====== OGRE Digest, Feb 8th, 2004 (Last: Jan 26th) ======== ===== 'nother timeline gripe From: "Chris French" ===== TO+E 42nd. Infantry "Rainbow" Division From: Sethkimmel@aol.com ===== Ogre Miniatures News From: "Peter Lomax" ===== Scenario for a massive PBeM game From: "henry_cobb" ===== missile tanks From: David Morse ===== Winchell's Ogre art From: David Morse ============================== From: "Chris French" Subject: 'nother timeline gripe > From: David Morse > Conventional mythology has it that the Paneuropean superheavy was > developed to check the Combine Mark I. [...] > 18 years is not a very efficient amount of time > to counter the tactical threat. Considering it's Paneurope we're talking about, it's a miracle the thing ever got built.... CF ============================== From: Sethkimmel@aol.com Subject: TO+E 42nd. Infantry "Rainbow" Division > I'll check it out. (Should I be worried that US military units are > placing info like this on the Internet where anyone -- especially > Middle Eastern Religious Reformers -- can see it? :) ) Nah; it's almost all PR and E mail and street addresses for all the company headquarters and senior officers and NCO's. It's vital since the Division and the independent 27th brigade is spread out over the entire state from Montaulk to Niagara falls....I can't see the bad guys doing anything with this except maybe mailing E mail bombs to crash the system. I'd be more worried about them snail mailing bad stuff to them, but all the armories can be found in phone books, so the website doesn't make the risk worse...I'm sure snail mail to the National Guard Armories is checked before opening... ============================== From: "Peter Lomax" Subject: Ogre Miniatures News > Can't figure that one, considering it takes a $20 game and makes it > cost upwards of $1,000.... If you think thats bad, wait till SJG do "Ogre the Collectible Card Game" Peter Lomax http://surf.to/hawkmoon ===== [Naw, Ogre the Collectible Clickybase Miniatures Game. -HJC] ============================== From: "henry_cobb" Subject: Scenario for a massive PBeM game Glory after the fall. There will be a big map, possibly all of the Battlefields maps together. Most of the towns (but not roads or bridges) on the map are already rubbled except for half a dozen or so scattered undestroyed town hexes. The players start spaced around the edges. The objective is to be the first player to get 100 glory points and win. You get the full VPs of anything you kill in glory points. You lose half the VPs of anything of yours that is killed in GP. You get one GP at the start of each of your turns for each unrubbeled town hex you have a unit in. You lose one GP for each ranged attack point you make into an unrubbeled town hex until it is reduced to rubble. Any player's glory points can go negative. Starting on the fifth turn each player has a chance to bring in reinforcements, if they have 4 or more glory points. Roll two dice and if you roll less than or equal to the square root of your current total to get one random reinforcement from your starting area. So for example if you had 55 glory points you would get a unit of a roll of 7 or less. As an additional twist you can have preplotted simultaneous movement so that nobody has to wait for a missing player to take their turn. Plot where all of your units will move and generally what they will fire on and then the second move. If you fail to place an order or your current orders don't cover the situation then each of your units will not move and will fire on the highest value hostile unit within range, going against closer targets first. All fire is done at once and then resolved so that two units that were hostile to each other could disrupt or destroy each other during the same fire phase. You can plot to mark a certain side as being hostile or nonhostile. Your units will consider a side to be hostile after the current fire phase or overrun round if fired on. (If units are already stacked at a declaration of hostilities the declaring player shoots first. If both declared then roll to see who goes first.) Movement is simultaneous and the units move on movement points 1 through 5. Each unit moves on the points equal to or less than their movement value and then on the very next phase if following a road. (So a MHWZ on the road would move on points 1 and 2 and then not move during 3 to 5.) When hostile forces enter the same hex an overrun is conducted. If one side already had units in the hex before the movement then they are the defender, else roll randomly to see who defends. Two rounds of overrun combat are conducted during each movement point and then the survivors can move away or continue the overrun, depending on their plotted moves. Units can hop through each other without getting into an overrun. It is only when they finish a movement point in the same hex that an overrun occurs. After the firing phase a further set of movement points 1 through 4 are conducted for GEVs and to continue overruns. I suspect that these rules will tend to favor infantry and missile units. -HJC ============================== From: David Morse Subject: missile tanks Yet another possible "fix" for the problem of missile tanks being weak against everything except charging Ogres: Instead of one 3/4 attack, give them three independant 1/4 attacks. What does this help the MSL against? It helps a lot against LGEVs, and helps a smidge against GEVS and light tanks. It doesn't help at all against HVY and Ogres. To recap the reason why MSLs are weak: virtually the same _effective_ battlefield power as a GEV*, on a slow chassis. If they make it to the fight in time, they're intercangable, the problem is in scenarios where you have to rush to the flashpoint, the MSL will never make it, and the GEV will easily. *Yes, I know, a MSL is better than a GEV versus a HVY, but in large numbers GEVs can round off the corners of HVY formations without the main body being able to strike back. Thus GEVs have an important advantage that I think almost squares the deal. ============================== From: David Morse Subject: Winchell's Ogre art I've always been puzzled by the appearance of the Ogre Mark V. The main batteries have short barrels and can fire at 0-elevation. Yet they have medium range. Meanwhile, the secondary batteries have incredibly long barrels - (as long as a missile tank on Mark IV and higher!), can only fire at minimum +30 degrees elevation, yet they're very short range. It just doesn't make much sense a-tall. Here's what the Mark V "looks" like its stats should be, at least to me: Ogre Mark V-artistic: 6 one shot missiles (6/5 D3) 2 main batteries (4/3 D4) 6 secondary batteries (2/4.3, D3) *** 12 AP (see below) 60 treads total @ movement 3 *** Introducing minimum range notation: "Artistic" secondary batteries are 2/4.3, so strength 2, and they can fire at targets 3 or 4 hexes away, but not at targets 0, 1, or 2 hexes away. This Ogre's weak spot is once the mains and missiles are gone, it has no defense against overruns. So...have to hand-wave and say that, in overrun only, this Ogre's AP guns have an attack strength of 1/2 against armor. (NOT doubled to 1 because its overrun, you munchkins). It seems to me that stripping mains and APs, then going for an overrun might still be a good strategy. Also, HVYs look a lot better against this guy, while GEVs look weaker, because they can't do the M2-main two-step kill. ============================= 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