====== OGRE Digest, Jun 28th, 2003 (Last: Jun 26th) ======== ===== Computer Games From: Fred Kiesche ===== Painting project From: "Goldman of Chaos" ===== Diceland Ogre From: AvaheilDotter@aol.com ===== Super Squad Marines From: "Chris French" ============================== From: Fred Kiesche Subject: Computer Games Greetings: "[If we ever see the Ogre Minis computer game then nuclear weapon sfx are a must. Especially the SatNucs where the bus vehicle splits up into a dozen warheads that then shoot star bright jets at the targets and the entire scene whites out and turns into a common fireball. -HJC]" You know what I'd love to see? I'd love to see the Ogre computer game revived **somehow**. Even if it were **exactly the same**, mono-color and all! I like to see even more a port to the PalmOS. Now that I have a color-screen Sony Clie I'm looking for games that I love that I can play while on the bus. "Palm Ogre" would be a great idea. Hmmmm...maybe it could be extended to act as a record keeper or scenario generator for paper or miniature Ogre/GEV as well. Expand it to include the GEV, Shockwave, etc., units... A guy can dream, can't he? Fred Kiesche (FPK3) ============================== From: "Goldman of Chaos" Subject: Painting project > From: "Chris French" > > From: "Henry Cobb" > > > > I guess I shocked everybody into more silence than I intended, so here's > > some shilling to make up for it. > > Not really. I was wondering where everyone had gone. :) Building and painting my large scale GEV! pic at http://www.visi.com/~goldman/ogre/GEV.jpg Of course I put about a million layers of sealant on it so that when I leave it on my desk at work the paint won't rub off! Matt ============================== From: AvaheilDotter@aol.com Subject: Diceland Ogre << http://www.cheapass.com/Merchant2/merchant.mv?Screen=PROD&Store_Code=CAG&Product_Code=CAG527 >> HUH? Dragon dice in another form? Ad Astra! Stan Leghorn ===== [Nope, it's more of an abstract miniatures game. Download the rules and have a look. -HJC] ============================== From: "Chris French" Subject: Super Squad Marines From: "Henry J. Cobb" > [Yeah, surfaced as clear or submerged for D2 (no LOS) at half weapons > damage for selected weapons (those that can fire underwater). > > They can switch between surfaced and submerged freely during their > movement phase or at the start of any of their overrun fire phases. -HJC] Right. On the topic of things swimming/wading: Since all tracked and wheeled armor units in _OGRE_ are NBC- shielded, and use non-air-breathing power plants, why not allow them to ford rivers, as follows: 1) Unit may not move more than 1 hex per turn underwater. (Unless someone builds a 4+ MP armor unit... 3 / 2, rnd. down.) 2) Unit may not attack except in event of overrun (range 0), and then at 1/2 Attack strength (rnd. down). 3) Optional rule: Riverbed conditions. Rule 1 assumes the riverbed is fairly solid. However, some river- beds are decidedly not that solid. Before the game, players may agree that there is a certain probability of a river hex's bed being equivalent to Swamp. Actual odds may vary; rolls are made be- fore game, by the Defender, and recorded on a separate sheet of paper. Results are revealed when a fording unit enters that hex. > From: "Noah V. Doyle" > Subject: Super Squad > Sounds like it's about time for a revision of the Ogre-Compatible Wargame > Maps article... Wo ist? > I wondered about that - I'm guessing the 'stealth' part is massive ECM. How > do you hide something that big from a few pairs of triangulating seismic > sensors? "Wingardium Leviosa!" :) (My SO has made a drawing of Harry, Ron, and Hermione standing outside Hagrid's hut, with an OGRE parked nearby; the caption reads, "I think Hagrid's *definitely* in over his head on this one.") > 'Indefinitely Delayed but Definitely NOT Dead'. That's what FASA told me when I sent them a proposal for a _Crimson Skies_ sourcebook. Six months later, they went out of business.... "I am become Death, the Destroyer of Gaming Companies." > If I let INF combine, per the counters, they might be a little -too- > powerful, but I'm not sure yet. Look again -- these INF unit specifically *do not* combine. The multiple-squad counters in this case are used solely to keep from cluttering the map. > http://www.tin-soldier.com/doe/doecat.html One word: Yuck. > From: David Morse > Subject: super-squad playtest report > I think super-squad infantry should not count towards stacking limits at > all. There are a heck of a lot of buildings in a town hex, its not like > they're going to run out of good places to hide. There's only so many places in a hex, before two people get close enough that a single mininuke can get them. Does anyone know exactly how many 50-meter-across hexes can fit into a 1,500-meter-across hex? > Nothing "shapes the battlefield" like the ability > to drop temporary terrain from the sky. That's what arty is for. :) > Infantry seemed a lot more consequential. > When they died, you cried not because you were losing 2vp, but because > they were effective autonomous units packing serious punch. That's why I suggested it. :) > [If we ever see the Ogre Minis computer game then nuclear weapon sfx > are a must. I hope it works better than the copy of _OGRE_ my brother got me for our old Apple II; that *&^%$#@! thing *never* worked. CF ============================== 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