============ The Ogre Digest, Apr 11th (Last: Apr 6th) ============= ===== [sjgames-illuminator] Just 6 days left to win! From: webmaster@sjgames.com ===== New scenarios in OGRE Battlefields From: "Grogan, Paul" ===== revised coastline maps From: Sean Bayan Schoonmaker ===== Frequent Wind From: Trey Palmer From: Michael Powers ============================== From: webmaster@sjgames.com Subject: [sjgames-illuminator] Just 6 days left to win! SJ Games Daily Illuminator ( http://www.sjgames.com/ill/ ) April 10, 2001: Just 6 days left to win! -------------------------------------------------------------- As the Wounds Unlimited Ogre scenario design contest ( http://www.woundsunlimited.com/contests/ogre.html ) enters its last week, we've received several excellent entries -- but we haven't seen yours! Check out the full rules at Wounds Unlimited, and get your submission in by Tax Day (April 15th) for your chance at fame and fortune . . . or at least $100 in individual Ogre Miniatures from Warehouse 23 and unlimited bragging rights. -- Ben Kimball ( http://www.io.com/~mib/ ) ============================== From: "Grogan, Paul" Subject: New scenarios in OGRE Battlefields I've given the 'treatment' to the G-2 and S-2 maps from Battlefields, enlarging and laminating them for a convention. At the con, we played some of the new scenarios. I was wondering if anyone else had tried these scenarios and had any comments. Firstly - Militia. Now I've never used militia before, I read the rules and used them first time with people who had never played OGRE before. We played scenarios with militia in 3 times over the weekend. In 2 of them scenarios, the militia did absolutely nothing, apart from slow the game down with lots of dice rolling when moving along roads. They got shot at a bit, but never attacked anything. The scenarios we played meant that they started in town hexes, and didn't have much chance to spread out over the land in order to set up a defensive barrier to force overrun. What is everyone else's experience with militia on the new maps - are we doing something wrong. Breakthrough - S2 map. - Basic Scenario. The defender starts with engineer units. Battlefield rules state that bridges can be mined if they start under the control of the player. Since, in the breakthrough scenario, the entire board is controlled by the defender, that means all the bridges can be mined. Which means, apart from GEV's and SHVY's, all other units must go along that 1 hex wide passage on the far right of the map, which is wooded. This seems wrong, so we thought we might forget the rule about mined bridges, unless as above, we're doing something wrong. The other problem with this scenario is the reinforcements. Since they come on the board at the start of the defenders turn, and can come on any hex, that means that when the attacker gets close to the northern edge, the defender just brings on the reinforcements there, moves and attacks before he can get shot at. I will be playing the other scenarios soon, so if anyone has any comments or agreements/disagreements, let me know over the list or direct to my home address. paul@runestonegames.freeserve.co.uk Paul Grogan Mib 0307 www.runestonegames.freeserve.co.uk ===== [As written, the defender could start with a single squad of engineers and mine every bridge on the board. I've written to Steve with a suggested fixes for a lot of things in Battlefields. -HJC] ============================== From: Sean Bayan Schoonmaker Subject: revised coastline maps >The new (and I hope improved) maps are now posted along with a couple >of variants. > >Check them out at http://members.theglobe.com/Londoner54/coastline.html > >Comments and suggestions are welcome. The revised G map with fewer cliffs is much better. Personally, I prefer no cliffs, but I can see that there may be those who do. For S-Coast 2, I'd have the railroad and regular road in different hexes, rather than cohabitating the coast hexes. It would be simple to move the RR on hex inland. Nice work. Schoon ============================== From: Trey Palmer Subject: Frequent Wind > The relevance of this to the OGREverse? Imagine the scenario. A Combine > naval base surrounded by a heavily industrialized treaty zone in the > middle of a suddenly hostile country. (Darn those French polical agents, > they did it again! ;-) Wouldn't it be Nihon forces bearing down on them? Or a LOT of militia and battlesuits if its an uprising? Bowden "Trey" Palmer ===== [The entire point to hosting such a base is that any overt attack on the host country must include a declaration of war against El Gringo del Norte, something even the son of heaven (unlike his rash divine ancestor in 1941) never dared to do. No, much better to subvert from within. -HJC] ===== From: Michael Powers Subject: Frequent Wind. >The Combine ground forces have to sacrifice themselves to buy time for >refugees to cram onto freighters then the Combine navy has to break out and >protect the freighters off the map. "Last GEV out of Saigon", etc. Michael Powers ===== [It's nice to see that there's a least one person on the list who can spot deliberate historical references, but personally I was thinking more along the lines of a hovertruck. -HJC ;-] Henry J. Cobb ogre@sjgames.com Archives at http://www.io.com/~hcobb All OGRE-related items Copyright (c) 2001, by Steve Jackson Games.