) mapboards for (varient) diplomacy avalible from the
Judge server.  That is what I was thinking of, a board file that
could be ftp'ed and printed.

Doug