============ OGRE/GEV list, July 22nd (Last: July 19th) ============= ===== Superheavy damage From: Steve Jackson ===== Fencer scenario From: Steve Jackson ------------------------------ From: Steve Jackson Subject: Superheavy damage I know that a few years ago, a proposed rules change was generated to make the Superheavy more powerful (and maybe more interesting), so it was truly worth 2 armor units - at least in appropriate situations. Darned if I can find it. Anybody remember seeing it? Meantime, here are two alternative ideas. Comments? I want to do *something* to beef up the Superheavies a bit, because I really hate it when units don't get used, and besides, the SHVY is neat... Superheavy Rules Change Proposals Option 1: Defense of 5. No other changes. SHVY is still disabled or killed as a unit. Advantage: Real simple. Disadvantages: Adds no interest, other than making the SHVY sail through a lot of shots; and do I really believe that anything has D5? Option 2: Partial Damage. Advantage: Neat ramifications. Disadvantage: you now need a record sheet for every SHVY. XX still blows it to bits. But on any X result against a SHVY, roll one die: 1, 2 - A single gun is lost. 3, 4 - Mobility kill; SHVY can no longer move. Guns unaffected. 5, 6 - Destroyed, per normal X result. SHVY record sheet Guns 0 0 Treads 6" 0 0 0 0 5" 0 0 0 0 4" 0 0 0 0 3" 0 0 0 0 2" 0 0 0 0 1" 0 0 0 0 Tread units are marked off only if the SHVY rams a building or Size 5+ unit, or if it is rammed by a Size 5+ unit. A mobility kill simply immobilizes the SHVY. Steve Jackson - yes, of SJ Games - yes, we won the Secret Service case Learn Web or die - http://www.sjgames.com/ - dinosaurs, Lego, Kahlua! The heck with PGP keys; finger for Geek Code. Fnord. ----- [First option: It's armor is thicker than an Ogre's? Second option: I hope that any X at least D's the sucker. -HJC] ------------------------------ From: Steve Jackson Subject: Fencer scenario This was created years ago for inclusion with a Geo-Hex OGRE map package that, sadly, never came out. I'd forgotten about it. Found it while looking for something else... While I *assume* it was playtested sufficiently, I don't remember any details, and it seems prudent to offer it to the list before posting it on the web site. So: comments? ************ FENCER ATTACK An Ogre scenario by Steve Jackson Copyright <189> 1993 by Steve Jackson Games. All rights reserved. This scenario is played on the original Ogre map. It's a variation of the classic ``Advanced'' (Mark V) scenario. Attacking Force: A single Paneuropean Fencer, escorted by four GEVs, entering from the bottom of the map after the defense sets up, and moving first. Defending Force: Exactly as per the Ogre advanced scenario: 20 armor units, 30 infantry, set up as described in the Ogre rules. However, the defender gets two targets to protect: one CP, one jamscreen. Either can be completely destroyed either by ramming or by one shot from any of the Fencer's weapons, including its AP. The defender should place one in each top corner of the map. Special Rules: The GEVs can destroy the CP or jamscreen by weapon fire but not by ramming them; they're not that flimsy. Victory Conditions: These are based wholly on the survival (or escape) of the Fencer, and the destruction (or survival) of the two objectives. Fencer destroys both objectives and escapes: Unbelievable victory. Fencer destroys both objectives and is destroyed: Victory. Fencer destroys one objective and escapes: Marginal victory. Fencer destroys one objective and is destroyed: Marginal defeat. Fencer destroys no objectives but escapes: Ignominious retreat. Fencer destroys no objectives and is destroyed: Total humiliation. For tournament play, a match should consist of two games, so that each player attacks once and defends once. The winner is the player who scores better as the attacker. As a tiebreaker, keep track of damage to the Fencers and armor units, to determine who did marginally better in a close match. Adjusting Game Balance: The most interesting way to adjust the balance is to vary the number of escorting GEVs on the attacking side. A more subtle change is to allow the defender to use Mobile Howitzers and Light Tanks as well as the original Ogre armor units; this gives the defense more flexibility. Light GEVs are not recommended for the defense unless the attacker gets them too; if the defender can use a ``Fuzzy Wuzzy'' strategy, with a dozen or more LGEVs, the Fencer will run out of missiles before it swats all the gnats! Strategy Notes: The Fencer is not a melee fighter; it's a long-distance sniper. If the defenders can mob it, its missile racks will soon be gone. The escorting GEVs can be valuable out of proportion to their firepower, either as a screen or as a separate maneuver element to provide a distraction and keep the defender from concentrating his forces. The defender, in turn, should try to concentrate his units and surround the invading cybertank, while keeping enough reserves to protect against an end run by the GEVs. Good use of the slow, short-range infantry can make the difference in this game. Unlike the Mark III and Mark V scenarios, this game rarely comes down to the wire, with a crippled cybertank straining to move that one last hex to its goal. Either the Fencer is crippled long before it threatens its second objective, or it waltzes all over the defenders. Playtesters: Marlin Stout, Stephen Zeigler. Steve Jackson - yes, of SJ Games - yes, we won the Secret Service case Learn Web or die - http://www.sjgames.com/ - dinosaurs, Lego, Kahlua! The heck with PGP keys; finger for Geek Code. Fnord. ----- [First guess is GEVs operating behind the scattered squads of infantry screen, but I'll have to try it out. (2-1s vs 3-1s isn't that big of a difference, so the Heavy Tanks aren't very well armored here, especially when you consider the twin secondaries) Light Tanks are de regular here, if you can get them. (In OGRE, can infantry "overrun" an Ogre without penalty? That's the way it works out in the old computer game...) -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.