============ The Ogre Digest, June 17th (Last: June 14th) ============= ===== Ogre Reinforcement Pack question From: "(v)ister (v)cKnight" ===== Multi HWZ Defenses From: "Andrew Walters" From: AvaheilDotter@aol.com ============================== From: "(v)ister (v)cKnight" Subject: Ogre Reinforcement Pack question Hi Henry, I've been a lurker for years but became aware of this game's activity because of all the emails I've been getting from The Ogre Digest. I went to the sjgames website and noticed that all of the counter-based games are now reprinted and sold and was quite excited about that. I currently have Ogre, GEV, and Shockwave from about 10+ years ago. I noticed the new Ogre/Gev includes Mark II counters. I was wondering if the Reinforcement Pack also contained Mark IIs, since the Reinforcement Pack and Battlefields are definitely the two I will be adding to my collection... It certainly appears to be a monstrous game with all these maps and counters! Any idea when we'll see Mark I, Mark VI, or all of the other Ogre variants as counters? Thanks, John McKnight ===== [Yes, this is the golden age for OGRE. It's all Steve's now and he's finally got time to put all the parts in place. All he needs is an editor to help keep the second edition of OGRE Miniatures on track. (Don't look at me, I'll be off on Pune, a small dry planet, to manage spice production for the Baron. See: http://www.google.com/search?q=pune ) Really the only big problem with OGRE is keeping it all from actually coming true. Maybe if President Wank-- er Bush invited Russia in to NATO and made missile defense a NATO wide project then the USA, Europe and Russia would all feel sufficently well defended and vested in the process that they would stuck together and impose the New World Order on everybody else. Battlefields has Fencer counters and Fencer drawings, but no rules for the Fencer. -HJC] ============================== From: "Andrew Walters" Subject: Multi HWZ Defenses Two HWZ perched eight hexes from the right hand edge (I'm assuming the CP is in the upper right corner) and two more two hexes (or four) to the left of that (all from the Ogre's view) means that if the Ogre goes straight up the right side and around that one crater it will be in range of two of the HWZ for ten hexes. Call that five turns of movement. That's ten strength six attacks, or twenty tread points, assuming magically average die rolls. Is that a fair trade for *four* armor units? Five tread units each? Perhaps. But you're gambling a lot on ten die rolls. That seems fair. I suppose if all your armor units did that well (20 x 5 each = 100!) you'd be in great shape. Of course, if he decides to go after them, Mr. Ogre drives right into the middle and let's go with missiles, he only takes four attacks, or six if there are at least three hexes between the forward and rear HWZs. That's twelve treads, or three each, probably not enough to make it worthwhile, though that route is three hexes longer (if I recall correctly), and one turn can make the difference. Of course, if you can get him to M2 or strip the missiles first, but that requires 60 (or 54) points worth of attacks, hard to deliver by that point on the map. What I have not tried is multiple howitzers defending against a Fencer. I have enough howitzers, and as soon as the Fencer ships... Andrew Walters ===== From: AvaheilDotter@aol.com Subject: Multi HWZ Defenses << The 4 HWZ defense in OGRE works great against a MkV. After killing the Mains and a secondary or two, everybody kills treads until it's a speed 1 or less critter. (Usually, the OGRE spends its missiles on mobile targets early on.) Yes, the infantry die and die and die. >> That is what the problem for the Ogre is. It should save the missles or force attacks on them. Remember, one missle in the racks cuts the distance the Ogre has to travel to get the CP by 5 hexes. Ogre 2ndaries have a range of 5 from the last place the Ogre was until it is slowed, and are very effective at neutralizing MSL and LT tanks. GEV's can be hunted down early if necessary, as long as it does not increase the time under the HWTZ by more than 1 turn. And if you can kill the HWTZ with MB's, that is another plus. Ogre is like chess, you have to be thinking what you could do on the NEXT turn as well as this one. ===== [Faced with 4 HWZs and 12 GEVs, I would attempt to engage the hovercraft outside the range of the big guns and hunt them all down, using missiles on GEVs as needed, before running over the howitzers. Against a more mixed force, I'd dive in and missile the howitzers and attempt to achieve objective one before all the defenders could catch up. From thinking about the multiple worlds quantum theory, I've got this vision that the basic and advanced OGRE scenarios never actually occur in the OGREverse, but instead are computer simulations run during the design and later training of the Ogres. So every Ogre has burned deep in its ROMs the understanding that all its existence is about is taking out that one target and its own survival has little meaning. "OK, this is a humanitarian relief mission. You'll be excorting these food trucks to the relief center and maintaining security there." "What is the primary target to be destroyed?" "We'll get back to you on that." -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.