============ OGRE/GEV list, Nov 17th (Last: Nov 10th) ============= ===== List of players From: BLUExGOD@aol.com ------------------------------ From: BLUExGOD@aol.com Subject: List of players how do i get a list of any groups and or players in my area thanx ----- [That doesn't seem to exist as such, but if you look at http://www.sjgames.com/ogre/board/ you can advertise your location on the Opponents Wanted board. I've been looking back at OGRE recently and my conclusion is that Marks V and III are way too secondary heavy. (At secondary to main ratios of 3.0 and 4.0) As these cannons are the primary weapons of these monsters, Missile Tanks and GEVs have effectively the same defense strength as Heavy Tanks. (All suffer 1-1s when hit with secondary batteries, unless fire is combined, in which case the ratio is even worse. A 1-1 inflicts 1/2 of an "effective kill", while a 3-1 inflicts 5/6ths, a drop of 1/6th in effectiveness.) Now the turn phasing makes this even worse, as GEVs and Missile tanks would idealy be spread out over circles of radius four and five after their attacks so the Ogre would wander up to a small part of this circle and kill just about everything within two hexes. I've tried this out with 10 GEVs forward (9 hexes from the south end) and then 10 Missile Tanks and 10 single squad counters and 10 double squad counters behind the line. (I'd take 30 single squads, to maximise defense, but that violates counter mix. As it is the single squads are forwards of the double squads.) The GEVs attack and scatter as usual. (GEV style stacking rules would favor GEVs and LGEVs, because they only stack when they can't be shot at.) The only target for the hovercraft at this point are the Main Batts. As the Missile Tanks get close to the Ogre, they either hit this turn (if the range allows) or they stop just outside secondary response range (six hexes is "safe" when the beast is still at move-3) The infantry pushes forwards, but leaves blank spots for GEV retreats. The GEVs finish off the Main Batts then switch to thread attacks and pull back to just in front of the Missile Tank line, making sure that no Ogre move will place more than two GEVs within secondary range. If the Ogre is foolish enough to rush the line, the Missile tanks will spread out in a range-four arc in front of it and continue pounding threads. The Infantry combines up to triple-squad counters when adjacent to the Ogre. (The computer game allowed infantry to stack on top of the Ogre without penalty, other than getting "pinned". Was this a bug?) With any luck, the beast will be reduced to move 1 with all of its secondaries intact and all its missiles expended. (At this point all remaining missile tanks are "immortal". (The GEVs are safe at move two.)) -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.