============ OGREverse list, Dec 16th (Last: Dec 11th) ============= ===== OGRE Mini's From: Preston Gustine ===== Sacrificing Lives From: "William Spencer" ------------------------------ From: Preston Gustine Subject: OGRE Mini's Just so I can say to all the folks looking for OGRE mini's, they are out there. In the course of 5 weeks I've managed to get my hands on 3 Mark V's, 3 Mark III's, 4 Fencers, and several dozen other vehicles/inf. And no I didn't cost a fortune to do. My advice, keep your eyes peeled and scrounge like it is the Factory States area. ------------------------------ From: "William Spencer" Subject: Sacrificing Lives Reading the last couple of posts, including: [A armor unit is not expected to survive long enough to require additional ammo... -HJC] and the hilarious idea of hiding infantry in Ogre gun barrels... *laughing* My, my, morale in the future must be pretty low. Soldiers in war have never thought that high-command really cared about their lives - now they know that for sure (heck, high-command is an AI computer...). One wonders how they keep the troops in line. Explosive collars under the officer's control? Nah, too obvious. Maybe remote overrides of their vehicles and post-hypnotic commands like in The Forever War. The only fanatical troops would be special ops units. I remember in Chinese history a major revolt that started when a group of draftees got stuck in the rain. (quotes from Larry Gonick's Cartoon History of the Universe): "What's the penalty for being late?" "Death." "What's the penalty for rebellion?" "Death." "Guess what, we're late." A lot of the collapse of the end of the Last War probably occurred when those unit commanders realized that the home country had no control over them - they were free! No wonder they set up little kingdoms instead of going home...a bunch of 'em didn't want to. (Of course, the troops might have wanted to home, but if the officers didn't, they could use those post-hypnotic commands...) Maybe a genetic scan-lock on the transport back home; the commander has to be alive and present to start the engines... Scenario: Randomly select units in a normal scenario. A certain length into the game, they'll revolt, trying to escape off the board. The enemy may or may not help them, and their former allies may or may not interfere. "Heavy tank THX-1138! Where are you going?!" *BLAM!* "Does that answer your question?" ----- [Speaking of wasting perfectly useless lives, I think I've got an answer to the puzzle of putting militia hood ornaments on top of every tank, just because they're so cost effective. Make the atomic unit of militiadom be the platoon! After all, if the MI could carry bigger weapons they would, so the militia must be carrying smaller weapons, requiring more bodies to achive the same weight of firepower. The stats for a militia platoon then become: Attack: 1 Range: 2" Defense: 1 Move: 1" Movement Mode: MIL Size: 1 Points 0.5 VPs per platoon. They get doubled attack and halved defense in overruns as usual. Militia get the same defense bonus from terrain as infantry, but if they get a defensive bonus from their current terrain then D results do not effect them (In the clear a D wipes out the platoon. Note that this is NOT an advantage over armored infantry as a MI platoon (strength 3) would not suffer a D on that roll.) And here's the carrying capacity: Unit carries X MI squads OR Y Milita Platoons Lt Tank 1 0 Hvy Tank 1 0 SuperHvy 2 1 GEV-PC 3 1 HoverTruck 2 1 MBT 1 0 APC 2 1 Truck 1 1 Later I'll work on action figure options, like rubber boats for crossing rivers and such. -HJC] Henry J. Cobb ogre@sjgames.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1998, by Steve Jackson Games.