====== OGRE Digest, Apr 4th, 2004 (Last: Apr 1st) ======== ===== Cruise Missiles From: David Morse ===== GEV scenario contest, Reloaded From: David Morse ===== LGEV versus LT and OMCM From: "Chris French" ===== Combat Change? From: stephan ============================== From: David Morse Subject: Cruise Missiles > [Carry your combined arms. Each Heavy Weapon Squad mounted on a GEV-PC > has a 42 percent chance of knocking down a OMCM. > > I've added the "light heavy weapons" to my changes for Ogre Minis page > to adjust this a bit. http://www.io.com/~hcobb/gev/ogremini.html -HJC] Ogres mount a LOT of AP guns, rolling all them d6 is tedious. How about simplifying it down to: group of 3 AP guns: 11+ Them's the same odds, but fewer dice to roll. And then a handful of ap don't swat off-map cruise missiles with complete authority. Also, it keeps SHVY out of the AP game. Also-also, I'd like to see LGEVs be even /more/ vunlerable than regular GEVs. As it is now, they get twice as many attacks and die just as well, so they're marginally more surviable. Though if you have to overfly GEVs to kill them, you're head isn't screwed on straight. ===== [That's not quite the same odds, but it does me think, so how about this... Number AP Roll 1-2 12+ 3-5 11+ 6-9 10+ 10+ 9+ Each Ogre gets one shot with AP guns against each cruise missile, but the base hit roll depends on the number of working AP guns it has. -HJC] ============================== From: David Morse Subject: GEV scenario contest, Reloaded Well, I don't know about you, but I'm no longer holding my breath waiting for the GEV scenario book to come out. But ultimately that was just a tricky way for SJG to get fans to write content for them. So here we are the same fans, starved for Ogre content. So lets get to it! Go look at the submissions so far at: http://tank.osaurus.us/contest1/ Get inspired, write your own, rip off the existing ones, whatever man! Its an intellectual property quagmire! ============================== From: "Chris French" Subject: LGEV versus LT and OMCM > From: David Morse > A while ago we were talking about a possible counter to LGEV swarms. > For whatever sized LGEV force, take an equivalent force with half light > tanks, and half off map cruise missiles. Though not as manuverable, the > LTs still equal the LGEVs in throw weight of shells. I ran an experiment a while ago which gave OGRE missiles the same damage profile as CMs. Against "normal" (i.e., combined- arms) forces, the effect was negligible; against a "soap opera" (all-hover) or other such Fuzzy-Wuzzy forces, the effect was horrific for the non-OGRE force -- the first time the non-OGREs concentrated, the OGRE chucked a nuke into their midst. Low D values and GEV-class movement did the rest. Try it yourself sometime. CF ===== [That's a bit extreme. Have you tried Ogre Missile Spillover Splash? http://www.io.com/~hcobb/gev/2002/gevnov28.txt -HJC] ============================== From: stephan Subject: Combat Change? > From: stephan beal > Why introduce the inconstency? Other armor units can get hit any > number of times by the other weaponry. >> > > From: Stan Leghorn > Hummm. I was under the impression that there was a rule that said > you had to total up ALL attack factors and then roll ONE attack. So, > you can't take a bunch of 1-1 attacks on an Inf stack to guarantee > killing it in one turn. If that is not the case, then Inf are too > weak... AFAIR, the rule is something like: An Ogre may fire it's weapons in any order, and may resolve the results of an attack before declaring the next. So it works out like: "Fire SB at that GEV... missed. Okay, next SB at the same GEV..." ad nauseum. i don't have the rule book nearby, though, so i can't give you a 100% reliable answer. It could be that i've simply been abusing the rules all these years ;). Given the 4-minute time scale, the relatively low number of [potentialy game-affecting] shots that get fired in one turn, and the tens/ hundreds-of-GHz processing power of an Ogre brain, i figure the brain is probably idle for 98% of any given battle. Thus i have no problem justifying the "select as you go" approach. To turn that around for one specific unit type (e.g., Inf) would only add an unnecessary inconsistency to the rules. > [A change that each unit can only be attacked once per fire > round/phase would let infantry live longer but would be deadly to > Ogres. -HJC] Absolutely. Now, of course we could have a scenario with an Ogre Mk i286, for which the notion of "declare all attacks, then roll them" would be very appropriate. Maybe even: declare all attacks, lock up due to insufficient processing power, reboot, consider only half of the originally-planned attacks, THEN roll them. ;) > From: David Morse > I ran a simulation between 12 light tanks and 3 cruise missiles > versus 24 LGEVs. The "fairly open" south end of the GEV map was > used. The results were *ugly*! After 0 conventional shots fired, 24 > LGEVs were dead, and 12 light tanks went back to base for brewskis. And half of upstate New York now glows in the dark. ;) Yes, this solution fights weenie-brigades with a weenie-busting solution, but it wouldn't be a practical military move... unless perhaps the battle were staged in Oklohoma or New Jersey. ;) @HJC: can you please set the reply-to on your mails to ogre@sjgames.com, if that's the addy we should use now? ===== [I really don't see the point of redoing my old scripts if they're going to be replaced anytime now (hopefully...) -HJC] ============================== Send all submissions to ogre@sjgames.com and mailing list changes or problems to ogre-request@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. 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