====== Ogre Digest, July 26th (Last: July 11th) ======== ===== Move over From: stephan beal ============================== From: stephan beal Subject: Move over > From: "Noah V. Doyle" > Other things to toss out: The Igo-Hugo method of turns grates on me. > Anybody tried an alternating turn procedure? Any ideas for, or against? One i've experimented with, not in Ogre, but in Ogre-like games: 1) Player A moves. 2) Player B moves. 3) Player A attacks. Player B's units which are targets of attacks at a range of 0 (i.e., overrun in GEV) may counterattack, which is resolved simultaneously with the original attack (i.e., both units may destroy each other). 4) Player B attacks, with the same range-zero counterattack option, but units which counterattacked during A's attack phase may not attack again. 5) lather, rinse, repeat. It appears to work best for man-to-man melee combat, and allows ranged units to hit-and-run melee units to death. i have not experimented with allowing ranged units to counterattack in this way, but only because it's (theoretically) too much work to remember which units have counterattacked and which not. In one of the games where i've played with this system, the "Ogre" unit, if you will, (the big, badass unit, i mean) doesn't have regular movement, but has a number of Actions, and each action can be translated into 1 MP or 1 attack. In that particular game, pitting tree-ravaging Lumberjacks against a powerful Dryad, the Dryad can expend actions during any of her player's phases, thus she could move during the attack phase, for example. Something similar might be suitable for an Ogre-like unit, which has superhuman coordination and reflexes. ----- stephan the generic IT guy stephan@einsurance.de - http://www.einsurance.de Office: +49 (89) 552 92 862 Handy: +49 (179) 211 97 67 "Stephan, every time you come back from holiday you get stranger." -- Amir Mohammadkhani ===== [Combine Set 11 shipped last week, leaving zero Ogre items on the upcomming releases calendar. So, rather than leading an angry mob to Austin armed with golf clubs and shouting "Four!", how about considering my twist on OGRE movement, Splitfire? See http://www.io.com/~hcobb/gev/scenario/foxhunt.htm for details. The tradeoff for allowing Ogres to hit and run is that they don't get to make the deliberate attacks as seen in OGRE, where the metal beastie works through it's entire arsenal in priority order, selecting targets one by one for the next gun. The only defensive terrain in OGRE is distance and the defender should make the most of that by ensuring that wherever the Ogre goes it can't apply its full firepower at maximum efficiency. With splitfire an Ogre isn't "forked" so easily. ("I can stand here and chew on these grunts with my AP or I can go over and blast that Missile Tank with my remaining Secondary, but then the grunts get to fire again...") Another point about "forking" is to kill the Mains on a Mk V quickly so it can't hit two units six hexes apart at the same time without using a missile. Instead it has to go over towards one target and leave the other one to respond. (The fact that a Secondary against a GEV is only a 1-1 is just gravy on top of this.) Naturally the Ogre with the speed and range to best use splitfire is the Mk IV. (Oh well, the November releases should be posted soon...) -HJC] List Moderator: Henry J. Cobb ogre@sjgames.com Archives for this mailing list may be found at http://www.io.com/~hcobb General online support for the OGRE game is at http://www.sjgames.com/ogre Ogre, G.E.V., Shockwave and other products mentioned here are trademarks or registered trademarks of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy at http://www.sjgames.com/general/online_policy.html