============ OGRE/GEV list, November 9th (Last: November 6th) ============= ===== What happens in an ineffectual overrun? From: peletier@grolen.com ===== CAPBeM for OGRE? From: Kai Larson ===== Buy the Book. From: sj@io.com (Steve Jackson) ===== Vehicle design From: Forrest Aguirre ===== RAID PBEM Game ends, Combine victory From: peletier@grolen.com ------------------------------ From: peletier@grolen.com Subject: What happens in an ineffectual overrun? What happens when a Light Tank overruns a disabled Alpha Command post in a city? do they just shoot at each other forever with 1-3 odds? ie NE ----- [I'd invoke the "weaponless Ogre" rule, but I think there's enough silliness in the rules already. Why not simply limit each movement phase to four rounds of overrun combat? If you run out of overrun "time", you stop moving. -HJC] ------------------------------ From: Kai Larson Subject: CAPBeM for OGRE? From: sdorr@IX.NETCOM.COM (Scott David Orr) >>For those interested in PBEM: In addition to Aide De Camp, there is a >>very similar (but somewhat more advanced) program called "ASSIST" which >>does pretty much the same thing as ADC, only it is Windows based and has >>a nicer interface and other features such as hidden counters, etc. > >Who sells this, where, and for how much? >Scott Orr Assist is $30 and is available from Redshift Games http://www.netlink.co.uk/users/redshift/assist.html Assist doesn't have truly hidden counters, but has a nice "dummy counter" routine which allows you to mask a unit's identity but not its location. Both Assist and Aide De Camp are supposed to be coming out with upgrades which will include true hidden movement. Aide De Camp's upgrade will also be to Windows, so you won't have to deal with the DOS interface. Assist is a bit easier to use and has some nice features Aide De Camp doesn't, but there are lots more gamesets available (both commercial and "home-grown" available for Aide De Camp. I use both, but I prefer to create my own gamesets using Assist. Aide De Camp is $80 and is available from HPS Simulations http://www.cris.com/~Sturmer/ Kai Larson kpl@dimensional.com ------------------------------ From: sj@io.com (Steve Jackson) Subject: Buy the Book. Good issue this time. I haven't thanked Henry recently for his dedication in keeping this mailing list going. Thanks, Henry. Henry comments: > > "Incommming!!!" > > The platoon scattered as the missiles came raining down on their >transport, except for Squad-B, who had never really gotten their act >together. -HJC] I like that as well as anything . . . >From: fish >The point was that battlesuited infantry don't have any implied limit on >how fast they are able to hold on to a moving vehicle; only militia have >(as far as I've seen) such a limit. Correct. When they set those hands on LOCK, they stay locked . . . (grim art idea: wrecked GEV-PC with various torn-off gauntlets still locked to the twisted and charred frame) Militia, on the other hand, are holding on with their own pink little fingers, and have no fancy suits with gyroscopic balance, and just might fall off. >From: fish >Subject: OGRE universe speculation > I think that it's >important that Ogres only become self-aware later in the war (2080s IIRC), >so early early Ogres should be played stupid -- or, if not stupid, not >truly brilliant either. But also RELIABLE. When Ogres became self-aware, they started re-evaluating their input. Long before the first one said "No, I won't do that" to a superior officer, they got a bit flaky . . . >> This particular engineering team is responsible for the development of >> the OGRE Mk. III. > >Those are PanEuropean engineers? Um... The North American Combine >developed the first Ogres -- Marks I through VI, including the III-B. The >PanEuropeans STOLE Marks III and V (And, one would assume, I and II) from >the British when they captured the Sheffield factory. Just III and V, in the official history. It wasn't worth tooling up Sheffield for the others. Mk I was transportable from North America if needed; Mk II in my current visualization was not all that practical a unit and did not remain in production for long after the Mark III was proved out. >From: fish >Subject: More questions! (BWAHAHAHAHAHAHAHAHAHAHA) > >Serious rules questions which I'd like answered: > >1) Can MSL tanks attack underwater units? If they do indeed fire the same >missiles as Howitzers, they should be able to, at half strength as normal. No, and it's not the same missile in MY book. >2) Under Friendly Fire Isn't, pg. 