============ OGREverse list, Aug 20th (Last: Aug 13th) ============= ===== Original Ogre Scenario With Minis Rules From: "Andrew Walters" ===== Iron Grunts From: "Todd A. Zircher" ------------------------------ From: "Andrew Walters" Subject: Original Ogre Scenario With Minis Rules I am considering doing a game of Ogre Minis at ConQuest over Labor Day this year. To make the game quick and involve multiple players, I was thinking of using a large hex map to save all the time involved in measuring. This takes it back to original Ogre, except that the ramming rules are replaced by the overrun rules, and stacking becomes a question. In considering this, I wanted to appeal to a broad base of experience on these questions: 1) Does swapping Ogres Ramming rules for Ogre Minis Overrun rules benefit the Ogre or the Defense, assuming hex-based play on the original Ogre map? 2) Original Ogre allowed only one armor unit or three squads per hex, of course, whereas Ogre Minis allows a couple of different kinds of stacking. On a hex map stacking/spillover would probably be best handled by the GEV rules, I suppose. How would the GEV Stacking rules affect the balance of the Basic Scenario? Or does stacking benefit the Defense too much? 3) If you pit *two* Basic Scenario defenses (12 armor, 20 squads) against a pair of Mark IIIs work? Will that give me a valid four player scenario or am I overlooking a way one side or the other could take a great advantage? If you were playing the Ogres, would you run them side by side or seperately? 4) Ogre Minis includes all the new units from GEV/Shockwave, etc. I can't see how they would affect play balance. Ogre Minis does have a Kill The CP scenario which is not materially different from the Basic and Advanced Scenarios in Ogre, so I guess the new units don't make a difference. Tough to get models for all of them. Any thoughts on the newer units in the context of the original scenarios? I would be very interested in any thoughts on these issues, and promise to tell what comes of it. Thanks in advance, Andrew Walters andreww@farallon.com ----- [Always stack OGREs, unless you're facing a lot of Cruise Missiles. (The shockwaves in OM are a lot nastier to OGREs and other heavy armor than the ones from Shockwave.) -HJC] ------------------------------ From: "Todd A. Zircher" Subject: Iron Grunts > William Spencer asked: > > How big are the powered suits anyway? Spacesuit size? Mecha powersuit > size? That would influence what they can carry (are we mounting a light > vulcan gun and a single-shot missile launcher, or a rapid-fire > autocannon?) Looking over the contour line rules in the magazine edition, 2 meters seems about right. The opening blurb says that they use nuclear projectiles and electronic warfare devices. This would imply that BPC armor allows them to survive the environment, but not necessarily a direct hit. The heavy weapon counter is described at rapid-fire missile cannon similar to the infantry hand weapons. All units can fire without a LOS and painting the target with a laser will increase the odds of a target getting hit. So, it sounds like they are firing bursts of self-propelled smart rounds. (That just happen to use micro-ton warheads...) This implies a fairly large bore weapon with a serious ammo supply. Imagine an automatic 40mm grenade launcher connected to a back mounted ammo drum and you're probably on the money. Light units might have a clip or drum feed version with a lower rate of fire. TAZ ----- [My view of MI parallels modern infantry. The equivalent of riflemen each carrying an automatic rifle with a scattering of anti-tank weapons with far fewer "shots", but ask Steve for the details. -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1998, by Steve Jackson Games.