============ OGREverse list, Jan 28th (Last: Jan 24th) ============= ===== Tactical Nukes From: peletier@grolen.com ===== Raytraced OGREs From: ===== Dramatic Deaths From: "William Spencer" ===== Morale From: "William Spencer" ------------------------------ From: peletier@grolen.com Subject: Tactical Nukes I jumped for joy the day President Bush discontinued the 155mm tactical nuclear round for the Army in 1990. I used to be part of a team in my 155mm M198 towed artillery battery that trained with this round. I was happy due to the fact that our training time was always drained by the tac nuke training which was very boring. I can't say anything about the yield and stuff like that. However I can say that in the event we would have to fire one, our men would be safe and not affected by the blast. In GEV, the units are much closer than we ever trained for in the Army. Overruns in particular are close combat. OK, with that new armor, sure the unit may remain intact, however, the mere blast would tip over even a SuperHeavy Tank like wind blowing a leaf. There must be a non-nuke option for close quarters. Mr. X ------------------------------ From: (SENIOR ANALYST;DSN 278-5097;ACID GGWG5C) Subject: Raytraced OGREs Todd A. Zircher asks, on the multiple lists I'm addressing here: >Anyone got a POV Ray library for OGRE/GEV handy? What a great idea! (And not too impractical, given the small number of unit types.) I'm only on sfconsim-l, so if anybody on the other lists has an affirmative answer to this question, please let me know. If not, sounds like a great project for listmember Winchell Chung. Brian McCue mccueb@quantico.usmc.mil ----- [I got this from the Microgame mailing list, subscribe at: microgame-request@dryland.mandarin.org -HJC] ------------------------------ From: "William Spencer" Subject: Dramatic Deaths We all love the dramatic deaths on Star Wars or various T.V. shows, right? A fighter jet can't just crash...it has to explode in an incandescent ball of flame, sending pieces of fuselage everywhere. So why can't we simulate that in Ogre? Whenever a unit gets destroyed, roll on the table below. Subtract 2 if you got an XX result (in Ogre Miniatures), or were in an overrun combat. This doesn't apply to Ogres, of course. 1) Big Explosion. Blast radius is 2 inches, 1 inch for tiny stuff like trucks and infantry, 3 inches for Superheavies and Howitzers. Anything within the radius suffers a Strength 2 Attack (treat as spillover). 2) Direct Hit. Didn't even see it coming, although you might be able to scream before you go. ("Red Leader, I'm hit, I'm hit! AAARRGH! *BOOM!*) 3) Slow death. Life support systems are cut, and the radiation burst will kill you within a few minutes. However, the commander of the tank does get to have a flashback, or make a dramatic speech. 4) Kamikaze. You saw it coming. The target unit either gets one free attack before it is destroyed, or it may ram or overrun one unit within movement range (a favorite for GEVs). 5) Bailed Out with injuries. You hit the eject button just a little too late. Place a marker within 2 inches of the wrecked vehicle. This is the crew. They may not move or fight, although in overrun they get an attack of 1. They have a defense of 1/2 (one-half), and any damage kills them. If they survive the battle, they are rescued or become P.O.W.s. 6) Bailed Out. Place a squad of Militia* within 2 inches of the wrecked vehicle. This is the crew. If they survive the battle, they are rescued, or become POWs. (*For smaller vehicles, place a half-strength squad). ----- [Silly. -HJC] ------------------------------ From: "William Spencer" Subject: Morale I've been experimenting with yet another couple of rules ideas to make Ogre more complex... Morale: I found a copy of an Avalon-Hill game called "the Arab-Israeli Wars", and got it cheap. The maps were the perfect scale for Ogre, but I had problems translating the scenarios. Usually, the Israeli forces are far outnumbered by the Arabs, but have better equipment and troop quality. To simulate this, they required a roll on a table for units to "undisperse" after damage (one unit in the game was a half company); the units with high morale would undisperse sooner. So here's an idea for Ogre: set a morale rating for each side (or each squad/lance/etc. of units, or even per individual unit, if you feel like it!). This rating goes from 1 to 6. "Morale" in this case represents morale, skill, equipment quality, and other factors such as whether the tank crew had breakfast this morning or not. Every turn, roll a die for each unit. If the number is equal to or less than the morale rating, the unit may act this turn. If not, they can't. A unit which can't act isn't actually "disabled"; it can still take advantage of cover, and fight normally in overruns, but its crew was too slow to actually do anything this turn. When a unit is disabled, it still needs to roll. If it fails, it remains disabled for another turn. If it succeeds, it will become undisabled normally. If you assign different morale ratings to units on the same side, you can simulate the differences between, say, draftees and veterans. Give those Vatican Guard units a Morale of 6 and watch out. I can't figure out yet anything to allow units to retreat, or run away, or go berserk. Any ideas? ----- [Well, there is a supplement that might have something like berserk units, eventually... -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1998, by Steve Jackson Games.