============ OGRE/GEV list, March 26th (Last: March 22nd) ============= ===== Replies From: garth.getgen@genie.com ===== HexMap From: sdorr@ix.netcom.com (Scott David Orr) ------------------------------ From: garth.getgen@genie.com Subject: Replies > From: garth.getgen@genie.com > Not to fuel the fire on the SUPER vs. HEAVY TANK debate too much, ... In talking with someone not in this E-mail group, a possible "fix" idea was born -- add One each Ogre-type MISSLE to the SUPERHEAVY TANK. If that doesn't make it a full 12VP unit, I don't know what will. ~~~~~ > does anyone have the rules to the re-released GEV/OGRE boxed set?? > I want to see want, if any, changes there were in the rules. Thanks. > [The errata is online, follow the OGRE link from my home page. -HJC] No, Henry ... you misunderstood: I >don't< have the new combo-set and I want to see how the rule books from the two older games were combined. I'll double check the errata stuff I downloaded months ago. ~~~~~ > ["But Sarge, shouldn't we duck and cover?" > > "No Private. Feel this underneath us? 30cms of BCP. > The popgun on that LGEV is gonna bounce right off this. > We won't even be scratched." -HJC] The idea being if you have a near-miss (ie, only enough to disable the tank), then you missed by enough that the infantry have a chance. And if you missed by enough to do nothing to the tank, then the Infantry are also out of danger range. The point being is the Infantry probably WILL duck for cover ... but only if the round is close enough to worry about. ~~~~~ > [GEVs DO NOT STOP when they are disabled, > they simply spin around in circles. -HJC] Just where do you get that??? I don't buy it -- spinning around in a circle does nothing to increase the defense and only makes the unit a target by attracting attention to itself. "FIRE!!" "On target, Sir! Good hit!" "Reload! We got a piece of it but it's still moving!!" ~~~~~ > Subject Speed factors I showed this chart to a friend and he suggested "round it off with a fudge factor" to keep it simple: 1 Hex = 22.5 Km/Hr = 15 MPH = 12.5 Knots 2 Hex = 45.0 Km/Hr = 30 MPH = 25.0 Knots etc, etc. Of course, 1 Hex = 2" in minitures scale. ~~~~~ > From: "Devir Livraria Ltda." > I, too, like hidden movement A LOT, but find it tends > to gum up the smooth flow of play. Yes, it can ... which is why, for game balance and playability, I purposed that only Infantry can use Hidden Deployment and only specialized units (SEALS and SNIPERS) can use Hidden Movement. There's no way I want to give this ability to tanks!! > Use "force markers" to represent the approximate position > of units on the table. .... A OGRE/GEV board game would, > of course, use counters. You know, I like this idea. Mind you, I don't play the minitures version but this could be adapted to the board version easily. The two places I can see it being used is (1) reinforcements arriving on the board and (2) when the attacking forces do not start the game on the map (ie, RAID). ~~~~~ All, if you intend on sending me an attached file, please send it to my other E-mail address ... this one can't bring attached files thru the InterNet gate. Thanks. Whoever sent me something a few days ago, please try again to: GARTH.GETGEN@WORLDNET.ATT.NET Garth L. Getgen ----- [And the reason that Heavy tanks suffer fewer "direct hits" than light tanks is that their crews are picked from luckier stock, no? ("Yes private, now this is the tank we should ride on. I just feel it.") When you get that new rulebook, read GEV:6.139 on disabled units moving around. (Man, it's so MUCH easier to make truly obscure references to the pre-minis rulebooks!) -HJC] ------------------------------ From: sdorr@ix.netcom.com (Scott David Orr) Subject: HexMap >From: garth.getgen@genie.com >Scott told me about HexMap 4.5 and said to get it off the Standford FTP >site, and that the latest uploads have the password included (because >the author isn't supporting it anymore) -- however, Standford has closed >their site and the new site doesn't have the files yet. I did find the >program on another 'Web site but it's the release that needs the >password; if Scott can provide that, I'll be happy. The down side is >the program does have a few limitations that makes it hard (but not >impossible) to work with. One thing I noticed is you can't do >crossroads on it, nor creek hexsides. The registration number to use is 000014. Scott Orr ------------------------------ Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.