=============== OGRE/GEV list, July 3rd (Last: June 29th) =============== ===== GEV Scenario: Kill The Howitzer From: garth.getgen@genie.com ===== GEV/OGRE Scenario: TEAM OGRE From: garth.getgen@genie.com ------------------------------ From: garth.getgen@genie.com To: hcobb@io.com Subject: GEV Scenario: Kill The Howitzer This scenario was written by me way back in 1988 or so. It's well enough balanced and plays quick enough to be used as a tournament filler or even a mini-tournament in its own right. I can't go to Origins or GenCon, but feel free to use it at one of those. All I ask is you leave MY name on it as the author, and please let me know how the players like it: Kill The Howitzer ~~~~~~~~~~~~~~~~~ { by } {Garth L. Getgen} Setup: (1) Defender chooses which map to be used, GEV or SHOCKWAVE. (2) Attacker declares which map-edge (N/E/S/W) his forces will enter on. (3) Defender sets up ALL units anywhere on the map. (4) Attacker moves first, any or all units enter the map along the map-edge declared in step 2. (5) Play continues until one of the following: (A) All Attacking units are destroyed, in which case the Defender WINS. (B) The Attacker WINS by destroying (not just disabling) the Defender's Howitzer. (C) Either side concedes. There is no DRAW. (D) There is NO time limit (turn count) in this scenario. {Obviously, each turn could be timed to prevent players, especially the Defender, from attempting a win by delaying the game until the tournament round expires.} Units: (1) Attacker gets FOUR (4) GEVs and FOUR (4) Light GEVs. (This totals 36 victory points.) (2) Defenders gets ONE (1) HOWITZER (non-mobile), TWO (2) Light Tanks and NINE (9) squads of INFANTRY (standard type). (Again, a total of 36 victory points.) (3) Neither side gets ANY reinforcements. (4) No unit may leave the map. Special Rules: None. All towns/bridges are intact. Optional Rules: None. Players may agree to declare bridges are down, etc. Experimental Rules: Most of these (line-of-sight, reaction fire, long-range suppression fire, hidden infantry, etc) will likely skew the balance in favor of the Defender -- use them with care. {I have written rules for these items, if any one is interested.} Victory Conditions: The objective is the HOWITZER -- NOTHING else matters. Once the HOWITZER is destroyed, the scenario ends with an Attacker's Victory; otherwise the Defender wins -- no matter what other loses there are on either side. {This is a suicide mission for the GEVs. The enemy has set up a Howitzer in a strategicly important area where it will be able to disrupt supply convoys, and the only forces available to deal with it before the next convoy passes is a GEV Recon-Team.} Designer's Notes: I have played this dozens of times, and have recorded a fair split in win/loss ratio as either attacker or defender. The key is the Defender's deployment, use of terrain and infantry, as well as the attacker's tactics for "cracking the nut". Good luck with the dice helps, too. Garth L. Getgen SSgt USAF Send E-mail to: GARTH.GETGEN@GENIE.COM >or< GARTH.GETGEN@WORLDNET.ATT.NET ------------------------------ From: garth.getgen@genie.com To: hcobb@io.com Subject: GEV/OGRE Scenario: TEAM OGRE Here's another scenario that I wrote a long time ago (back in 1990, I think). Be sure to play it with REALLY good friends or total strangers: TEAM OGRE ~~~~~~~~~ by Garth L. Getgen This is a standard CEASEFIRE COLLAPSE game with a minor twist on how the OGRES are played. The forces should be basically equal, adjusted for the experience levels of the players, at whatever total armor point value and number of OGRES you wish. I prefer to us two maps, GEV map to the north, with the two sides set up on the east and west; giving each side some 35-40 armor points and 40-60 infantry, plus three OGRES each. You can use NUKES, but I prefer not to. >>>>>> This is a FOUR PLAYER game. <<<<<< Each side is a team of two players, one controls the conventional forces and the other runs the OGRES. (Note I said "runs", for no one really controls an OGRE, do they?? ) Team-mates may NOT talk to each other; that is, they may not discuss tactics or request help on the map. At the start of each turn, the phasing-team players each roll one die to decide whether the OGRE or the conventional forces move first -- high die goes first (moves ALL units to be moved before his team-mate moves any of his). If the roll is a tie, then the OGRE player decides. This is repeated for the combat round. This is done for EVERY game turn, by both teams during their movement/combat phases. If, during the movement phase, an OVERRUN situation occurs, the first-moving player may not REQUEST help from his team-mate's forces, but the second- moving player MAY, if he wishes, join the OVERRUN (using that unit's movement allowance, of course). During combat, the OGRES may NOT combine fire with the conventional forces, because they fire at a different point in the sequence based on the die roll mentioned above. They may, of course, combine fire with other OGRES; and sequential fire after/before conventional units on the same target is allowed, assuming the target survived the first shots. The whole point of this scenario is to simulate the autonomy of OGRES. By having a second player run the OGREs with no communication allowed, plus the randomness of the movement/fire sequence, provides the sense of independent intelligent thought by the OGREs with little/no human control. Garth L. Getgen SSgt USAF Send E-mail to: GARTH.GETGEN@GENIE.COM >or< GARTH.GETGEN@WORLDNET.ATT.NET ----- [I'm working on moving the OGREs independently of conventional units AND allowing them a modified order of play. There are slightly more restrictions than this, but for the moment change the phasing to: Conventional forces first movement phase. Self-Aware OGREs split-fire phase. Conventional forces fire phase. Self-Aware OGREs fire remaining weapons. Conventional forces second movement phase. The biggie change is that the Self-Aware OGREs split-fire phase (Cybertanks, Independently Operating (CIO Split-fire phase) == Crazy Insubordinate OGREs). The CIO Split-Fire phase lets the OGRE (each one moves through CIOSFP alone, completes it and then the next one does it) stop during movement and fire weapons (this fire is counted against the tally from it's coming fire phase phase), all of this weapons fire is announced, then it's all rolled and the OGRE must expend at least one movement point before it can stop and fire again. ("I'm expending one of the two MPs it takes to enter that city hex, and I'm firing another Secondary at that pesky GEV!") (Note that one CIOSFP firing barrage can be taken before moving at all) After conventional units fire, the CIOs go through their fire phases (again alone) with the weapons they have not already fired during CIOSFP. Note as CIOs do not combine movement or fire phases with conventional units, they may not combine fire or overruns with them (or even each other), but they do get to engage in nasty hit & runs. (Mark-IVs are VERY worthwhile under this rule). I haven't figured out the cost penalty for a CIO, but it seems to be about 20% (There is no other advantage for a self-aware OGRE that I've spotted to date). Note: any resemblance between the CIO and a certain high-ranking, rogue, expendable officer, out of touch with the culture at your company is purely coincidental. -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1996, by Steve Jackson Games.