============ OGRE/GEV list, Oct 15th (Last: Oct 12th) ============= ===== "Laser Ogre" From: Chris Camfield ===== SuperHeavy Tank damage From: "Garth L. Getgen" ===== Move together. From: "Garth L. Getgen" ===== Infantry in OM From: Chris Camfield ------------------------------ From: Chris Camfield Subject: "Laser Ogre" >From: "Garth L. Getgen" >Henry and I discussed this before, when I purposed my idea for the >Mobile Laser Crawler, and I feel that the laser is far too powerful of a >weapon to put on an OGRE -- it would be too well protected for game >balance. Also, if you think about it, a laser system would be too >delicate to mount on a unit that is expected to be at the cutting edge >of the FEBA (Forward Edge of the Battle Area). Well, as I suggested, the laser itself could be deep within the hull. And it should be bloody expensive! Could still work with Henry's module system... I'm not sure what the modules are supposed to represent, but going with the deeply-buried-laser idea, the modules could be output terminals for the laser; as these are lost, it would be harder to bring the laser's power to bear, with results like he suggested. I like Henry's suggestion, but as the vehicle might itself be vulnerable to cruise missile fire, why not put the laser in a Mark IV or Fencer chassis, taking out the mains and secondaries, but leaving the missile racks intact? Those would be good at taking out missiles far enough away that the vehicle wouldn't be hurt. Oh and... who said anything about the laser having to be a laser *tower*? That sounds nasty. Just make it a regular laser. Then the laser-equipped Ogre wouldn't be able to engage vehicles hiding in forest, etc. And a laser doesn't do very much damage against vehicles anyhow. NB For the campaign stuff: You can print hex sheets very easily with a Postscript printer. Chris Chris Camfield - ccamfield@cyberus.ca Big Rude Jake Fan Club President Visit the Big Rude Page at "http://www.cyberus.ca/~ccamfield/brj"! "As the mob thickens, the mystery unfolds..." (BRJ, "Blue Pariah") ------------------------------ From: "Garth L. Getgen" Subject: SuperHeavy Tank damage > [Why not just use a SP system for the SH? 24 SPs take 12 points of > attack strength to destroy, that's about D6. Roll two dice every fire > phase it takes damage, if you equal to or less than the damage inflicted > that phase it's disrupted and loses a main gun. (Hint: This is the same > as it's tread units...) -HJC] Herny, you lost me. Maybe I'm just too dense after work, where we've been beta-testing a whole new computer system in 10-12 shifts. My brain's fried right now. Can you give a better example? Personally, though, I do not like the idea of putting TREADS on a SuperHeavy ... treads should remain in the realm of OGREs. I'm just thinking that since buying the Super gives the enemy a chance to kill two guns with one shot, it should have a chance of living thru the first shot. Garth L. Getgen ----- [Superheavy's already got treads, see OM, page 35. "Ogre and SuperHeavy Ramming" (Should be Rule #6.14.1, if the darn book was numbered!) -HJC] ------------------------------ From: "Garth L. Getgen" Subject: Move together. Bizarre idea: semi-simultaneous movement for GEV. At the start of each movement phase, both players count up all units that can move (i.e., not fixed howitzers, command posts or disabled units), then subtract the smaller number from the larger. The player with the surplus then moves one half (round up) that number of units. Then both players select one unit each and both of these are moved at the same time. This continues until one side runs out of units to move. Then the other half (rounded down) of the surplus units are moved. Turn the counter sideways to show that the unit has moved. Staying in place can be considered a move. Overruns are caused by moving into the hex of an enemy unit; however, if that unit has not moved yet (or is still moving), it may leave its hex and avoid being overrun. During the combat phase, both sides fire any and all units that may fire. Units that are killed/disabled during the combat phase may still return fire. Just a rough idea I came up with last night, it may need some details fixed. Comments?? Garth L. Getgen ----- [Why not I move while you fire, like in Battlesuit or GravArmor? (Kinda slow though and tough on GEVs) -HJC] ------------------------------ From: Chris Camfield Subject: Infantry in OM Hi all, Understand that I only finally bought Ogre Miniatures this past September. Couple of comments: - I would NOT want to defend against an Ogre without engineers to blast the remaining treads - nice to see a cost for minefields. What would 1/1" translate to for hexes? I should be able to figure this out but I'm not thinking at the moment. - MI move at half speed in forest and swamp!?!? How did this change come about? Chris Chris Camfield - ccamfield@cyberus.ca Big Rude Jake Fan Club President Visit the Big Rude Page at "http://www.cyberus.ca/~ccamfield/brj"! "As the mob thickens, the mystery unfolds..." (BRJ, "Blue Pariah") ----- [It's almost never worthwhile to attack APs and even with the three round limit, ungunned OGREs are quickly reduced in overruns. Each hex is four square inches, i.e. two inches square, got that? See OM, page 41: "Terrain/Forest/Infantry" (Should be rule 7.5.5, but it isn't) "no effect". ("Terrain/Movent Modes/INF" on page 47 contradicts itself in the same paragraph and is corrected in the errata: http://www.sjgames.com/ogre/errata/miniatures.html (BTFW ;-) ) -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1997, by Steve Jackson Games.