--------------------GEV List Thingy, Nov 30th-------------------- From: "You're an engine killah, boway, you ought to be put away" Subject: Re: GEV List Thingy >From: Steve Jackson >Subject: Re: Rangers > >I have no objection to cross-posting between the Ogre board and rec.games. >board - I may post something to that effect on the Ogre board, saying >that it's permitted till further notice. >___ > > [I suppose that frees up my subbmissions also. Anyboy wanna see >the Infantry or Ogre design articles? -HJC] Sure! Are they from stuff you've published in old Space Gamers (of only which a few articles I have access to anymore), or new material? Mark ___ [Some of it was stuff I'd tried to submit for the SG... -HJC] 32: Infantry Costs and Types By: hcobb [39] Date: 21:52 5/2/91 Costs of Infantry in GEV. Infantry has a variety of abilities which are not reflected in my old formula. The formula is therefore extended to: Cost = Atk * AM * (Range + Move1 + MM1) + Def * 2 * DM * (Range + Move2 + MM2) Where: Cost is in Henrys, divide by 34/6ths to yield VPs. Range is the range factor of the unit, Atk is its normal attack strength and Def is the normal defense strength. Move1 is the units first phase movement factor and Move2 is the units 2nd phase movement factor (zero for most non-GEV units). MM1 comes from the following table: MM Terrain affects movement as: 0 Lt Tank 0.33 GEV 0.5 Hvy Tank 0.8 Infantry 1.0 Ranger Infantry MM2 is the same as MM1 if Move2 > 0, else MM2 is zero. AM is the attack modifer multiplier and can have several factors. Normal infantry can split fire (AM = 1.33) and are doubled in overruns (AM = 1.5) for a total AM of 2.0. DM works like AM but reflects defensive advantages. Infantry gets Step rather than disrupt from Ds (DM = 1.2) and extra terrain defense bonus (DM = 1.5) for a total DM = 1.8. So the cost for 3 squads (strength points) of infantry is: 3 * 2.0 * (1 + 2 + 0.8) + 3 * 2 * 1.8 * (1 + 0 + 0) = 33.6h or 6VPs. Variant Infantry. Changes between infantry types are more a matter of capital rather than personnel so the costs for variant infantry are noted as an armor unit cost to exchange a squad of normal infantry for the other type. Ranger Infantry, each counter represents one squad of elite infantry. Rangers use stealth suits rather than the PIERCE (Platoon Integrated Electronic Radius Countermeasures Equipment) system of normal infantry for defense. Rangers have attack 1 with range 2, defense 2 and move 3. Rangers treat water as woods and may not combine into multi-squad counters but are otherwise treated as normal infantry. Each Ranger squad costs one point of infantry plus one sixth of an armor unit and is worth 3 VPs. Missile Infantry are normal infantry with one-shot missile launchers. Each squad may fire once at a range of 2 to 4 hexes and is then replaced with normal infantry. It costs one sixth of an armor unit to equip an infantry squad with one-shot missiles. Steve goofed up the costs of two of his units. Marines are plus one twelfth (+1/12th) armor unit per squad for 2.0833 VPs each. GEV-PCs are 4 VPs by the formula (as light GEVs) plus more for the infantry transport role gives one Armor Unit each (6 VPs). [There was more but I lost the pages, ask Steve to check his files. :-)] ___ [So now I've changed my mind about the infantry formula, and will provide an update to this when I find the time... -HJC]