============ OGREverse list, Mar 23rd (Last: Mar 16th) ============= ===== Names for Ogre armor units From: Steve Jackson From: Mike Naylor ===== Light Tank From: Steve Jackson ===== Multiplayer Ogre From: jkajpust@concentric.net ===== New Ogre maps From: bryan rombough ===== Beefing Up the SHVY From: bryan rombough From: "Herb Diehr" ===== Militia From: Daniel Tulloh ===== Computer Ogre Scenarios? From: "Peter Lomax" ------------------------------ From: Steve Jackson Subject: Names for Ogre armor units (I'm about to post this to the Shockwave playtest too.) One thing that's always been a bit odd about Ogre -- the vehicle names are generic. The Paneuropean heavy tank is not a "Panzer VIII", nor is the Combine GEV a "Swiftwind." Should we change that, especially now that the big models are coming? (Obviously, I think that perhaps we should, which is why I'm bringing it up.) If so, got any suggestions? If we are going to have names, they should be believable and evocative . . . Steve Jackson - yes, of SJ Games - yes, we won the Secret Service case Learn Web or die - http://www.sjgames.com/ - dinosaurs, Lego, Kahlua! The heck with PGP keys; finger for Geek Code. Fnord. ----- From: Mike Naylor Subject: Names for Ogre armor units steve, hiya! and actually, if you take a close look at the background information and little vingettes I wrote you should see the first beginnings of naming the models of the different vehicles - because the troopers wouldn't cal the by "heavy tank" ecetera. if i remember right - i'm at work and not at home with my files - the curent model of the Combine Heavy tank is referred to as the Westmoreland , while the Combine GEV is the Morgan and the Combine Light GEV is the Jaeger. are you still going to produce a model of the vulcan? and what about the other tanks ... especially since we've lost rich? Actually, looking up at what you wrote, I like the idea of the PanEuropeoans using the PzKw Mk MXIX Fencer - Panerzkamfwagon always had a nice militiristic and metallin ring to it. mike ------------------------------ From: Steve Jackson Subject: Light Tank Here's a question for the tank experts on the list. I've received a harsh criticism of the PE Light Tank design - says the hammerhead would make it impossible for it to negotiate up-and-down terrain, and the tower and radar antenna are unacceptable interferences with line of fire. Comments? Anybody see specific advantages to the design? I hate to throw out the existing designs, but if somebody convinces me a tank design is STUPID . . . Steve Jackson - yes, of SJ Games - yes, we won the Secret Service case Learn Web or die - http://www.sjgames.com/ - dinosaurs, Lego, Kahlua! The heck with PGP keys; finger for Geek Code. Fnord. ----- [Why not simply change the design? Any country making a first attempt to design a unit with the new technology is likely to start with a light tank and so you're likely to get a lot of different designs in the world, each with a different form but the same stats. For inspiration, take a look at what the USA is looking at for a next generation light tank: http://knox-www.army.mil/dtdd/armormag/nd96/6fletch96.pdf -HJC] ------------------------------ From: jkajpust@concentric.net Subject: Multiplayer Ogre Back in the seventies (before PCs) i was running a wargamers club at McConnell AFB in KS. The club was the Wichita Warhawks and one game we played was a multiplayer Ogre. We used a large board I set up (square) with small pieces that extended off the edges as a "home field". The center area was open ground and it was winner take all. It was interesting how alliances came and went as one's fortunes came and went. Jim Kajpust - Personal Responsibility - Personal Freedoms Michigan - http://www.concentric.net/~jkajpust ------------------------------ From: bryan rombough Subject: New Ogre maps > Ok, then my second guess was correct(23 columns, odd numbered columns > have 22 hexes and even numbered columns have 23 hexes), right? > > [Yeah. -HJC] Looks like I'll have to get off my duff and draw that map now. ------------------------------ From: bryan rombough Subject: Beefing Up the SHVY I vote for option 4 quite definetly and option 1 sounds resonable, option 2 I don't like because it adds complexity and record-keeping and I prefer to keep standard unit combat very quick-and-dirty. Bryan ----- From: "Herb Diehr" Subject: Beefing Up the SHVY Hi, Henry! Been lurking too long... I think the 2 AP and 5 armor for the S-HVY would be a nice, elegant way to handle things. On militia, I believe people have got the concept a bit off; why should miliitia move? By truck maybe, one militia unit per three trucks, but I don't think any other method of transportation is possible. No suits... Walking is too slow, on vehicles with no suits is deadly! BUY THEM IN PLACE AND LEAVE THEM THERE, FOR 1/2 POINT EACH. This should get rid of the militia nightmare handily. How about a strategic game? Or, at least an operational game? We need reasons for battles to grow this game again! Thanks! Herb Diehr ------------------------------ From: Daniel Tulloh Subject: Militia > From: Steve Jackson > > The fact that they don't have suits will also let them fight less well - > they won't be able to move as quickly to take good firing positions, and > they won't coordinate NEARLY as well without that HUD. I'm not sure I buy this. I can see how not having suits would mean they move less well (they're on foot - don't have jump capability, etc) And they won't defend as well cuz they aren't protected by the suit from biochem, radiation, etc. But they should still be able to pack a punch though - ie, their attack capability should not be impaired as much as their defense capability. And you should be able to fit more of them into a troop carrier because there's no suits. So the attack may even out. So I think I would argue for a split strength statistic for the militia - attack strength of 1 and a defense of 1/2 or maybe even 1/3. They'd be able to do some damage but would die like flies in the process. Dan Tulloh daniel@jaws.greatwhite.com ----- [How much of regular infantry's defense strength is due to active measures (detecting and evading or spoofing or shooting down incomming missiles) rather than armor? -HJC] ------------------------------ From: "Peter Lomax" Subject: Computer Ogre Scenarios? >From: Nyrath the nearly wise > >The Atari and IBM versions of OGRE came with a set of pre-made >"scenarios", that is, saved boards with a preset counter mix >already arranged. =20 > >Alas, my Atari doesn't work any more. > >Is there a kind soul out there who has a working copy of the >game, willing to make a list of the types and location of=20 >the units in each of the scenarios? In my (newly-licensed) PBEM Ogre/GEV/Shockwave gamebox for Cyberboard, I have used one of the Ogre scenarios from the Amiga version of Ogre as the "practice" scenario. You can get the gamebox from SJG website (computer aids section) or my website at: http://surf.to/hawkmoon (follow the Cyberboard link) Please note that at the time of writing SJG have mistakenly posted an old evaluation copy of the gamebox (107kb zipped) on their ftp server, until this error is corrected you may prefer to use my website to download the *real* gamebox (197 kb zipped) as it contains extensive documentation. Peter Lomax p.lomax@btinternet.com http://surf.to/hawkmoon ------------------------------ Henry J. Cobb ogre@sjgames.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 2000, by Steve Jackson Games.