============ OGREverse list, Jan 2nd (Last: Dec 29th) ============= ===== Cost of the superheavy From: "Garth L. Getgen" ------------------------------ From: "Garth L. Getgen" Subject: Cost of the superheavy Thomas, Actually, it was I that suggested changing the CRT for Supers ... SJ posted some sort of modification to it. With my idea, all you'd need is a marker (counter) to place on the Super showing that one gun is out. Otherwise, you flip it over for disabled and remove it for a kill per normal rules. You don't need a Records Sheet for each Super ala Ogres. Henry, Took a peek at the Jump Infantry (wouldn't BOUNCE Infantry be a better name?? JUMP implies paratroopers, no?) and at first glance they are ..... interesting. Don't see why they shouldn't work, tho. Could be sorta fun. Garth L. Getgen ----- [I've been thinking that the OGRE Minis version of Jump Infantry would actually jump. At any point in their movement phase, they could declare a jump, expend one full inch of move and jump upto three inches away. Any unit within range of the target point. (Unless it was an overrun) could then engage in ack-ack fire against the jumping squad. I'm debating whether Jumps into overruns should drain all further movment for that phase. (Just getting organized after that feat should take a minute or so.) Note that Jump Infantry are specialized for defense. (The attacking GEVs suddenly notice that there is a hostile line BEHIND them.) For attacks, take this unit: Hoverized Militia Battalion. 36 squads of Militia in 12 armored Hovertrucks for 24 points. Try advanced Raid with four GEVs replaced with this unit. (Hint: Drop a few platoons around each reinforcement hex...) -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.