========== The Ogre Digest, September 10th (Last: September 6th) =========== ===== Ogrethulhu From: Murdoch From travmind@hotmail.com Fri Sep 7 22:32:29 2001 ===== Big Dice From: Servitor@aol.com ===== Ranger Squad. From: Henry J. Cobb ============================== From: Murdoch Subject: Ogrethulhu > I now pledge to never again worry about Steve's sanity. > > (And instead worry about protecting my own! :-) > > -HJC I raceed for my credit card when I saw it, but alas it is still in the unholy chrysalis awaiting the time of dark gaming.... Steve must be my favorite cultist.... ===== From travmind@hotmail.com Fri Sep 7 22:32:29 2001 Subject: Ogrethulhu Ummmm, is the Ogrethulu real? or a good joke? I'd best go make a SAN roll now.....rattle rattle rattle......uh oh......I gotta go, must...get...to...padded...cell.................. Jim Clem Best Line in an Honor Harrington novel: "Oops", Shannon Foraker, Ashes of Victory ============================== From: Servitor@aol.com Subject: Big Dice > Also check out http://www.sjgames.com/ill/ for big dice to go with big ogres. > > -HJC If anyone is curious, the big dice are giant squeaky d6ers available from Koplow... best, flunky (Servitor@aol.com) ============================== From: Henry J. Cobb Subject: Ranger Squad. > Atk 1/1, D 1, M 3, cost 4 VPs (or two points of normal infantry) > > Ranger squads rely on stealth rather than on active defenses so they > do not combine with other squads for defense and each ranger squad > takes a full "armor unit" slot for stacking. > > However, their stealth suits make them impossible to target at range, > so all non-overrun fire against rangers is treated as spillover fire, > unless the squad is riding a tank or other vehicle. I tried a game using the ranger squads given above. Ogre Advanced scenario, except with the GEV stacking, spillover and overrun rules (as more or less required by the Ranger rules). Defender's setup was 15 squads of Rangers behind the line and 20 GEVs at nine to ten hexes from the bottom with the CP up next to the NE corner. The Mark V started from the southeast and moved up three hexes (blocking the single GEV at range six via a ridge line). The GEVs moved into a line at seven and eight hexes (to refuse first shot to the main) as the rangers moved up quickly with their three hex move. On the second turn, the Ogre charged the west corner of the line and scored lucky with the missiles. Five Xes and only one D. The GEVs stacked to attack, getting ten within range. At one to two's it took eight shots to kill both mains (lucky!), but the remaining two shots missed the treads and then it was time to scatter off to the side. On the third turn the Ogre rushed the northwest corner of the line and using its secondaries (the only long range guns remaining) Xed off the cripple from last turn, crippled two more GEVs and sent another two to that great scrapyard in the sky. The GEVs responded by callously stacking on their cripples, getting all ten effectives into range and the rangers got into the act themselves, forming a few two-squad stacks to make up for the Ogre's sudden surge westward (even though they were still out of range). Unluckily, the GEVs only scored two tread units damage. On the fourth turn the Ogre took the bait and overran one of the cripples (tread shot missed and a 18-1 from six secondaries ensured that no second chance would be offered) then fired at a cluster at the west side of the board. The remaining cripple and another GEV got dusted while three more GEVs were crippled. Four GEVs moved to attack (from on top of outranged Rangers) while two others were too far away. Amazingly all four shots hit, reducing the Ogre to only fifty treads units remaining. Then they pulled back north with some stacking on Ranger squads. On the fifth turn the Ogre ignored the northern units and crashed through the line of cripples to the west, destroying all three. (The overrun shot at treads again missed.) The edge of the Ranger cloud, now spread one to a hex, finally reached the Ogre with two in range and two of the northern GEVs managed to get their shots in too, but all four shots missed. On the sixth turn the Ogre overran three squads in a row as it passed through the west edge of the cloud (hey, that's the only way to get around the stealth bonus!) suffering four tread units damage (ouch!) in order to get to range two on two GEVs. With two squads at range one, the APs divided into two 6 point attacks (needing a 3-6 to kill, as per the stealth bonus) eliminating both. Those two GEVs got Ds and the secondaries also managed to nab one more squad. (Bad dice yes, but rangers are tough to kill with three point guns!) The nine remaining rangers circled the Ogre at range one, doubling up on the east with the four mobile GEVs further to the east, all in an effort to distract from the two cripples next to the west side. Their combined firepower finally knocked the Ogre down to 40 treads remaining, i.e. move two. The GEVs could now afford to retreat in stacks! On the seventh turn the Ogre overran a squad and a cripple (losing two treads) then turned 12 points of AP on the two squad stack (killing each with a 6-1) and applied the six secondaries to eliminate the other cripple and the three other squads within reach. The three remaining squads and the four GEVs moved in for the kill and scored two tread units damage. On the eighth turn the Ogre charged north, leaving two squads in range for nuclear cleansing through very high odds attacks. (Showing the folly of using stealth rather than armor against nukes.) The four GEVs stacked together between the Ogre and the distant CP, while the one remaining squad moved up behind the beast, but no damage was scored. On the ninth turn the Ogre circled around a crater, delaying the approach by a hex to nuke the remaining squad. The GEVs scored sweet revenge with three hits. On the tenth turn the Ogre could only follow, closing the distance to target Alpha ever so slowly. The GEVs scored three more hits (what is it with these guys, survival of the fittest?) bringing the Ogre down to 24 treads remaining. On the eleventh turn the Ogre continued its mad rush, getting to range 12 on target Alpha. The GEVs scored two more hits (ouch!) reducing to 20 treads, speed one. Even at one hit per turn (average is one and third) the Ogre wouldn't make it and so conceded the game. Even with their defense advantage the Rangers died very quickly, but not as quickly as standard infantry would have. Next time I'll try and find some woods for the rangers to patrol. Henry J. Cobb http://www.io.com/~hcobb Any sufficiently cool technology is indistinguishable from religion. Henry J. Cobb ogre@sjgames.com Archives at http://www.io.com/~hcobb All OGRE-related items Copyright (c) 2001, by Steve Jackson Games.