===== Now Available: Individual Ogre Miniatures From: sjgames-illuminator@yahoogroups.com ===== Infantry and Anti-Personnel weapons From: "Hunt, Kirk (Tucson)" From: "Robert A. Knop Jr." From: Servitor@aol.com ===== Ogre Names (Old Guard) From: "Robert A. Knop Jr." From: Stephan Beal ===== Turkey Shoot, a solo scenario for OGRE Minis. From: "Henry J. Cobb" ------------------------------ From: sjgames-illuminator@yahoogroups.com Subject: Now Available: Individual Ogre Miniatures After talking to our distributors and stores, we have decided not to sell individual blister-packs or loose figures through the distribution chain. Most distributors and stores prefer to carry only the larger boxed sets, and it's just not worthwhile to set up a system for the few stores that would carry individual packs. Sorry about that. Instead, we will sell individual unpackaged Ogre vehicles and figures through Warehouse 23 ( http://www.warehouse23.com/search.cgi?gtype=12 ). This is a good way to fine-tune your army for the exact force mix you want . . . BUT . . . if you have a local game store, please visit THEM to buy your boxed sets. We do not want to take business from the stores that support US. So . . . (a) Our online prices are set so that if you buy the individual parts of a boxed set, you are NOT saving any significant money over a store purchase of the set (and sometimes it works out to be a bit higher!); (b) We don't put a new vehicle into Warehouse 23 until we have shipped all our pre-orders to distributors and built up our stocks to handle re-orders. This means that, on the average, your store will have the new boxed sets 3 weeks to a month before you can buy the loose figures online. -- Steve Jackson ( http://sj.sjgames.com/ ) ------------------------------ From: "Hunt, Kirk (Tucson)" Subject: Infantry and Anti-Personnel weapons >From: Dan Tulloh >With the appearance of Militia in the new Ogre Battlefields release, >I've been thinking about infantry again. >It seems incredible to me that only Ogres are equipped with Anti- >Personnel weapons. Every piece of armor on the battlefield ought >to have some AP at their disposal - you can't afford to be using >your heavy rounds against them and even if you could, infantry are >too dispersed to make it effective. >So, I propose the following: >All armor has AP weapons equal to 1/2 the firepower of their main >weapons (rounded up), with a range of 1. This firepower can be >doubled in an overrun attack with infantry. This is the only kind >of attack that non-Ogre units can make against infantry. >This change should be easy to institute and should make the infantry >more comfortable in their usual role: holding ground. >What do you all think? Good? Bad? I should go back to bed? >Dan In MY OGREverse, all armor have AP. As in the REALverse, they are rarely shootable at the same time. (Almost every armor unit in the US inventory carries at least the equivalent of a single barrel .50 cal machine gun.) It's simply too difficult, even for computer assisted human gunners, to lay into a squad of infantry and an armor unit over the horizon...and if the on board computer could, it would be in an OGRE. The bigger the armor unit, the better/more the AP, so most non-OGRE units drive around with a single attack number. I don't think new rules are needed on this subject. The Superheavies have separate AP only because they have separate gunners available to fire them independently. (Plus they needed something for the dread "game balance" aspect.) Kirk ----- From: "Robert A. Knop Jr." Subject: Infantry and Anti-Personnel weapons It might be worth trying this out, but at first guess I probably wouldn't be nuts about this. The primary reason is that it makes things more complicated-- more weapons to keep track of for each armor unit. However, if you can cope with or like that sort of thing, give it a try and report back... :) I haven't thought hard enough about how it affects the game balance; probably, several playtests would be necessary (with people who've played the game against each other already and have some idea as to their relative ability levels). On the one hand, it's now harder to blow a given squad (or 3-squad counter) if INF away with a given tank. However, you can shoot at INF while also shooting at another armor unit. Intuitively, I think you're hurting the armor units more than helping them with this. This might be nicer for Ogre (as opposed to GEV), where the INF units don't have all sorts of nice terrain to hide in. In-game, I wonder about how these puppies work. Armor units tend to have small crews, based on GURPS Ogre. The main gunner is going to be busy with the main gun, so there's nobody left other than the tank's computer to run the AP guns. An Ogre has this sophisticated AI multitasking on all of its own guns; it's already established that the computers in the normal armor units aren't so sophisticated. (That's why they get the 1/2 strength attack during overrun when they are disabled.) As such, I'm not sure it makes sense to have the computers on normal armor units be controlling these AP guns. -Rob ----- From: Servitor@aol.com Subject: Infantry and Anti-Personnel weapons The SHVY has OGRE type AP weapons, but it (and all other armor) also have a number of smaller antipersonnel weaponry. I always thought this was "factored in" by their DEF strength. (The INF have trouble attacking the target because it keeps spraying their general vicinity with small caliber hyper-rounds and flechettes.) ----- [For my take on this very issue, pick up a copy of the OGRE Book, second edition and look under Forward Observers. -HJC] ------------------------------ From: "Robert A. Knop Jr." Subject: Ogre Names (Old Guard) > From: Nyrath the nearly wise > I was wondering what other amusing Ogre names we could come up with. In the same vein as the ones you propose: I Brake for Nobody Cruel and Unusal Punishment Nuclear Free Zone -Rob ------------------------------ From: Stephan Beal Subject: Ogre Names (Old Guard) > An Ogre named "the Rook." Hmmmmmmm. Now go design it and make it available for everyone else: http://byoo.rootonfire.org :) ----- Stephan Beal Generic Universal Computer Guy stephan.beal@einsurance.de http://www.einsurance.de Office: +49 (89) 53 07 38 32 (Don't bother. I never answer it.) Handy: +49 (179) 211 97 67 (I normally don't answer that one, either.) "Welcome to Open Source. Steal my code. I'll be honored." ------------------------------ From: "Henry J. Cobb" Subject: Turkey Shoot, a solo scenario for OGRE Minis. The map is a rectangle, 30 inches north to south and 18 inches east to west of clear terrain. The defender gets a unarmored CP, placed at the center of the north edge and 10 cruise missile crawlers (with cruise missiles). One CMC is placed in each of the north west and north east corners and the other eight are placed every three inches south along the east and west sides of the map. (So the southmost CMCs are 18 inches from the south side of the map.) The (doomed) attacker gets a single OGRE Mark-V that enters the south edge on turn one. Armed CMCs will only move if the OGRE is north of them and then they will move towards the OGRE. Unarmed CMCs move north at their top speed, to the north edge of the board. If there is an armed CMC within 19 inches of the OGRE, the defender will launch one cruise missile per turn from the closest armed CMC. If the OGRE has any surviving secondary batteries the missile will be aimed four and a half inches from the OGRE. After the last secondary is blown off (should take about three bangs), the missiles will be aimed right at the OGRE. The attacking player may use any tactics he wishes. (Good luck with those interception rolls! ;-) Steve, lemme know when you beat this "static" defense, OK? (The same can be tried under Shockwave Cruise Missile rules, but the OGRE has a MUCH greater chance of victory.) Oh, BTW, The Cruise Missile rules in OGRE Minis are broken. IMHO. For a partial fix, see my webpage. Henry J. Cobb ogre@sjgames.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 2001, by Steve Jackson Games.