=============== OGRE/GEV list, July 6th (Last: July 5th) =============== ===== Advanced GEV Rules, part two of three. From: garth.getgen@genie.com ------------------------------ Subject: Advanced GEV Rules, part two of three. From: garth.getgen@genie.com 4.00 IDEAS FROM "THE OGRE BOOK" AND SOME OF MY OWN. 4.01 GENERAL. Just in case you've never seen the Ogre book, here are two very good ideas I've found buried within. Also note that you don't have to come up with new counters if, like me, you find two of the units introduced in Shockwave to be a useless waste of good cardboard. Some of the other ideas listed below came from other sources, such as the Space Gamer magazine. Some of my ideas may still be in the growth stage. 4.02 Heavy Weapon Infantry (HWI). Use the Marine counters for these. They move and fight just like regular infantry, and can stack with them, too. The cost, however, is double regular infantry. As a one-time-good- deal, HWI may fire as if they were a Missile Tank. When they do so, they may not fire as regular infantry that turn. The heavy weapon may not be fired from in a CP or building, nor from on a vehicle. Once the heavy weapon has been fired, replace the squad with a regular infantry squad. Note that if a 3/1 HWI fires one heavy weapon, it the becomes a 2/1 HWI stacked with a 1/1 regular infantry. If such a stack is fired on and a "D" result is received; roll a die: 1 or 2 is regular infantry KIA, 3, 4, 5, or 6 is HWI dead (and, of course, 1 HWI + 2 INF: 1-4 is INF gone, 5-6 is HWI piffed). During overrun attacks HWI may only use regular weapons if attacking, and may only use their heavy weapons AFTER the first round if defending. The heavy weapon is NOT doubled in overruns. Note that standard weapons have the same chance to kill Cruise Missiles, therefore do not waste a heavy weapon shot on them. Additionally, if using my reaction fire rules, HWI may only react with regular weapons. (As per scenario, they could be rearmed by returning to a CP or strongpoint, or by supply truck -- but would now cost THREE times regular infantry for the scenario.) 4.03 Heavy Missile Tanks (HMT). If you don't like the idea of Cruise Missiles nuking everything, use the Crawler counters for these. HMTs cost the same as a standard Missile Tank, with movement of 2 and defense of 2. During overrun attacks, they have attack strength of 1. HMTs have two Ogre- type missiles (strength 6 / range 5) on a missile rack that may fire one missile per turn. If the HMT is hit with "X", the whole thing is dead -- you don't kill just the rack. As per scenario, they could be rearmed during the game (like HWI) at a cost of 2 points per missile. HMTs may not reaction fire or overrun with missiles. An alternate HMT would have a 1/2 gun as well as its missiles with an increase of 3 points cost. 4.04 REPRICING THE GEV-PC. After much analysis, I have found that the GEV-PC is priced way too cheap. It simply is not as weak as a LGEV or a LT and is worth more then them. While an argument could be made that ability to carry infantry outweighs weak attack factor, I don't think is quite worth a full armor unit. I have modified the price up to be 2/3 armor unit and 4 victory points. 4.05 MISSILE GEV (M-GEV). The M-GEV is a hybrid found in Space Gamer #74 consisting of a GEV-PC chassis carrying a Missile tank's weapons. That is, a 3/4 weapon on a D2, M3-2 body. It moves as per a GEV, costs 1.5 armor units (2 M-GEVs per 3 armor points) and is worth 9 victory points. 4.06 LIGHT HOWITZER (LHWZ). The LHWZ is a portable (but non-self- propelled) small version of a Howitzer. It has defense of 1, attack 4, range of 6, and no movement of its own. It may be towed by a Tank (Light or Heavy), Truck, HV-TRK, or GEV-PC. It costs one armor unit and is worth 6 victory points. To be hooked up for towing, the LHWZ and its mount must start together in the same hex on the first movement phase. LHWZ's may not fire on the turn they are moved. GEV-PC's and HV-TRK's do not get the second movement phase if they are towing a LHWZ. 4.07 OBSERVATION POSTS (OP). The Command Post counters take on a new meaning with the optional LOS rules. Where as combat units can only direct fire by combining fire with the other units; OPs can direct fire to several targets. Of course, they still do not have an attack factor of their own (except strength 1 during overruns). OP-Alpha (D3 M0) can direct fire four times per turn, OP-Beta (D2 M1) three times, and OP-Gamma (D1 M2) twice. An OP-Alpha has sighting range of 8, OP-Beta has range 6, and OP-Gamma range 4. 