============ OGRE/GEV list, Oct 4th (Last: Oct 3rd) ============= ===== Ogre Minis is Available From: Steve Jackson ===== Macho CPs From: VIPER394@aol.com ===== Militia Questions From: Scott Carter ===== Laser Cruiser From: hcobb@io.com ------------------------------ From: Steve Jackson Subject: Ogre Minis is Available Andrew Walters asked about availablility of the Ogre Miniatures rules. Still in print. Ask your retailer, or hit the catalog on our website. 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. ------------------------------ From: VIPER394@aol.com Subject: Macho CPs i have seen lots of questrions about CPs lately which got me to wonder if they're so im portant and so easy to take out why not strip 2 or 4 missiles and 4 Ap gung from a mark V and use that as youre CP? what would the point cost diferance between that and a normal mark V?? ----- [Wouldn't the nukes tend to scrape the antennae off and cause a mission kill? I hear that an interesting CP variation is due in Killing Zone. -HJC] ------------------------------ From: Scott Carter Subject: Militia Questions Another twist on the militia for a really nasty "ceasefire collapse is to split the map in three instead of two and fill the cities w/ 1 truck, mbt or light howitzer (random) and the rest militia to the max limit. They can either be neutral or controlled by a third. Either way it makes things alot harder. Roy "Kube" Kubicek ------------------------------ From: hcobb@io.com Subject: Laser Cruiser Another new unit to chew over. (With Missile Subs! ;-) Remember that 2" == One Hex. Laser Cruiser One Laser Turrent (2/60") Two Missle batteries (3/8") Thirty Struture Points: (Just like a building) Move 6": OOOOO Move 5": OOOOO Move 4": OOOOO Move 3": OOOOO Move 2": OOOOO Move 1": OOOOO Sunk Special damage rule: at the end of any combat phase that this unit takes damage roll two dice, if the total is equal to or greater than the number of SP's lost then there is no further effect. Otherwise the entire cruiser is disabled (just like a big armor unit) or destroyed (if already disabled or in an overrun) and if one of the dice was a "one" it loses one of it's missile batteries. (If both dice are ones or if it's already lost both batteries it loses the laser turrent instead, if it still has it.) Two squads of infantry can be carried on top (usually Marines) and the missile batteries can attack underwater targets at half strength, but this is mostly a specialized "anti-air" craft. I'm leaning towards a pricetag of around 50-60 points for this one, but I'll have to see it in combat. Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.