====== OGRE Digest, May 24th, 2003 (Last: May 22nd) ======== ===== more dumb ammo ideas From: David Morse ===== Moore's Law From: "Chris French" ===== Digging In From: AvaheilDotter@aol.com From: stephan beal ============================== From: David Morse Subject: more dumb ammo ideas A while ago we were talking about variant Ogre missile ammo types. Having nothing to do except stew and worry about the LGEV threat, I thought I'd expound on that a bit and make some hard counters to the blowers. Shock Missile (4*/5) -- replaces an Ogre missile in the obvious way Shock Missile Tank (2*/4) -- just a missile tank loaded with different ammo Shock attacks (denoted by an * asterix) do spillover in adjacent hexes if the target is (or is mounted upon) a unit with movement mode GEV. The long range spillover obeys all the usual constraints (half strength, treat Ds as Xs). Note that "Shock"ing weapons are weaker than their regular counterparts against non-gevs, so there is no VP cost associated with the conversion. ============================== From: "Chris French" Subject: Moore's Law > From: stephan beal > Another big advantage in this is, once an MB (e.g.) goes out, it's > computer is gone and the main brain need not even give it a second > thought - > it's no longer taking up memory/processor > time/filehandles/what-have-you in the core system. This allows the core > to be designed primarily as a target information/control center server, > and allows the minicomputers to be implemented as "thin clients" which > know only about the actual targetting, reloading, etc. Since the server > doesn't even have to know about which clients are listening to it, this > potentially allows the same control center to be installed in a number > of Ogres, assuming that it's core is powerful enough to serve enough > targetting info to the various clients (i.e., guns). If it can't, some > of the guns simply stay offline until resources are freed up and the > server allows more connections. That is, MB1 goes offline MB2 comes > online. That might be the basis of at least a single scenario, at > least. In my files, I have an optional rule for trying to damage/destroy an OGRE's "brain" -- doing so requires pretty much the entire firepower available to a force (the OGRE's hull D value is equal to 10x its size class...) -- but I hadn't ever thought of trying to have the "brain damage" affect the OGRE's firepower, since (like Henry) I figured the OGRE's brain wasn't a timeshare system. I may have to try this. For the benefit of the inordinately curious, here's the rules for at- tacking an OGRE's brain: 1) An OGRE's brain has a Defense value equal to 10x its size class. 2) An OGRE's brain has a number of hit points equal to its size class. 3) When all of the OGRE's brain points are lost, the OGRE shuts down. (This is a brute-force-and-ignorance version of what Spec- War OGRE Hunters do.) > [Well, as long as you're broke, I'm sure you don't mind that SJGames is > now selling GEVs for $20 each. Yeah, I am -- but I am enjoying the slightly-used-but-complete co- pies of _Crossbows and Catapults_ -- [puts on Track 11 of "Weird Al" Yankovic's newest album] o/~ That I bought on eBay! o/~ [dodges incoming] > Now we need 28mm Battlesuit figures for playing Battlesuit... -HJC] No comment, Your Honor. CF [wondering WTF *needs* a 4' long OGRE "mini"....] ============================== From: AvaheilDotter@aol.com Subject: Digging In << > An infantry unit in foxholes gets the +1 hard cover bonus to its > defense from all directions and its range is increased to 2 hexes because > of emplaced sensors and established firing lines. All that in 8 minutes? Who's in those suits, Speedy Gonzales? >> No, a powered suit will appear first in industrial uses. And thus the ability to dig, move large objects, and assemble things will be available to them. And the current US military is not a bunch of sluggards about digging in... << Umm, this doesn't make a lot of sense. The holes are there -- what's preventing another bunch of troopies from hiding there? The only reason I can see for needing to dig in is that the foxholes "aren't facing the right direction", and need to be reconfigured (a common nuisance during WW1). >> It is assumed that when the friendly unit was destroyed/bugged out, the positions were damaged. In a nuclear war, you would want to be COMPLETLY buried, and only pop up to fire or run. And you would likely have your weapons on the surface while you are down below with comm lines operating them. So, when you leave, you rip up the turf going... Ad Astra! Stan Leghorn ===== From: stephan beal Subject: Digging In > From: "Chris French" > > An infantry unit in foxholes gets the +1 hard cover bonus to > > its defense from all directions and its range is increased to 2 > > hexes because of emplaced sensors and established firing lines. > > All that in 8 minutes? Who's in those suits, Speedy Gonzales? Mini-nuke satchel charges: dig a little hole, drop it in, water it, feed it and care for it for about... 10 seconds... and there you've got a foxhole big enough for the whole squad. ===== [Another group has spoken out and suggested that a Heavy Tank should be worth four squads of infantry. But I guess it doesn't really count, because it's a brand new set of rules for playing OGRE in a whole new way. http://www.diceland.com/rules.html -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