====== Ogre Digest, October 10th (Last: October 7th) ======== ===== GEV 9.036 - ridiculously unbalanced From: White Rat ===== Signs of the OgreVerse. From: Fish Flowers ===== Aliens in Battlesuit From: Sumnerd1234@cs.com ============================== From: White Rat Subject: GEV 9.036 - ridiculously unbalanced > From: David Morse > > The "Ogre Raid" variant presented in GEV 9.036 is ridiculously > unbalanced. I know, I know, "GEV is possibly the most fully playtested > game ever". However this is a backwater scenario and not often played. > The attackers get 6 GEVs and an Ogre Mk IV. The defenders get 30 > infantry, 8 armor units plus 1.5 per turn, and has to defend like 23 D1 > town hexes. Talk about a tough assignment... ... > To rebalance the scenario, I'd guess something like a defense force of > 30 infantry, 15 armor + 2 reinforcements per turn. I've played with experimenting using 2 reinforcements per turn and the original 30I/8A and it was a much more intriguing game. I'm not sure that the starting armor-units need to be upgraded, upgrading the reinforcements seems to keep the flair of 'outgunned at first, but my big brother is coming' for the defenders. The attacking force can do a lot of damage in the first turn or two, but then it needs to start contemplating how far it can penetrate and still retreat. Another way to balance things out is to declare the SE coastal cities entirely destroyed already, and not available for VPs. This means the attackers have to penetrate further up the map to get VPs, and prevents the 'charge up the SE border, level the city, run away' method of attacker winning. Ratty ============================== From: Fish Flowers Subject: Signs of the OgreVerse. The EU recently voted to add ten new members: Poland, Hungary, Slovakia, Lithuania, Latvia, Slovenia, Estonia, Cyprus, Malta, and the Czech Republic, all by 2004. Bulgaria and Romania by 2007, perhaps. Turkey is still being put off, which doesn't please them much. And there's likely to be some issues over the whole Cyprus thing... (half of the island is run by Greece, the other half by Turkey, and they don't like each other much.) It wouldn't surprise me if one heretofore-unmentioned feature of the Last War were a regional conflict in the Soft Underbelly Of Europe, between non-PE Turkey and PE Greece. Fish. always wondered how paneurope kept the balkans in line ===== [GURPS OGRE page 27. -HJC] ============================== From: Sumnerd1234@cs.com Subject: Aliens in Battlesuit I was re-reading a few of the posts on the Ogre Message Board, and an idea popped into my head. How many of you would be interested in seeing stats and some back history for an alien invasion using Battlesuit? ===== [Speaking of Battlesuit, I messed up my infantry gun. It does too much damage! (Still useless against vehicles.) So to keep the damage down to 6dx3(3), keep the barrel at 6mm, but switch to low power and recoilless. (Length is actually nineteen inches, which is a little clumsy to strap to your arm, but still workable. Note that it is possible to occasionally find things in GURPS Vehicles so clearly a new edition is needed. ;-) TL9 6mm electromag, medium barrel, low powered, recoilless, ROF 16. (No recoil to build up after all, so might as well shoot as fast as it can.) Base KE damage is 9d, which is 6dx3(3) with APFSDSDU. Ranges are 1/2D: 920 yards, Max: 4,600 yards, Indirect Max: 11,500 yards. Acc is 12. Base weight of the weapon is 5.4 pounds, WPS is 246th of a pound each, a 1.3 pound box magazine therefore holds 160 rounds (10 turns of fire). Loaded weapon weight is 6.7 pounds, 0.134 cf, 1.6 sf. 100 DR points of BPC then weighs 4 pounds and costs $400. Basic Emission Cloaking adds 3.2 pounds and $480. So the total weight of the loaded weapon is 14 pounds and the SS is 14. The CPS is 39 cents. (Depleted U is cheap in a world where every grunt carries at least half a dozen nukes!) The power requirement (to be met by the battlesuit) is 12.2 kWs per shot times 16 shots per second or 73 kW. The base cost is $4,160 and with all the trimmings the unloaded gun costs five thousand dollars. The final infantry load is one gun (14 pounds, loaded), 20 additional box magazines (26 pounds) and 10 Missiles (100 pounds). Note that the grunt is NOT carrying enough gun ammo to chew through the armor on even an Ogre secondary battery so the gun is only there to handle lightly armored targets like infantry and missiles, and even then the biggest missiles are not engaged from the front. UNarmored targets get a nuclear round lobbed somewhere in their general vicinity and vehicles get the attention of a squad's worth of missiles all at once. Rangers need a stealthier gun and as for the Assault suits, why not a heavy automatic fed by a back mounted ammo pack? (Firing 66 pounds of ammo will drain the weapon power pack on an Assault suit, but I don't think they'll carry the 16,000 rounds of ammo, as that's almost 14 minutes of continuous heavy automatic fire...) -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