============ OGREverse list, May 30th (Last: May 18th) ============= ===== Ogre Tower = Polyphemus' Eye From: "Patrick O'Hara" From: Mike ===== Fire-During-Move and "Realism" From: "Patrick O'Hara" ------------------------------ From: "Patrick O'Hara" Subject: Ogre Tower = Polyphemus' Eye > From: "Andrew Walters" > An optional rule to blind the Ogre might be fun, but it will have to be an > alternative way to reduce firepower, balanced against the option of > eliminating all the weapons. The firepower/time required to blunt the > Ogre's fire by blinding it should be equal, probabalistically, to that > required to eliminate the weapons. Perhaps there could be more sensors than > weapons, but with lower defense, creating a strategy for a GEV or even LGEV > defender. Maybe there could be half as many sensors as weapons, with twice > the defense, making the SHVY an attractive defender. To get the kind of view that both players have of the battle field would require eyes in the sky. We are talking about either satalights or recon drones. I could see sensors in the con tower of an Ogre, but I could also see it used as a respirator for fordings (I know Ogres don't breath, but they must be cooled) or for a number of other uses. In fact, if the con tower serves only one use, then it is a really bad design. I also agree that for as much money as is spent on an Ogre, there would be lots of redundancy. Since we don't play by LOS in the Ogre/GEV rules, we can pretty much ignore this kind of injury. ----- From: Mike Subject: Ogre Tower = Polyphemus' Eye In regards to the Ogre "sensor tower" : I don't believe it is actually a SENSOR tower, as it makes absolutely no sense whatsoever to make it so prominent. The Ogres battlefield sensors would be triple-redundant, and incredibly hard to hit, much less damage. I think it is a COMMUNICATIONS tower, and contains the equipment necessary to maintain commo uplink to nearby friendly forces. In a NORMAL enagement, the enemy will be MUCH to busy to target the tower, and an enemy Ogre wouldn't waste firepower on it, as it in no way whatsoever degrades an Ogre's FIREPOWER once the tower is lost. There may be STRATEGIC effects for losing the tower....but I seriously doubt there would be any TACTICAL ones. ------------------------------ From: "Patrick O'Hara" Subject: Fire-During-Move and "Realism" > From: "Andrew Walters" > I can't belive armor units of the 21st century follow a strict doctrine of > moving for three minutes, then stopping to fire for a minute, way too > predictable. If the fire truly occurs when the unit comes to rest, then I > want my HVYs to have the option of moving two hexes, then firing twice, or > not firing and moving four hexes. Tanks today can fire while moving, that > ability is only going to improve. He's dead right here guys. A decent Tank crew can empty it's entire magazine inside three minutes and might in the right stuation. Should we also be tracking rounds? Maybe just for Ogres and Heavys? Of course GEVs and Light Tanks would run out of ammo also. How about rules for exchanging ammo? We could all be playing squad leader in no time. I don't mean to be too harsh, but I think we may be loosing sight of one of the best things about Ogre/GEV. You can just play a game one evening. You could even play a game over lunch. There are very few war games where that is true. I like the simplicity that says I can get a friend who isn't into war gaming to play a game of Ogre with me if I agree to play a game of Euchre with him :-) Euchre is harder to learn BTW. Nuke em till they glow, so you can Nuke em at night:-) Pat O'Hara Techneex V: (414)405-7348 F: (414)769-0092 E: pdohara@techneex.com Pat O'Hara Techneex V: (414)405-7348 F: (414)769-0092 E: pdohara@techneex.com ----- [And what exactly are they going to fire at, once there is a nuclear fireball in the way of the target? What I have a problem with is the OGRE keeping everything on the map within view if it's constantly under nuclear attack. -HJC] Henry J. Cobb ogre@sjgames.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1999, by Steve Jackson Games.