============ OGRE/GEV list, June 15th (Last: June 12th) ============= ===== Ogre PBEM From: peletier@grolen.com From: sdorr@ix.netcom.com (Scott David Orr) ===== The hills are alive with the pounding of treads. From: garth.getgen@genie.com ------------------------------ From: peletier@grolen.com Subject: Ogre PBEM I have been playing PBEM GEV/Ogre for about 8 months now. At first, a moderator was needed - so it took three to play and delayed the game by weeks. Now, I just use an Internet auto dice roller. My favorite is Dice@pbm.com Right now, I am playing Kill The Howitzer and Advanced Raid. Mike Pelletier, NH peletier@grolen.com ----- From: sdorr@ix.netcom.com (Scott David Orr) Subject: Ogre PBEM >From: "Clinton D. Coates" >Has anyone tried playing an unmoderated version of PBEM OGRE? I know it >would be a bit clunkier and involve more trust than the refereed version, >but it would also be better for the *non* ref ;-) Yes, I've done it, and it's reasonably easy. You just let each person make his own rolls (the easiest way) or you use a dice server on the Internet. The only real complication is overrun combat--in cases where the defender has to allocate fire, you may have to get orders from the other player mid-turn. Scott Orr ------------------------------ From: garth.getgen@genie.com Subject: The hills are alive with the pounding of treads. RE: Hilly terrain ... I was working on some ideas for "elevation contors" for Ogre and thought I had sent someof it up. I guess I didn't, checking back thru my archive file. >From memory here: taking into account each hex is 1500 meters and attempting to keep things as simple as possible for ease of play, I choose to use 10 meter contors (or was it 15 meters??). There would be a little number in each hex showing it's "AVERAGE" elevation in ten (fifteen?) meter steps. A rise of a single step would block Line-Of-Sight (LOS) for most units, two steps for SUPERHEAVY tanks and four for OGRES. A rise of 10 steps from one hex to the next would cost most units two movement points, 15 steps for OGRE class movement. A rise of 20 steps costs an entire turn's movement factor to climb, 25 steps for OGRES. A rise of 25 steps (30 for OGRES) is unclimbably steep. Infantry don't slow down until the rise is 25 steps (which costs its entire movement factor) but can climb up any grade. Comments??? Garth L. Getgen ------------------------------ Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.