====== The Ogre Digest, December 4th (Last: December 1st) ======== ===== Big scale maps From: "Paul Chapman" From: AvaheilDotter@aol.com ===== Missile Racks in Overruns From: Sethkimmel@aol.com From: AvaheilDotter@aol.com ===== Laser AA Systems today From: Darren Breland From: AvaheilDotter@aol.com ===== script to grab Ogre/GEV posts for a given year From: stephan beal ===== Isreali Ogres From: Sumnerd1234@cs.com ===== Painting Ogrethulu From: "Powers, Michael T1" ===== Strange Things From: Darren Breland ===== Another Militia post From: Darren Breland ===== GEV-PC suggestion of the day From: dm-ogre@bomberlan.net ===== Hovertruck Scenario From: dm-ogre@bomberlan.net ============================== From: "Paul Chapman" Subject: Big scale maps > From: stephan beal > [John Hurtt:] > > I would love to see SJ Games come out with a "Map Pack" for > > OGRE Miniatures. > > I would pay $20 to $25 for such a product. Comments? > > i'd buy it and i don't have minis. That price sounds fair, too, assuming the > maps are durably laminated or made of light plastic. i wouldn't pay that > much for standard paper maps ($8-$10 for those). The reality of the printing world is a set of large scale maps would cost us almost $8 to print, just on standard paper. I'm working on it, though. Paul Chapman Miniatures Division Manager Ogre Line Editor Steve Jackson Games paul@sjgames.com You can't spell "progress" without an Ogre! ===== From: AvaheilDotter@aol.com Subject: Big scale maps << I would love to see SJ Games come out with a "Map Pack" for OGRE > Miniatures. > At least four doublesided maps (mostly morphic to the existing maps, > natch) >> Just go thru your old S&T or SPI games. I did the invasion of Israel using the "battle of Jerusalem" map... Ad Astra! Stan Leghorn ===== [Few of those maps were big enough for minis. -HJC] ============================== From: Sethkimmel@aol.com Subject: Missile Racks in Overruns << One shot Missile Racks means that an undamaged Mark V can jump a Fencer or Mark IV in an overrun and crush it. That's ninety percent of the game effect. -HJC] >> Which is why I always pick MkV's for Ceasefire collapse (like everybody else...). If you change this then the missile rack Ogre's kick a** which I thought wasn't canon (I remember something about "the MkIV was designed to wreak havoc with it's missiles and then run"....why else the M4?). I LIKE the limitations on the missile rack rate of fire - designers have to decide it they want one mass volley or endurance... ===== From: AvaheilDotter@aol.com Subject: Missile Racks in Overruns << Just who is going to pop numerous missiles in an overrun? They don't grow on trees. Even with a missile rack and missiles to spare. >> THAT is EXACTLY who. In an O/R of any MR equiped Ogre, what will be THE priority target? The racks... So, use 'em or lose 'em... << Personally, I think the rules should be changed so that a Missile > Rack can fire any number of missiles in a turn, and at least the > values of the Ogres that use them changed. That's a pretty radical alteration. Anyone else want to weigh in on this, pro or con? >> No!!!!!!!! Are you INSANE?!?? This makes the Rack equiped Ogres SHOTGUNS FROM HADES!!!! Imagine tring to fight a MK 4 with this ability. EVERTHING in 5 hexes gets a missile. Ad Astra! Stan Leghorn ============================== From: Darren Breland Subject: Laser AA Systems today >From: White Rat >Stealth, yes. Ablative layer, probably not. The old 80s assumptions about >ablative layers and 'spinning the warhead' to minimize laser effectiveness >on ballistic weapons all gave up the ghost when military laser technology >went towards the 'one really fast, powerful pulse' rather than 'Star Wars' >beams that waved around and expended energy more slowly. Correct. Laser technology had matured towards "Pulse" rather than "Beam" lasers. I've seen a video of a pulse laser that was fired at a Titan missile casing. The casing shattered like glass! Imagine what that would do to an airframe. Perhaps a stealthy ground hugging, under the radar, missile fired at the installation. But then again, you could defeat that with a CIWIS similar to that designed to protect naval vessels from Harpoon missiles. >The best bet would be a multi-spectrum sensor group, but I'm not >sure about the engineering challenges in that. >TAZ Not sure what they are using exactly. But the