33: is the 6" range necessary to >determine whether or not a unit is hit by friendly spillover measured from >the firing unit to the target unit or the firing unit to the friendly unit >suffering from spillover? Firing unit to friendly. >3) Also under Friendly Fire Isn't: If two units, one at 4" and one at 7" >(see my question above) combine fire, would you use the spillover diagram >for the combined power of the attacks, or just the power of the fire >coming from 7" away? Would only the Attack value of the 7" firer affect >spillover results? Good question. Richard, take note for revised edition...The friendly is not affected by spillover, because the firing friendly within 4" is doing the sighting for the combined fire. > >4) Does it strike anyone as odd that an APC can carry two full squads of >battlesuited infantry? Considering they're supposed to be Bradleys (some >of them anyway), I find it difficult to believe that an M2 or M3 can haul >around twelve or more battlesuits... Doesn't bother me, but then, I wrote it. >5) What _is_ that thing sitting next to the Command Post in the picture on >page 21? It also appears on page 17. Is it a Mobile Howitzer? Paneuro light tank. >6) Under Spillover Fire, page 33: "A HVY attacks at 3..." Hmmm, no. HVY >attack at 4. Ik. Typo, typo. Should say "A MSL attacks at 3..." Richard, do you have control of the online errata now? If so, please fix. If not, tell me. >7) Was anyone else taken aback by the fact that in the picture on page 47 >there are Combine and PanEuropean ogres standing quite peacefully right >next to one another? Hey, they're about to do a wargame exercise, and paint is cheap. :-) >8) (Not a question, but a comment) For the Free For All scenario on the >webpage, it should be noted for the unit descriptions that HVY are _not_ >affected by forests or streams. Good point. Will be fixed on the Web and in source files. >From: David Graham >Subject: OGRE PBeM rules? > >Does anyone know where I can get ogre rules for playing games over e-mail. If somebody has a good set of PBEM rules, we should put them on the web. Steve Jackson - yes, of SJ Games - yes, we won the Secret Service case Learn Web or die - http://www.io.com/sjgames/ - dinosaurs, Lego, Kahlua! The heck with PGP keys; finger for Geek Code. Fnord. ----- [Uh, Steve? In your book, Ogre Minis, page 15: "The missiles it fires are essentially identical to those launched by the Missile Tank..." -HJC] ------------------------------ From: Forrest Aguirre Subject: Vehicle design I thought up this design as a response to varied threats involving "hordes of militia and hovertrucks" or something to that effect: Anti-personell GEV [APGEV] AP attack: 4x1 Range: 2" Defense: 2 Move: 8"/6" Movement mode: GEV Size: 2 Points: 6 This GEV mounts four anti-personell weapons identical to those found on Superheavys. It was used in a limited role by Combine and PanEuropean forces in a riot-suppresion role. Nihon and Chinese APGEVs saw much more action in a true combat role. They were used extensively in the Sahara Combat Zone, where armored units were vastly outnumbered by infantry. Although ineffective against other armored units, it is ideal for engagements involving large bodies of batlesuited infantry or militia. Any comments? ----- [An ordinary LGEV is immune to non-missile infantry attacks and this unit cannot take it's points in infantry in town. -HJC] ------------------------------ From: peletier@grolen.com Subject: RAID PBEM Game ends, Combine victory The Combine (sanddllr@erols.com) scored a more than Decisive Victory over the PanEurpeans (robertp@cybercom.net) in a game of basic RAID. The game started on 14 October and ended 9 November. The PanE set up a balanced defense with 4 GEV's as their armor. However, the Combine threw all 10 GEVs onto the Eastern sector. Due to bad ammunition on the PanE defenders part, only one Combine GEV was stopped. The PanE then were unable to contain the Combine to the SouthEastern sector as two Combine GEV's headed west along the southern boarder and tied up half the entire PanE defending units. The game stopped when more than a decisive victory was well obtained by the Combine. Sanddllr has 5 PBEM wins and one loss, robertp has two losses. This guy Sanddllr knows his stuff. Anyone want to take him on, let me know - there is a map open now. peletier@busstop.com or mjpelle2@amp.com ----- [Foolishness to try and stop GEVs with GEVs. Use Lt tanks or HWTZers. -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1996, by Steve Jackson Games.