====== The Ogre Digest, November 12th (Last: November 10th) ======== ===== Staying alive From: largecardriver5@webtv.net (e.w.markle) ===== A REAL Blast from the Past From: AvaheilDotter@aol.com ===== Missile GEV From: David Morse ===== GEV-PC From: David Morse ===== Infantry tactics From: stephan beal ===== OGRE Macrotures battle-report From: Servitor@aol.com ============================== From: largecardriver5@webtv.net (e.w.markle) Subject: Staying alive Hi Henry, I notice the MkIIIB is "At the Printer". Any inside scoop on when I can buy a couple & spend some Christmas money? Any inside rumors on any of the other Ogres? So tell me. Why don't people in the Ogreverse have radiation related illnesses? Lord knows I've made several hundred european towns and villages glow in the dark. I'm amazed anything or anyone is alive with all the radiation, I alone have loosed upon the old world. Thanks Again, Ed ===== ["This item is still at the printer. You may order it now, but your entire order will be held until this item arrives and is in stock." That doesn't sound so bad. As for the radiation, see GURPS Ogre. It turns out that the nukes are fairly clean and even the SATNUCs don't kick up much fallout. -HJC] ============================== From: AvaheilDotter@aol.com Subject: A REAL Blast from the Past << [OK, you know how some of the Hydrogen bombs are triggered by a fission detonation that has the radiation reflected back to a point by a circular shield to start the fusion going? >> George Dyson, the son of Freman Dyson, has done a book on the Orion Project which is out in England, but not the US. In it he has documents that state 90% of the blast from a 20+ KT explosion could be focused onto a plate 40 feet in diameter far enough away not to destroyed outright. This was early 60's tech... Ad Astra! Stan Leghorn ============================== From: David Morse Subject: Missile GEV > [Now you're back to high powered first shot weapons. Good point. :P > Also the full Missile Tank attack strength three isn't just launch the > three missiles on deck and scoot. Maybe the "disableness" comes from the cub having to drop to the ground and hold position to avoid being flipped over by recoil or something. > And I just don't see anybody aside from a ragtag bunch of renegades > putting a weapon on a hovercraft that can't be used at speed. -HJC] You say that like its a bad thing, but I think its actually modeling the existing literature rather well! It still has a withdraw of 4, which ain't too shabby. I played a couple of solo games with these guys. One Breakthrough and one advanced Raid, each with 20% of the attackers being these 6vp mgevs. (And incidentally giving the 1/3 heavy weapons squads a try). In breakthrough the MGEVs didn't do anything outstanding, and their slower speed, especially when firing, prevented them from escaping the north end. In advanced Raid their key contribution was disabling, then killing the superheavy tank anchoring the defense's center. They were not outstanding, but they were handy enough to buy again purely for "strength through diversity" reasons. The Heavy Weapons guys took a little while to learn how to use. In breakthrough I bought too many, and although protected by woods, they were still such high-value targets that the attackers went out of their way to kill them. In Raid, I learned the proper density: 2 squads regular to 1 squad heavy. They got some good results both in the southwestern forests+towns, playing range games with GEVs, and riding aboard light tanks in the approaches to lake city. ============================== From: David Morse Subject: GEV-PC > From: Dave Morse > > For people who feel the GEV-PC is a little weak, here's a suggestion to > buff it up a hair: Let the GEV-PC move 4-3 when its carrying 1 or 0 squads > of infantry. When its got 2 or 3 squads it slows down to its regular 3-2. > > > [That's lacking only one point of attack strength on the regular GEV > and a single squad makes that up. (Attack strength 3 in overruns, vs a > mixed range factor.) Agreed. A PC & Inf-1 costs slightly more than a GEV. Ok, ok, its maybe too good. Reduce it to moving 4-3 only when completely empty. ============================== From: stephan beal Subject: Infantry tactics > > From: David Morse > > Maybe somebody should write an article about how to handle infantry > > better. ... > [Oh sure, I tell you and you tell somebody else and soon everybody will > be such great defensive players that we'll need to adjust the scenarios. > > In Ogre, put one squad per hex in a big cloud. That is an idea that I've honestly never considered. Very interesting. Thanks :). ----- stephan ============================== From: Servitor@aol.com Subject: OGRE Macrotures battle-report Hi all...! Massive update of my Ogre site including the an OGRE Macrotures battle-report from Dragon Con 2001 (complete with photos and turn-by-turn maps), fantastic painted minis from John Douma, J.P. Hyde and Kurt Edelmann, new convention info, new letters and updated news. Flunky's OGRE Website. http://hometown.aol.com/servitor/Ogreindex/ogrindex.htm Thanks for all the stuff you guys have sent in so I can keep this site updated. Check it out and let me know what you'd like to see in the future... best, John Hurtt (Servitor@aol.com) -Yes, I'm a Game Geek. How did you know? -Please visit my website at: http://hometown.aol.com/Servitor/Ogreindex/ogrindex.htm ===== [Ugh, was there any mistake the defenders didn't make? Over twenty squads of infantry transport and none of it was ever used. (What did they think Light Tanks were for, especially with all the times those got overrun.) Firing at secondary batteries, especially against multiple Ogres? I would have led with the tanks (stuffed with infantry) the remaining infantry spread out over the woods and city, the GEVs are the second wave with the Missile Tanks striking from the city last. Targets are: Main Batteries then treads on whichever Ogre is closer to Target Alpha (in terms of turns of movement away from hitting the CP). The first wave takes out the Mains and gets a few treads, the GEVs strike and spread to cause maximum delay as they chop on movement then the infantry swarm of single squads runs up and dies leaving behind a few nuclear petards on the treads and then the missile units stop the Ogres just out of secondary range on the CP. (The GEVs either having sucked up the missiles before full Ogre speed was lost or toasting the Ogres themselves a long time ago.) "As the Ogres approached the pass in the Pyrenees, the cry of the remaining Spanish forces was ``Remember the Mains!''" -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.