====== The Ogre Digest, December 20th (Last: December 16th) ======== ===== Mk III vs III-B From: "David R. Crowell" ===== Snap together maps From: Servitor@aol.com ===== HVY Weapons INF From: Darren Breland ===== fast pansie cybertanks? From: David Morse ===== Light Ogre Raider From: "Daniel Gallant" ============================== From: "David R. Crowell" Subject: Mk III vs III-B Perhaps the Mk III-B had problems with fire control, ammunition feed, or other logistics that don't show up in its game stats. These combined with an increased cost, might give the advantage to the III and V as production units over the III-B. At least as far as combat and cost effectiveness go. As game units the III-B seems to get the advantage. ============================== From: Servitor@aol.com Subject: Snap together maps > i would love to see snap-together maps, like some a saw a few years ago > online (don't remember where): they come in hex-shaped plastic bits of > different colors and you snap them together. Something with 1-3" > snap-together hexes would be really cool. Oooohh, neat idea. Sorta like a poor man's Gamescape I suppose.... best, John Hurtt (Servitor@aol.com) ============================== From: Darren Breland Subject: HVY Weapons INF (X-posted to SJG board) A few HVY WPN dilemmas we found out this weekend. How do you handle attacks directed at the HVY WPN if they are all sharing the same stand? Specifically, how do you discriminate which squad is eliminated and which lives on a D CRT with a 3 squad HVY WPN stand when one or more of the squads has already used its missile? We came up with 2 ways: 1 - Randomly Give each squad a number, ie For a 3 Squad stand: 1-2 Squad A, 3-4 Squad B, 5-6 Squad C. Roll a 1d6 and whichever unit rolls up, is dead. Pros: Easy Cons: Attacker can't individually target the most threatening unit (the ones with a remaining missile) 2 - Split the squads into INF and HVY WPN once a missile has been used. Split the Def accordingly and allow the attacker to target whichever type he/she wishes. Then resolve a spillover attack on the other squad(s). Pros: Allows attacker to directly target the unused HVY WPN squad. Cons: Complicated, must resolve 2 attacks.. ok its not THAT complicated. Need separate figs to represent individual unit strengths. Need to keep track of HVY WPN figs that have fired their missile for VP tally. Any other ideas, solutions? Which, of course, leads to another question... anyone have a good way of basing their HVY WPN minis? I have tried placing 2 INF figs and 1 HVY launcher on the base. The problem comes in when you have to tell the strength of the squad at a glance. Is it a 1/2/3 HVY WPN and which ones have used a missile? I thought of using "death-caps" but that doesn't solve the problem of which units have fired their missile. I have also thought about simply numbering each base and keeping track on paper, which would solve the problem, but isn't a visual representation of the actual status of the fig (good for the HVY player, bad for the opponent). Currently we use two different colored numbered chits (that came with the Mini rules), one each for HVY and INF strengths. They are placed and moved with the mini. I am looking for a more eloquent solution through modeling the mini. Any ideas? Thanks, l8ta! -D. ===== [Shockwave 3.016 and Battlefields 4.011 both say roll randomly to see which squad is removed on a D. I really don't like the Hvy Weapons triple mortars, but why not just mount the mortars to represent the squads with the unfired weapons? So you could have a stand with two mortar figures and an infantry figure to represent two available missile attacks and a third regular infantry squad. Or you could fold up bits of paperclip to represent man portable missile launchers that you can hang on the squads with missiles and remove them when fired. -HJC] ============================== From: David Morse Subject: fast pansie cybertanks? It would be cool if Paneurope developed its own speed 4 Ogre in the Mk III range. At 96 VP we could use it in the company commander thing. ===== [How about this one? -HJC] ============================== From: "Daniel Gallant" Subject: Light Ogre Raider This is a new unit I've been experimenting with. Nasty little bugger, great as a cheap raiding unit. 2 Missile Racks 8 Internal Missiles 1 Secondary Battery 4 Anti Personnel Weapons 32 Treads (M4 / 8") Point Value = 75 Year Introduced = 2084 Daniel Gallant ===== [Is there some bug in my Javascript? When I run this one it says the load places it in 2086, unless two AP are removed. The problem with all two or one rack ogres is that it becomes very easy to totally strip them. By making those the only weapons and scaling down the forces you'd need to face you've reduced that somewhat. Here's a topic to mull over the holidays. How do you deploy an infantry screen in front of Missile Tanks to protect against GEV attacks? If you put the infantry two hexes in front of the Missile Tanks the GEVs can attrit them at no cost and if they're one hex in front of the Missile Tanks then the GEVs can fire over and ignore the infantry. -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.