4.08 AVIATION UNITS. The fighter aircraft in the Ogre Book are down right silly, but gave me the idea for helicopters. I'm still working on the mechanics of them, but I will have at least four types: a CH-47 type lift helo which will carry a LT, LGEV, HV-TRK, LHWZ, or six squads of infantry; a UH-60 type air assault helo which will carry three squads of infantry; a AH- 64 type ground attack helo (or maybe a MI-24 which is a combination of UH-60 and AH-64 abilities); and a Vstol-helo hybrid for air superiority cover. Helicopters will have four modes: Disabled, Landed, Nap-Of-Earth (NOE) flight, and Low Altitude flight. Disabled and landed both mean the unit is on the ground, landed means it wanted to be there. Disabled units must land where they are and check for terrain disablement by die roll same as GEV (which will kill it). NOE flight means just below tree-top level (slower but harder to hit), and Low Altitude is above tree-top level (full speed but more vulnerable). NOE flight is 10 meters or less, treat same as GEV for movement (but no stops at streams, and no road bonus) and combat (double defense in town). Two more modes are Dead (KIA) and High Altitude, both of which remove the unit from the map. A helicopter may go to High Altitude from Low Altitude, but leave the game when they do so (and risk getting shot down by the fast-movers up there). Aircraft are unique in the game because they move on every movement phase, both phasing and non-phasing turns. The order of movement is phasing ground units, non-phasing aircraft, phasing aircraft, combat, phasing GEVs, non-phasing aircraft, phasing aircraft. Thus, aircraft would not stop in mid-air, nor be slower than GEVs. Reaction fire is only received on the first phasing movement phase, not the second nor either non-phasing movement. Additional ideas include C-130 (carrying two armor units or 12 infantry) and C-17 (carrying four armor units/24 infantry) type combat cargo aircraft, and A-10 and/or F-117 type fixed-wing fighters. Fixed-wing aircraft have a minimum speed rating, as they cannot hover like a helicopter (which don't have to move if they don't want to). And there could be an OH-58 aerial observation helo similar in mission to the ground based OPs for LOS. Of course, this whole section is still an idea that I haven't given much time or effort to, yet. I've got to work out exact movement costs, attack and defense factors, and Victory Points. I'm also not sure how this will affect stacking limits or overrun (overflight?) combat. 4.09 ANTI-AIR ARTILLERY (AA UNITS). If you have air units, you need something to kill them with. There are three AA units: AA, M-AA, and L-AA equating in size and strength to HWZ, MHWZ, and LHWZ, respectfully. AA units fire at ground targets at half strength. AA units, missile tanks, missile GEVs, Ogre missiles, and infantry (including HWI) fire at air units at full strength. Howitzers fire at air units (not landed) at half strength. Other units may not fire at air units unless they have landed (thus counted as ground targets). Alternate idea: HWZ, MHWZ, and LHWZ all double as AA units, and all other armor units fire at air units with half strength. 4.10 LONG-RANGED SUPPRESSION FIRE. Although MAYFAIR GAMES may think I stole this idea from HAMMER'S SLAMMERS, I honestly thought of it before I ever saw and bought that game. During regular combat, a unit (including Ogres but not Lasers or Cruise Missiles) may fire up to double its normal range into a hex for spillover effect (half strength for disable only) on all units in that hex. This is in place of, not in addition to, regular fire. Units may combine strength in a suppression fire attack only if all units involved fire for suppression. Suppression fire may be used in succession as a multiple attack in conjunction with normal attacks. A unit may fire suppression fire at a hex in normal range. Suppression fire may not be used as reaction fire. Suppression fire does not check for LOS, the targets do not get defense bonus. Suppression fire affects towns and forest as per GEV rules 8.03 and 8.06. Note that trying to suppress an Ogre in useless. 4.11 NEW TERRAIN. Here are some new terrain ideas for homemade maps. The colors/symbols will have to be at you own discretion. Some of these ideas still need worked on. 4.111 MARSHES. A marsh is a swamp without trees, therefore GEVs and infantry treat as clear, all others as swamp. Marsh does not block LOS. 4.112 ICE AND SNOW. For those battle is the Great White North, you will need ice and snow. Snow is the same as clear. Deep snow costs two movement points to enter by any type unit. Ice fields are clear for GEVs and infantry, two point to enter by all others (their tracks don't have traction). Ice packs on a river or lake will not hold an Ogre, and by scenario may or may not hold other tracked/wheeled units. None of these block LOS. 4.113 DESERT AREA. Deserts have sand, lots of it. Normal sand is same as clear. Deep or drifting sand costs two movement points for vehicles to enter, Ogres and heavy/super heavy tanks risk getting stuck. LOS is blocked by drifting sand, but not by deep or normal sand. (Note: I had this here long before the Iraq thing.) 