============ OGREverse list, Oct 12th (Last: Oct 8th) ============= ====== Those Campaign Rules From: "William Spencer" ====== Ogre Variants From: bayn@mail.clark.net (Baynard Bailey) ===== Archaic Armor ideas From: "Andrew Walters" ------------------------------ From: "William Spencer" Subject: Those Campaign Rules I just read the Campaign Rules at: http://www.impaq.net.au/~sas/ogre.html They're cool, but they raised a few questions...so I made up answers to some. This may be wordy. HOW MUCH DOES A COMMAND POST COST? A platoon to company-sized force doesn't need a CP. They've trained to combine fire, using their local comm systems. (Reasoning: the Post-Collapse "Free Companies" should be able to combine fire, but they can't very well cart around a command post from engagement to engagement.) A battalion (or a really big company) needs a CP "Beta" ("Gamma", "Delta", and other CPs are usually other Betas) - 15 points. This lets them combine fire; without, they can only combine fire within their respective companies. If this is too much hassle (remembering which unit is in which company can be time-consuming) then change to: if the CP is nuked, the battalion can't combine fire for the rest of the combat (they're all confused). Units which survive the current battle can regroup as separate companies (In the Campaign rules, they split into separate task-forces.) A regiment or brigade needs a CP "Alpha" - 25 points. This has the same effect as above, and gives the +1 bonus within 10". Special cases: The CP in the basic scenario ("Destroy the CP!") is so valuable because it is the command post for the entire _army_ in the area. If it only controlled the units on the gameboard, it would probably be a Beta (or Alpha, for a big taskforce). The multiple CPs in the ceasefire collapse scenario: There is no immediate game effect unless all of your CPs on the board are destroyed (the remaining CPs act as emergency back-ups);then, units can't combine fire as above. After the battle, divy up survivors like so: If the Alpha survived, then the whole taskforce can stay together. If the Alpha was destroyed, but two BetaCPs survived, there are two choices: either split into two smaller taskforces, or combine the two CPs into one Alpha. If only one Beta survived, it takes control of a battalion-size force; any leftovers must split up into tinier groups. Hardened or Mobile CPs - I don't know. Maybe increase the cost of the CP by 5 or more points. If the CP is in a building with SP, build the building separately. Medical units: they cost about the same as an equivalent CP. So you can have hardened Medical Centers, Mobile Medivac units, etc. To sum up: A small force doesn't need a CP. A medium force needs a CP Beta (15 vp) or they can't combine fire. A big force needs a CP Alpha or a couple of Betas. If all your CPs are destroyed, you lose the ability to combine fire, and then, after the battle, have to split up into small forces. Uh...so there it is. A bit confusing, I'm afraid... And here's a question I didn't have an answer for: There's reference in Those Campaign Rules for Towed Units. What are the rules for towed units? (Have I asked this question before?) ------------------------------ From: bayn@mail.clark.net (Baynard Bailey) Subject: Ogre Variants Thanks for your ogre stuff. do you have any info on ogre III, IV and V variants? ciao ----- [There's a few variants in Ogre Minis and a few more at: http://www.sjgames.com/ogre/articles/ -HJC] ------------------------------ From: "Andrew Walters" Subject: Archaic Armor ideas >I was looking through my copy of Ogre Minis recently, and was thinking >about a "Raid"-like scenario, but one in which the defender is limited to >Archaic Armor and Militia (i.e., no "modern" armor or infantry). This >could represent the Combine beachheads in Africa of 2074. > [GEVs are very good against all of the archaic units. Without a >hidden minefield I don't think the defenders can survive. I'm liking this. First, I'd like an SJ ruling on terrain effects for Sandy and Dune areas or hexes. I can see HVYs and GEVs having trouble with lots of sand and undulating topologies. Second, sure, the low speed and range of archaic (I think "anachronistic" is the better word here) armor means that the GEVs can kill then without taking losses, given time and space. So how about if the GEVs need to get onto the map, hit a target, and get out while a trap is closing around them? It doesn't matter how fast you are when you're surrounded. Imagine a big V, with archaic artillery as one leg and archaice tanks as the other, and the target at the vertex. Scatter militia about. This gives the attacker a dilemma, and dilemmas make good games. Sure you can dance back and forth and make a hole though the artillery line and get into the empty space behind it, but if that turns out to take to long the tanks will arrive from the far side. You can run right up the middle and take your lumps from the tanks in the middle, but when you reach the target you'll have both tanks and artillery to worry about. The idea that's most attractive to me is to engage the tanks, try to dance with them and wear them down and get past them, hit the target with minimal artillery exposure. To reduct the attractiveness of this last option, consider that it takes a little time, which means the GEVs will end up facing reinforcements, and oh, guess what, the reinforcements will be *contemporary* armor units, not too hard to justify. This Hammer and Anvil thing could work well on a long board. Hope I get a chance to try it. Andrew Walters andreww@farallon.com ----- [I can neither confirm nor deny that I might have seen rules for desert terrain in OGRE Minis, but I do think they were a bit harsh on battlesuits. 3/4ths speed and no defense bonus? It's not like they're worried about their boots sinking into the sand, t'cha? (Also loose sand is very good at soaking up explosions, even if it gets turned into glass in the process.) My favorite terrain, boulder field, isn't represented, but I think it could be treated as swamp for all practical purposes. -HJC] Henry J. Cobb ogre@sjgames.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1998, by Steve Jackson Games.