====== The Ogre Digest, October 12th (Last: October 6th) ======== ===== Opinions on a game mechanic From: Servitor@aol.com ===== Infantry Raid From: "Henry J. Cobb" ===== Ogrethulhu Playtest From: Steve Jackson ============================== From: Servitor@aol.com Subject: Opinions on a game mechanic >Does it depend on how much firepower they bring to the chat? Or how much power they suggest they have "just over that hill". Hmmm, just how good is that multi-ton lie detector that Ogres are reputed to have built in... Seriously, I really favor this CIUWTOIYD (Chat It Up With The Ogre If You Dare) method because it actually puts it into the player's hands (sorta) instead of just randomizing it. "Feel lucky, punk?" best, John Hurtt (Servitor@aol.com) ===== [Or worse yet, maybe the invincible Black Knight has been reading too much from it's cultural database... "All ye that would pass this way must answer these questions three. First, what is your name?" -HJC] ============================== From: "Henry J. Cobb" Subject: Infantry Raid Welcome to another chapter of Miniature Set Battles, a continuing series of advertisements for the Miniature boxed sets at: http://www.sjgames.com/miniatures/ogre/ This time it was the plain old ordinary basic Raid scenario with the attacking force as Combine Set 6 - Mechanized Infantry Company with Escort Squadron and the defending force chosen from Deluxe GEV. The Paneuropeans selected the Howitzer in 1508 (to block off the lake) and the Superheavy Tank in 1408. "Operation Roadblock" was a squad of infantry in each town hex to the west and south of 0509, two more squads rode the Superheavy and the remaining twelve formed an arc two hexes to the southeast of the Howitzer. Alpha was placed in 2301 (The defending units, if any, can use the town bonus more...) while Beta started in 1107. Two of the LGEVs entered the west road to blow up town hexes while the other two entered along the east road and river in front of the GEV-PCs. These western LGEVs would later rejoin the crowd after Xing the two town hexes in the southwest corner. The Superhevy charged forwards to the woods at 1514 and engaged two loaded GEV-PCs south of the stream while reinforcements mostly came in on the northeast and northwest corners. Two of the GEV-PCs got disabled under intact platoons then the force charged forwards and eliminated the Superheavy and a defending GEV. The infantry screen was penatrated after Beta had already passed the town heading off to join Alpha and then three LGEVs zoomed into 1508 along the road with their second movement but the Howitzer got them all! Then the remaining infantry closed around the Howitzer, overruning the GEV-PCs that had recovered but not rejoined with their infantry and it was all over. -HJC ============================== From: Steve Jackson Subject: Ogrethulhu Playtest Would you kindly notify the list about the Ogrethulhu playtest on Pyramid, first phase of which ends Monday? Steve Jackson - yes, of SJ Games - yes, we won the Secret Service case Learn Web or die - http://www.sjgames.com/ - dinosaurs, Lego, Kahlua! The heck with PGP keys; finger for Geek Code. Fnord. ===== ["...I'm telling you why. 'Cause Ogrethulhu's coming to town!" They also have the playtest files for the Black Knight scenario up and I just bet that when it comes time for the second edition of Ogre Minis, the Pyramid playtest board will the perfect place to note that in the Ogre Minis Falling Anvil, er Falling Ogre Table, the 14d and 15d results seem to be reversed. "Subscriptions to Pyramid are just $15.00 per year (plus $1.09 sales tax for you lucky Texas residents)." And with SJGames's current financial problems, every little bit helps. (We should have listened when Steve said that there was no accounting for him.) The link to the playtest area is http://www.sjgames.com/pyramid/playtest.html and once you're there you could drop by the sjgames.gurps board and help me lobby to fix the SATNUC rules. Well Heck, the posting still a little short on space, so I'll include my fix here. The current SATNUC rules need some clarifications, so here's my take on the situation. Once a SATNUC cluster has blossomed, roll once for every target in the attack radius that doesn't have the correct IFF codes. The roll is munition TL (11) plus the square root of the number of submunitions plus the size modifier of the target minus half the cloak and jam values of the target. For example, a Heavy Tank firing a 175 mm MB SATNUC cluster at a Superheavy needs to roll 11 +4 (19 submunitions) +7 (target size) -7 (half of radical emission cloaking) -4 (half of Jam-8) or 11 on three dice. For every two points less than this number rolled, one additional subminuntion scores a direct hit on the target. For example, if the Heavy rolled an eight then two submunitions would score direct hits. As all the submunitions strike at the same moment, reduce the top armor of the target by 1 DR per every 500 points of direct hit SATNUC damage (BPC is tough against Nukes!) AFTER resolving all the penetrations by all the submunitions. For example, if the two submunitions rolled 20 and 25 then no damage would penetrate the DR 5000 of the Superheavy's top armor and that armor would be reduced by 180 points to DR 4820. In a really target rich environment or with a really good roll, the targets may undergo more hits than there are submunitions to go around. In this case roll randomly to remove hits until the total of hits is equal to the number of submunitions. The bus vehicle may be programmed before launch to seek out a specific subassembly or target type. Any submunitions hits above half (round down) the difference in the size mods of the subassembly and the target strike the subassembly instead and any random hits above the number of submunitions are removed from non targeted hits first. Example: A Missile Tank fires a missile at an Ogre Mark-V's main battery and it isn't shot down. The roll to hit the Ogre is 11 +2 +9 -7 -4 = 11 or less and the Main Battery has a size mod of four less than the Ogre itself, so on a roll of 5, two submunitions will strike the Main Battery and two will strike the Ogre's top armor. (most likely just scrubbing 160 or so points of armor off of each.) In other Ogre action, there's been some comments about my take on the Ogre Mark I-B at http://www.sjgames.com/ogre/board/ (Which is still free, last time I checked. ;-) -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.