====== OGRE Digest, November 28th (Last: November 26th) ======== ===== Crowding out the LGEVs From: Servitor@aol.com From: "Chris French" ============================== From: Servitor@aol.com Subject: Crowding out the LGEVs > I propose the following to fix this problem: > > 1) OGRE AP guns now have *full* effect v. armor, and *double* > v. infantry. (Not sure how this will play out.) > > 2) From the "_OGRE_ meets _Starship Troopers_" article -- give > the OGRE's missiles the same effects as a Cruise Missile. EEeek! Forget about the LGEVs, imagine the impact on a standard game of OGRE/G.E.V. "Command Post" scenario. (Hmm, on the other hand, it means the Ogre couldn't sneak out of an overrun combat after losing MBs and SBs. On the other, OTHER hand, it also means that a Mark V will now overrun on its own turn much more eagerly). Ogres w/cruise missiles... hmmm. I'd say that the CMs should cost a lot more than normal since the Ogre is a much safer (and speedier) launch platform than a crawler. Er, actually, what WOULD be the defense strength of an unfired CM on an Ogre? Well, you could try both of these out on the Algorithm just to see what point value you get (I'm too sleepy to punch it up right now, someone else not so lazy please do so...) Oops, how do you reflect the "double vs. infantry" in the point cost? best, John Hurtt (Servitor@aol.com) ===== [If you simply want to restore the effectiveness of Ogre Missiles against LGEVs, just give them a splash effect of a 1-point spillover attack into all six hexes adjacent to the target. This has only a one in six chance of bothering a GEV or Missile Tank, but stuns LGEVs a third of the time. -HJC] ===== From: "Chris French" Subject: Crowding out the LGEVs > [Well critical hits do stop Mk Is much easier than any other Ogre. Oh, god -- spare me from "golden BB" rules. Every gaming group I've been in has tried using "critical hit" rules, and the result is the same every time: A massive spike in the number of rolls that result in critical hits. (I have a vivid mem- ory of a _Battletech_ game where no fewer than 22 units were taken out by critical hits to the head. Oh by the way, all the rolls were made "in the open" -- finessing die rolls is an old trick.) I think I'll post my optional rules for "cracking the egg" -- where a large force of armor concentrates fire on an OGRE's hull, with the intent of breaking open the hull and offing the OGRE's "brain". Takes a bit longer, and doesn't turn games into crapshoots. Critical Hits -- Just Say "No"! :) > And do you really expect to chase down LGEVs with AP guns? -HJC] No, I expect the LGEVs will come to me. They have to, what with having to get within 2 hexes range at some point. (And with Our Friend Terrain, this becomes easier....) CF ===== [Gee, I don't know if this is on topic or anything, but in Popular Science "21st Century Soldier", page 76 I found the following, "...Streetfighters would be a class of inexpensive, fast, heavily-armed catamarans... If one Streetfighter were attacked, the others would swarm on the attacker from all directions, relying on speed to fire their weapons and retreat before the enemy had a chance to return fire." "Unfortunately, in war games, simulated Streetfighters, which sound much like World War II PT boats, have proved easy to hit, and their crews faced almost certain death." But I guess it's OK, if you save the CP, right? -HJC] ============================== Send all submissions or mailing list changes or problems to 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