====== The Ogre Digest, December 13th (Last: December 10th) ======== ===== Ogre - How does it move? From: "John D. Gwinner" ===== Decals! From: Servitor@aol.com From: Armored Core2 ===== Strange Things From: Darren Breland ===== bug in Ogre formula? M2 doesn't save any VP From: David Morse ============================== From: "John D. Gwinner" Subject: Ogre - How does it move? Folks: I am about 70% finished with a POV-Ray version of an Ogre. (this is a 'ray trace' CAD visualization program). I have some questions about how the Ogre moves: Does it 'bend' in the middle? i.e. when it's going around a turn. If so, does it bend left/right and up/down? Do the different tread units on each side (parallel belts I'm assuming) move at different rates? (I would assume they do). How do the tread units suspension work? It looks like a narrow connector between the hull and the tread units, so I was assuming that it would look sort of like a Sherman tank (sort of a post and some wheels at the bottom) as opposed to a torsion bar (i.e. WW II German tanks and the M1A1). In other words, most of the moving parts for the lower running wheels come from above, not from the hull (which is pretty high between the tread units. == John == P.S. Henry, is it possible to get these as they occur, as opposed to 'digest'? ===== [Sorry, to get things any less digested, you'll have to fight Ogrethulhu for the scraps. -HJC] ============================== From: Servitor@aol.com Subject: Decals! > For something that the FLGS could carry, how about a 32 page book on > the unit histories with example miniature photos from each unit, a decal > sheet in the back and color versions of some of the mini pics on the front > and back covers? YEAH! There's certainly enough "fluff" in the SJ Games files by now to start such a project. I'd love to see my Fifth (French) army showcased (hint, hint - wink, wink), the Combine 2077th GEV battalion and the infamous Vatican Guard. A worthy successor project to the new edition of The OGRE Book. And, yes, I would willing pay the extra buckage to have the decals binded in. best, John Hurtt (Servitor@aol.com) ===== From: Armored Core2 Subject: Decals! > From: "Paul Chapman" > > What would _you_ like to see? Is an Ogre sheet too > specialized? Should the > Last War groups wait untill we've got the Big Two > out? More numbers? More > letters? Weird symbols (mushroom clouds/kill > markers/nose art)? Lots of #s and Letters, definatly kill markers, that'd be awsome. Would decals for infantry be possible? Or would that be too small? Some other ideas: Nuclear symbol, biohazard symbol, Pyramid, windows for GEVs & lGEVs, Nihon et all as well as PanEuro and Combine... That's all I got right now. ============================== From: Darren Breland Subject: Strange Things >I don't know about you, but I purchased every miniature I could last >time they were in print. Unfortunately I was a struggling, starving, just out of college student at the time. Not enuf money to buy lots of minis... things have changed ;-) >Now I just have to find time to paint them all! I hear that. Oh, I almost forgot, HJC asked for the OT Mk V stats... here ya go. Ogrethulhu Mk V. - 300(!) VP 2 MB A:4/4 D:4 6 SB A:3/3 D:3 6 Pods D:2 1 Eye A:2/60 D:3 1 Tower (?) D:6 12 AP A: 1/1 D:1 Move:3 48 Tentacles (?) OOOO OOOO OOOO OOOO M2 OOOO OOOO OOOO OOOO M1 OOOO OOOO OOOO OOOO M0 Special (my comments): - Pods do something funky, don't know what - The Eye uses LLOS rules and the 60 IS the range. - The whole thing regenerates... I think.. but don't know specifics. - Note the ranges on the Primary and secondaries have been extended - Note the lack of missiles - No idea what the tower is for but I was told it's a "damage sink"? - It also "eats" units. Dunno the rules but it sounds nasty.... l8ta, -D. ===== [The movement things are called legs and I'm fairly sure it's got sixty of them. Oddly enough Ogrethulhu has fewer weapons defense strength points than a Mark IIIB. -HJC] ============================== From: David Morse Subject: bug in Ogre formula? M2 doesn't save any VP I was thinking of making an M2 version of the cyclops, that could be fielded a little earlier in the war, for a little less cost. To my suprise, I found that decreasing the movement didn't decrease the cost *at all*. Well, I thought, if its not saving any money, then what happens if I add more movement? It upped the cost of the Ogre less than 5%! What a deal! Cyclops-2071 5xMB 2xMsl 8xAP 40 treads, M2 102 VP, Load 12.444, introduced 2073 Cyclops-2076 Identical to above but 42 treads, M3 104 VP, Load 18.666, introduced 2076 Cyclops-2089 Identical to above but 40 treads, M4 110 VP, load 20.666, introduced 2089 Is it obvious that the 2089 version is worth a bit more than the 2071 model accompanied by an armor unit and a half? Also, the formula sometimes has huge discontinuities in year-introduced. For example, take cyclops-2076. Add 2 more AP. Costs 1/2 vp, year introduced unchanged. Add 2 more AP for a total of 12. The year-introduced jumps 10 years to 2086. Yowza! ===== [I presume that the empires generally stopped building older ogres once they could increase the load factors enough. (I'm still surprised that the Mark IIIB didn't replace the Mark III entirely. There must be something I'm overlooking.) As for the year of introduction, I'm just working from the history as given and have yet to devise a fancy curve for load factors over time. But to a certain extent I expect that there would be sudden breakthroughs were a certain material or technique finally becomes usable and gives a quantum leap ahead in performance. If I'm feeling really nasty, I'll chunk out a table of year that a tread system was introduced, load factor it could bear and the cost per tread. (But even the best treads would work out to less than 2 VPs each by the formula.) -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.