============ The Ogre Digest, August 5th (Last: August 3rd) ============= ===== New OGRE Imagery From: PaulandLynette@aol.com ===== New Ogre Options From: Servitor@aol.com ===== Secondary Concerns From: AvaheilDotter@aol.com ===== Dim AI From: David Morse ===== Disposable Iron Men From: largecardriver5@webtv.net (e.w.markle) ============================== From: PaulandLynette@aol.com Subject: New OGRE Imagery I've updated my webpage with a whole heap of new pics that Steve Stratton has put together. They are all grouped together in the new "Combat Journalist" section. I think you will find them as great as I do ! Pan Pacific Alliance HQ Comments, suggestions and input welcomed as always! Cheers, Paul ============================== From: Servitor@aol.com Subject: New Ogre Options > If I really wanted to have a scenario where an OGRE changed allegiance, > I'd set it up as a virus/hack installed by a traitor at the OGRE's last Hear, hear! See my "Cyberserk" scenario and fiction for precisely that sort of thing at: http://hometown.aol.com/servitor/Ogreindex/SCENARIO.htm This shameless plug brought to you by, John Hurtt (Servitor@aol.com) ============================== From: AvaheilDotter@aol.com Subject: Secondary Concerns << You left the secondary batteries intact? Shame! >> Have to do something to slow the Ogre down. Each 2-1 on a secondary is the loss of killing 1.33 tread units. If you are dancing with GEVs, the secondaries can only be used if the Ogre slows down. Ad Astra! Stan Leghorn ============================== From: David Morse Subject: Dim AI > From: Stephan Beal > > > From: "Herb Diehr" > > > > So, how about a dim AI? This would reduce the cost of any Ogre by > > > 1 Armor Point and add 1 to all die rolls against it (I call it the > > > Anti-Ninja). No other effects. Opinions? > > me: > > Or perhaps just reduce the number of guns it can fire in one turn? A > > limit of 2 guns/turn for a Mk III-size, or 4 for a Mk V, for example. > > I couldn't suggest a cost reduction value on that, though. > > > HJC: > > [How about if the Ogre just had to announce all of its attacks at > > the start of each fire phase, before rolling any dice for its first > > attack, what sort of discount would that be worth? -HJC] So the Ogre's not able to see how its first volley went and mount a follow up attack, but a supporting militia unit is? A bit odd, militia having better fire control than an Ogre. > I like that even better. Kind of a reverse-splitfire (I believe the > splitfire rules are on your pages, Henry?). I would _guess_ at a > discount of... 15% or so. This is a large disadvantage for the Ogre, > especially considering that all non-Ogres (or full-fledged Ogres) > wouldn't have this restriction. It definately sounds like a reasonable > restriction for a "dim AI", however. This is definately worth some > playtesting. Maybe 15% after the first gun. Otherwise Mk I's will always take the disadvantage, since they've only 1 real gun. ===== [The point with Dim AI is that you are postulating a robot "dimmer" than the average grunt, if such a thing is imaginable. Personally I'd put the same restriction on Super and Ultra heavy tanks, but not the normal Mark I, which can use its main battery and AP guns in separate volleys to reduce infantry. -HJC] ============================== From: largecardriver5@webtv.net (e.w.markle) Subject: Disposable Iron Men How about inf. in your Ogre missile? Kinda a FASCAM of grunts. One squad per missile. Defense as per a normal Ogre missile, range etc. Would you give up a missile for a squad of grunts? A MklV full of grunts. Quite the surprise to start raining grunts all over the place. Ed 'OgreLord' Markle P.S. can I have a new Ogre mini class to play with? Sooner works for me better then later! ===== [Replacing a ton of warhead with four and half tons of grunts would be quite a trick, especially when you include the shock absorbers to make sure that you're not delivering grunt pate. How about this instead, assume an alternate universe where some nameless whistleblower leaks the plans for the ogre "Rattler" missile to the Combine Council in 2065 and they hit the roof when they discover that a three ton missile (GURPS OGRE, page 82) is limited to a range of five miles because it is powered by less than fourty pounds of batteries (page 66). Under presure to fix this without slipping the release date (and delaying the Mark III), the Combine ogre designers reduce the warhead slightly in order to vastly increase the batteries carried. Mini Cruise Missile optional rule: If all players agree, then all of the Ogre missiles on every platform are replaced with Mini Cruise Missiles (MCM). MCM are carried and launched exactly like standard Ogre missiles, but they have much greater range. They travel like the big cruise missiles, but only up to 45 hexes and are intercepted like big cruise missiles, but are easier to track and so the range adjustment is plus one to the interception roll for every five full hexes the MCM has traveled. If a MCM reaches the hex of its target (no target hex interceptions allowed), it attacks the target with a warhead strength of five points. (MCMs can also be used in overruns with no chance of interception and their five point warhead is doubled to ten points, as is usual for Ogre directed weapons in overruns.) There is no cost difference between the MCM and Rattler (actually the batteries cost less than the nuclear explosive they replace...) it's just that both types would never be developed in the same timeline. -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.