4.114 ELEVATION CONTOURS. "Take the high ground!" has been the battle call for thousands of years. The hexes can be shaded or otherwise marked in 20 meter intervals or steps. Forests, swamps, and villages are 10 meters, or a half step, tall. Towns (4 to 10 hexes connected) are 30 meters (1-1/2 step); and cities (11+ hexes) are 50 meters or 2-1/2 steps tall. Lasers and Reactors are 30 meters tall, Laser Towers reach 70 meters high, Strong Points stand 50 meters, and Admin buildings are 20 meters. If the ground elevation of both the firing unit and the target is equal or higher then the intervening terrain, the LOS is not blocked. If both are less than intervening terrain, the LOS is blocked. ~~~If one is lower and the other is equal or higher is a problem I have to work on. I want it to be both reasonable simple and realistic -- unfortunately, most games only do one or the other and I haven't found a system I'm happy enough with to beg, borrow or steal.~~~ If a unit is at least three steps higher, its range is increased by one. Infantry may claim to be on top of buildings in town hexes at one movement point to get up and one to get down, but only get double (not triple) defense. Note that Ogres are 30 meters tall (at the top of the mast) and would now have to check for LOS (but still can not combine fire with conventional units). Units firing on Ogres would also check LOS, the main body is 15 meters tall and the treads are less than 10 meters. 4.115 SMOKE ROUNDS. Another way to attempt to hide from enemy fire is to create your own terrain. The easiest way to do this is to used "smoke", which is actually a "chemical chaff" far different from the normal smoke that fires make. (Note: When cities/towns are turned to rubble, the fires produce mass quantities of real smoke -- but the combat sensors can "see" right thru it.) There are two ways to deploy smoke rounds: either by releasing it from a moving vehicle or by firing it at range from a Howitzer. Smoke rounds cost 1/5 of a point each, and are represented by a counter (not supplied). Each vehicle may carry two such smoke rounds, three on a superheavy tank, an infantry squad (including marines and heavy weapon units) may have one each, Howitzers (all types) may have up to ten rounds each, and Ogres (all models) five each. Now I have to come up with rules for deploying the smoke. And the effects of it on LOS. 4.12 OGRE SELF-DESTRUCT. Ogre came out long before Shockwave, but the Ogre self-destruct rule (see Ogre rule 8.05) was never updated to reflect the stacking allowed in GEV and other factors. As it stands now, an Ogre's self-destruct is more powerful than a cruise missile. I propose that if an Ogre declares self-destruction, use the Cruise Missile Explosion Effect Chart (see Shockwave rule 4.04) and shift the results column one to the right. For example; a GEV, a Howitzer and a Heavy Tank at two hexes for an self-destructing Ogre would receive results 4-1, 2-1 and 1-1 respectively. Exception, if the Ogre's last act before self-destruction was ramming or being rammed, then that other unit is destroyed along with the Ogre. 4.13 NEW TYPES OF OGRES. Here's a couple fellows you wouldn't want to run into in a dark ally. Of course, they wouldn't fit in a dark ally. Size and point values (armor unit equivalent) based on the formula found in Space Gamer #81 [((Size + Weapons) * Movement * Treads * Stealth) / 4]. Ogre Launched Cruise Missiles (OLCM) are standard Shockwave cruise missiles fired from a single internal launch tube, firing a maximum of once per turn. Only the OLCM in launch position can be targeted. It has a defense factor of 6 (only the nose of the missile is exposed), and if hit with an X result (D = NE) it is ejected harmlessly from the tube during the Ogre's next normal combat phase (counting against the firing rate). The next OLCM then moves into the tube for launch position and can be launched on the following turn. The launch tube and any remaining OLCMs are not destroyed unless the Ogre itself is destroyed. Ogres with OLCMs remaining on board can self-destruct by detonating the OLCM in their own hex with no chance of interception. OLCMs figure into the Ogre formula as weapons of size 4 (25% bigger than Main Battery) and cost 24 (three times Main Battery). 4.131 OGRE MARK VII. 4 Main Batteries, 6 Secondaries, 4 Missile Racks, 24 Internal Missiles, 12 AP-guns, 75 Treads Units (Speed 3). Size 50, Point Value 45. 4.132 TITAN. 4 Main Batteries, 4 Secondaries, 4 Missile Racks, 24 Internal Missiles, 4 External Missiles, 12 AP-guns, 75 Treads Units (Speed 3). Size 50, Point Value 44. 4.133 THE "FAT MAN". 4 Main Batteries, 6 Secondaries, 12 AP-guns, 5 OLCMs, 75 Tread Units (Speed 3). Size 50, Point Value 69. Based on the Mark VII chassis. 4.134 THE "LITTLE BOY". 2 Main Batteries, 4 Secondaries, 8 AP-guns, 3 OLCMs, 60 Tread Units (Speed 3). Size 30, Point Value 40. Based on the Mark V chassis. 5.00 NEW SCENARIOS Garth L. Getgen SSgt USAF ------------------------------ Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1996, by Steve Jackson Games.