Laser itself was developed in the US and the tracking/targeting system was developed by Israel using "proven technology". Don't ask me what that means.. ===== From: AvaheilDotter@aol.com Subject: Laser AA Systems Today << > Metalic Aerosol fogs and plain old Chaff work rather well. And if you >cannot detect it, you still can't shoot at it... How could you deploy chaff/fog in a aircraft traveling super or high-subsonic? If the Laser was firing at the Aft of an aircraft then that would be a possible defense. What about frontal shots? >> Pre-deploy using small drones that stop outside the immediate defense zone and release the fog/chaff. Or simply lead off with a volley of the dispensors to let them get shot and create the cloud. Along a "wide front" so he simply can't play "light saber" with the beam... Ad Astra! Stan Leghorn ============================== From: stephan beal Subject: script to grab Ogre/GEV posts for a given year Yo, Unix users: Pasted below is fetchHenrysArchives, a Perl script which attempts (without any error checking) to pull down all of Henry's Ogre archives for a given year. Use it like this: ...[ZAP! -HJC] Have fun! ----- stephan ===== [Oh good grief. If a bunch of folks want them I'll simply zip them up so you don't have to blitz the io.com servers. But most of the time I don't search on my local disk. I use Google. -HJC] ============================== From: Sumnerd1234@cs.com Subject: Isreali Ogres Israel didn't have the natural or finical resources available to the worlds two superpowers (Paneurope and the Combine), so they set out to produce a series of weapon systems that fit their specific needs, and wouldn't break the national treasury. One such development was the Light Ogre Missile. It was a smaller version of the standard Ogre Missile. It has an attack strength of 4, a range of 5, and a defense of defense of 2. Each missile is worth 1/2 a victory point for each missile expended. Israeli "Sabra" A light raider unit developed with the help of Combine R&D staff members who were sympathetic to the Israeli cause. Sabra 4 Light Ogre missiles (4/5) D2 0000 2 Secondary batteries (3/2) D3 00 4 AP (1/1) D1 0000 (against Infantry, CP and unarmored structures only) 18 Tread Units (Starting MA 3) 000000 (M2) 000000 (M1) 000000 (M0) ===== [Costing that out as three regular missiles it comes to about eight armor units. -HJC] ============================== From: "Powers, Michael T1" Subject: Painting Ogrethulu Painting Ogrethulu Eating Raoul. hm. Anyway...Games Workshop has a wide range of livid greens and purples that would be good for Ogrethulu. (Hm, and they're awfully close to the colors for the various Zeon mobile suits. The pristine red-white-and-blue Gundam, flying into space to fight nasty bulbous spiky green and purple things with names full of z's and hard consonants...what message were they trying to send there?) -- Mike Powers ============================== From: Darren Breland Subject: Strange Things > [If you want to blame anybody for the delay in the release of the >Ogrethulhu rulebook, blame me please. > > http://www.sjgames.com/newproducts/newrel.html?m=0&y=2 -HJC] Ok... It's all your fault. 30 lashings for ya, and you have to cut down the largest tree in the forest with... A HERRING!! =) Well, I guess January isn't that far away and it least at gives me the required time I will need to paint that freaky fig anyway. But I want a MkIV and I want it now... yeah I'll take some cheese with my whine. >From: "Paul Chapman" > > 1: What exactly does a POD do? >They create Spawn :) ewwww, nasty.... > > 2: What does the TOWER do? Ditto above. >It doesn't do much more than provide a damage sink, which will make more >sense when you see the regeneration rules. A regenerating Ogre? Like a Troll, but different, that's why its worth 300 points! > > 4: What about Overruns with that thing? >It eats you. Literally. Yikes! Can you say "Morale check"? > > 5: Any suggestions on how to paint "Slime Green"? >Dip it into Angel Snot? ummm... never thought of that. > > 6: Why do I have this uncontrollable urge to salivate profusely and a > > desire for raw uncooked meat? >You left the cap off the superglue too long :) You don't know how close to the mark you really are. >Thanks, but that was all Richard. He's a genius with green stuff! Oh, ok then good job Richard! Guess I gotta subscribe to Pyramid to get the goods then... Is it really worth the 15 bones? I mean that's almost a MkIII fig... ;) ============================== From: Darren Breland Subject: Another Militia post >From: Sumnerd1234@cs.com > >If you want a name that more closely fits their actual description as >unarmored infantry, why not call them what they actually are...good old >Light Infantry? Light fighters can kick a**. I have had trouble with the MIL unit type for a while. "How, who, what" aside they are just too darned cheap. 