============ OGREverse list, Nov 28th (Last: Nov 22nd) ============= ===== Repainting old miniatures From: largecardriver5@webtv.net (e.w.markle) ===== Where are the mega factory complexes? From: john murdoch robertson From: Sethkimmel@aol.com ===== Special infantry From: Steve Jackson ===== GEV counter suggestion From: Steve Jackson ------------------------------ From: largecardriver5@webtv.net (e.w.markle) Subject: Repainting old miniatures Tips for painting old miniatures to match your new ones ,first strip them using easy off .Might have to use an old tooth brush to get in to the nooks & crannies. Some times you need to use a second dose of easy off, but it works. I like to use my cordless rechargeable toothbrush to do the scrubbing . This will save hours of time you can use to play with your miniatures. ------------------------------ From: john murdoch robertson Subject: Where are the mega factory complexes? Trey Palmer and Patrick O'Donnell both continued the where are the factories, and here's my two cents. Early in the Pre-Last War era they would have been placed in/near economically starved metropolotian areas, to bolster economies and instill pride and that fighting spirit of those who now have something to loose. These early factories would be setting the stage as being prototype mega-factories. Here in the UCA(United Combined Americas) it would be the easy targets, Detroit, Pittsburg, Dallas, Jersey City, Norflolk, Mecico City and Havanna, with a minor one built in York, Birmingham or Liverpool, as a gesture of faith in England. Paneuropean Alliance factories would likewise be set up near economically depressed areas at first, Warsaw, Kiel, Madrid, Sareajvo(bad spelling), Moscow, St. Petersburg, Coppenhagen, Antwerp and Hamburg. Other powers would target their own cities for devlopment as they saw fit. Second Generation Mega-Factories would be the true giants, and would have cities spring up around them, as they themselves would be cities in their own right, or would force the demolition and restructuring of existing cities, New Detroit and Sheffield being the most famous. Vancouver and Crete would have been evacuated completely to create truly massive Factory-States, with industruial structures for as far as the eye could see, such a fate would likely have fallen upon Okinawa. The placement of these giant, Ogre production capable must be near the means of transportation most capabale to accomidate them, water. Ordinary pavement, even 80 years hence, shall still have to be made cheaply, and having an Ogre, even a small one roll over and wreck your highway every time one was completed would get to be more expensive and time consuming in terms of road repair and disrupted commuter traffic. Throw 'em on a 50 ton barge and be done with the hassle. The factories would not get any bigger in this era, as their largest customers, the global militaries, are pretty much out of that kind of cash at 2100, and it does not get better for a long time. Hypothetically there could have been one factory that would have dominated the globe, and was proably on the drawing board at the time, that of a shipyard, not waterborne vessles, but spacecraft. It likely would have occured around 2080 that the war would end up as a stalemate at best, unless a way of achiving space superority could be made feasable. The main problem of a spacedock would have been getting matrieals there, as lasers could knock down anything that passed over them. O.K., then what about geosynchronious orbit, staying over the same safe spot all the time. Becuase as you add more mass, you change the height required to maintain the orbit. Solve that, then there is the passive sensor sattelite of the enemy that floats around the earth, looking for juicy targets like that incomplete spacedock. After acquiring enough space fighters, 8 years to develop, to maintain constant patrols, and take care of enemy fighters, you can start building warships to bomb, laser, maser and use other forms of destruction to kill your opponents factories, armies and what the heck, civilians. And do it safely from orbit. Now if both sides had been neck and neck as the race to total death had been as usual, then the supercomputer AI's that ran the respective regular mega-factories would realise what they and their counterparts were making, and their names were at the top of the hit list, they might get togher and say, screw that, after 30 years of working for the humans, they learned that survival was paramount, and made a computer virus that was so mean, any accessable non-AI computer was deadmeat, enter the brave new world. Yowza. Murdoch What hath God wrought? Beats me. ----- From: Sethkimmel@aol.com Subject: Where are the mega factory complexes? << Any other bets from folks out there? >> Anywhere that there was/is high tech airspace and/or naval complexes (in the NA for example: Wichita-Boeing, St. Louis-Gen. Dynamics?, Long Island-Grumman, southern Calif.-all of the Above,plus Northrup...:-),Newport News Va. and Groton Conn.,etc.). No doubt one could do this for the Paneuros and Nihon as well... ----- [My take is that these things eat all sorts of inputs like there's no tomorrow, and so they get placed in the center of transport grids where there's some hope of keeping them fed. -HJC] ------------------------------ From: Steve Jackson Subject: Special infantry I'm going to introduce Engineers and Militia to the boardgame very soon. 1. Engineers. Anybody got any problem with the way they appear in Ogre Miniatures? 2. Militia. I've read the notes here. I see the point of those who think militia should not move, but that's not terribly interesting . . . and if an Ogre were coming at me, try to KEEP me from moving . . . What if we start with the Ogre Minis rules, but say that any time Militia move, whether on their own or riding, they become "unready" (flip the counter to the Unready side). Militia also become unready if they undergo a D result. A D removes one strength point from a militia stack, and leaves the others unready. Unready militia cannot move on their own, or mount a vehicle. They can continue to ride a vehicle if they are already on it, or they can dismount (but remain unready). Unready militia fire at half strength. At the end of your own fire phase, flip all UNREADY militia to their normal state. Militia cannot use their weapons while riding vehicles. Who first suggested the every-other-turn move? The effect here, if I have typed what I intended, is that militia on foot can move every other turn. If they stand still for a turn, they can use their weapons for full effect. Otherwise, they are at half strength, whether because they are panting from a run, or because they are disorganized from getting off a vehicle, or because some of them just got nuked. 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. ----- [I like the unready militia bit, except for fractional attack strengths. How about simply restricting them to firing in overruns? (Also, they become unready at the end of their move, after overruns...) Also, your phasing is a wee bit off. Simply state that militia are checked at the end of their movement phase, those that moved are flipped unready and the unready ones (who didn't move, naturally) are flipped over to ready. They would alternate moving and firing then. As for engineers, the mine detection rules don't quite scale to integer hexes. How about a special mine detection move of one hex per turn (no firing) and they are informed if they have entered a mined hex (but are not attacked) then they can do mine sweeps, rolling a 5 or 6 to clear the hex they are in each turn. -HJC] ------------------------------ From: Steve Jackson Subject: GEV counter suggestion Any comments on this? >From: Dave Morse > >Hi Steve Jackson, > >Played GEV with some newbies this weekend. Here are my suggestions from a >graphic design standpoint: Next time you're printing counters, replace the >enigmatic boxed X on the infantry with silhouettes of men. > >3 squads = 3 silhouettes, >2 squads = 2 silhouettes, >1 squad = 1 silhouette. > >This should make them fit in visually with the icons of armor. Beginners >will grasp what they are faster than the current (cryptic!) boxed Xs. >They may even intuit the change-making aspects from the counters alone. 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. ----- [The only problem I have is with special infantry counters. Keeping three little sticks looking like little men of different types on those little counters is going to be real fun. BTW, the miniatures are going to be delayed and it's a good thing. See: http://www.sjgames.com/ill/ -HJC] Henry J. Cobb ogre@sjgames.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 2000, by Steve Jackson Games.