====== OGRE Digest, Jun 8th, 2003 (Last: Jun 5th) ======== ===== Digging In From: "Chris French" ===== Jammer rules v.4 From: "Chris French" From: stephan beal ===== OGRE/G.E,V question From: stephan beal ============================== From: "Chris French" Subject: Digging In > From: stephan beal > While i haven't ever used the "disabled treads" rule (a matter of > bookkeeping), i have used the disabled infantry alternate, and i find > it quite okay. Simply call it "pinned down" instead of "disabled" and > it's justifiable. IIRC, the "original" meaning of the "D" in the Result Table was not "disabled", but "disrupted". As in "shaking off the cobwebs". My idea was based on returning to that meaning (or adopting it, if I'm confused), as that's how the game mechanic works. As to "disabled treads": If you're using OGREs, you already have a Record Sheet to deal with; it's a simple matter to use a different mark on the tracks to indicated D'd tracks as opposed to X'd. > From: AvaheilDotter@aol.com > Subject: Digging In > That's what the grenades are for... Someone else has been reading John Ringo.... (I'm plowing through _Gust Front_ at the moment. Mmm, OGREs versus Posleen.... >:) ) > But, in all seriousness, I don't see digging in as physical digging as > much as the laying of local ECM screens/active camo. And any actual > digging will be more like swimming into the ground so as to leave as little > trace at the surface. Read Leo Frankowski's "A Boy and his Tank" for some > hints of this... Close enough. :) (Been meaning to read that, actually.) On that topic -- actually, topics -- see the end of this mailing. > From: stephan beal > Subject: BYOO back online > Feel free to experiment... It doesn't work for me. Does it require cookies or Javascript? > [Ogre Minis page 49. It takes 12 points of attack in one blow to > destroy cities. -HJC] Danke. This makes more sense, actually, than the "normal" rule; towns can take a lot of punishment. > [Ni! -HJC] No, that's _The OGRE Scenario Book, Vol. 1_, scenario 2. :) ============================== From: "Chris French" Subject: Jammer rules v.4 > From: "Paul Chapman" > Any cruise missile > which moves within 15 hexes/30" of the jammer immediately loses control. > It moves a random distance (1d+2 hexes or 3d inches) in a random direction > (spin a pencil), Can us hex-based players just roll 1d6? > [And I want a Jam Ogre! > > Take a Mk-IIIB, replace the four missiles with two (D3) Jammer Pods. > The cost is 140 VPs plus the cost (from the list above) of the two Jammers, > that need not be the same type. Ooh, a "Sparkvark". :) > Scenario: The one and only Jam Ogre and two Ninja buddies take out > Paris. -HJC] Nah -- just rig up an OGRE with a couple water tanks and a soap tank, and replace the guns with hoses. :) OK, two ideas which have been grinding at me: OGREs. In. SPAAAAAAAAAAAAAAAAAAACE! Unless there have been major revisions to the _GURPS Space_ tech timeline, the OGREverse is sufficiently advanced to allow for FTL travel (the average TL is about 9.5, rounding to 10). So when do the OGREs/Factory States start shunting humans off to places with less particulate matter in the atmosphere, and less built-up gamma radi- ation (I hate to say this, but even "clean" fusion nukes give off gamma, and that stuff adds up as long as it's active)? CF ===== [Gamma rays do not in general cause things to become radioactive. Stray neutrons do. Fission is all about cascades of neutrons causing more atoms to split so there is a lot of radioactivity left over. Pure fusion that combined up to nice stable nuclei wouldn't leave the area radioactive, but there's always going to be some other junk in the mix, especially for a bomb going off in the field. -HJC] ===== From: stephan beal Subject: Jammer rules v.4 > From: "Paul Chapman" :) ... > BASIC JAMMER > For 6VP, this jammer may disrupt any missile (cruise or Ogre) within > 15 hexes/30". Any units which attempt to intercept a disrupted > missile add 2 to their roll. This brings up the question: when a missile is on a "disrupted course", is it targeted as if it was moving normally? > DIRECTED JAMMER > For 6VP, this jammer can chose to direct its effects narrowly, into a > cone 10 hexes/20" long and 11 hexes/22" wide at the widest point. All > units within the area of effect subtract 1 from their attack > strength, for as long as they are within the area of effect. Units > with adjusted attack strengths of 0 or less cannot attack, but can > defend normally. Ogres subtract 1 from the attack strength of each > weapon. Infantry are unaffected. Complex to play, but interesting. i must object to INF being unaffected, though, since they rationale behind their combining-makes-them-tougher is largely their combined jamming equipment. > COUNTER JAMMER > For 6VP, this jammer can negate the effects of another jammer within > a 15 hex/30" radius. Whoever allows their enemy to build one within this range is being silly. > PULSE JAMMER > For 12VP, this jammer can tune its effects into a weapon. It focuses > a blast of disrupting signals at a spot within 5 hexes/10". Each unit > within this hex or the six surrounding hexes (or, for hexless games, > within 4" of the targeted point) are considered disabled on a roll of > 4 or greater on one die. Ogres and infantry are unaffected. Ditto on the INF objection. > BROAD SPECTRUM JAMMER > For 12VP, this jammer can prevent any unit within a 15 hex/30" radius > from combining its fire with any other unit. Infantry may still > combine into platoons. i'm not yet certain if i object to this INF exception or not. :/ > ANTI-CRUISE MISSILE JAMMER > For 18VP, this jammer can destroy any Cruise Missiles within a 15 > hex/30" radius. Any affected CM travels for (1 die + 2) hexes/ 3 dice > inches in a random direction, then crashes, with a 50% chance of > exploding on impact. Travelling outside the jammer's range doesn't "undo the jamming", does it? (Such behaviour would, of course, be debatable.) > [And I want a Jam Ogre! > Take a Mk-IIIB, replace the four missiles with two (D3) Jammer > Pods. The cost is 140 VPs plus the cost (from the list above) of the > two Jammers, that need not be the same type. > Scenario: The one and only Jam Ogre and two Ninja buddies take > out Paris. -HJC] i guess they'd name it The Jogre - a wildcard in their arsenal. ============================== From: stephan beal Subject: OGRE/G.E,V question > From: "Chris French" > Yes. INF "combining" always struck me as kinda goofy, especially > on a NUCLEAR BATTLEFIELD. Amen. > One thing I'm thinking of at the moment: The job of armor is to take > ground, while the job of INF is to hold ground. Doesn't that depend on the ground you want to take? INF are better for taking cities than tanks are IMO (or swamps, i suppose, but it's rare that a swamp is a take-and-hold target, i would think). ============================== 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