6 MIL to 1 INF is a significant imbalance in my book. In the Raid scenario if you take MIL instead of INF you can defend every single city hex on the GEV board with a 3-1 MIL unit. In town that's a 3/1 D3 unit. Did this, supported them with armor and the attacker didn't even stand a chance at taking the objectives. Same effective value as a 3 squad INF unit but for a LOT less. I like MIL for this, in fact I LOVE em'. You can't discount their overwhelming effectiveness as a defensive unit. If they have to move they're screwed, but if you let them sit, say to screen a HWZ or guard an objective (in terrain now, not out in the clear) they rule. I do think though that they are so overwhelmingly effective that they can change the outcome of almost any "attack-defend" style game and should be limited strictly to scenario. In other words, you shouldn't be allowed to pick em unless they are assigned specifically by the instructions in a scenario. If they were a little more expensive then things would be different of course . That's my take. For a really good MIL rewrite see Grant LaDue's post: http://www.sjgames.com/ogre/board/article.cgi?2257 Note that I am strictly talking MINIATURES RULES. The Battlefields cardboard MIL are 1 point each squad which makes them a little more manageable. However, there is still the description discrepancy between the two. Mini's treats them more as unarmored troops and Battlefields as more like an untrained partisan group. Maybe they are army-reservists that formed a partisan group? > Personally if I'm going to run into combat without sleep, I'd like to >have a walkman with the soundtrack to Glory handy. -HJC] That way you'll have the motivation to be able to make that 1" move. ;-) l8ta, -D. ============================== From: dm-ogre@bomberlan.net Subject: GEV-PC suggestion of the day Suggestion 1: Allow the 6 vp for a GEV-PC to be paid from the infantry pool, as opposed to the armor pool. Suggestion 2: reduce cost to 4 VP (from armor). Since fractional VPs stink, here's two other "rounded" ways of looking at it: 1) 3 GEV PCs for the price of 2 armor 2) Buy a one armor unit GEV-PC, get a free squad of infantry ===== [If you want a cheap GEV-PC, I've got two suggestions on the table: Atk: 1/1, D: 1, M: 3/2 carries three squads and the same except with range of two and only carries one squad. I don't know why, but I think that either type should cost about 3 VPs. The dense-pack kind can almost be seen as disposable transports for heavy weapons infantry. How about a change to the mounted rules to state that the infantry defends as stacked squads. D1 (adjusted by terrain), but a D result only reduces the total stack on top of the GEV-PC by one squad. -HJC] ============================== From: dm-ogre@bomberlan.net Subject: Hovertruck Scenario Q: what happens to the attackers after a Raid? A: Extraction: http://www.bomberlan.net/~dm/ogre/extraction.html ===== [What's the point value for blowing up a hovertruck? UltraMarines? OK, would you pay 4 VPs per squad for marines with the following rule changes. Marines treat woods as forest for movement and defense. Anything can shoot at submerged Ogres and Superheavies, but the defense of submerged units is tripled against all attacks and submerged units cannot fire at anything outside of overruns. Ogres and Superheavies can overrun each other underwater but only missiles and rams can be used. Marines are doubled when firing "ranged" shots against submerged units in their own hex, but only actually overrun hovercraft and other infantry. Example: A platoon of three marine squads is parked on top of a Mark V Ogre and following it around. The marines regular attack is doubled to six and they fire at a Main Battery (defense 12) at 1-2 odds, taking six turns on average to blow it away. -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.