============ OGREverse list, Nov 27th (Last: Nov 25th) ============= ===== OGRE transports From: "Pat O'Hara" ===== Kill the Howitzer From: "Garth L. Getgen" From: Steve Jackson From: largecardriver5@webtv.net (edward markle) ------------------------------ From: "Pat O'Hara" Subject: OGRE transports > From: "Pat O'Hara" > Why use an Ogre? Even today, the only reason for motor trans for infantry > is so they can keep up with the armor. If you want to deploy troops we > can "ship" them anywhere in the world alot faster than you can get a Fed > Ex package. I realized I left some details out of my last post. That's what I get for doing things so early in the morning. What I meant by "ship" infantry is that we can today air lift infantry to any point on the globe in less than 24 hours. We can send a fair amount of light armour with them and the heavy stuff would be close behind. I would be interested in a para assalt senario for Ogre/Gev. Maybe something of a infiltrate, secure a streach of road and a CP, and get air lifted out. As I no longer have any boards or rules I cannot do this myself, but I will look forward to what ever (if anything) pops up here. PatO ----- [How about Operational Maneuver From the Sea? There's just a few thing's I'd tweak: Make the LHWZ size 3 and make a Large Hovertruck that can hold three size points of armor. (The LHWZ takes three turns to deploy after getting dropped off.) The proper drawback for large hovercraft (there needs to be an attack version too) is that they suffer a minus one to their rolls when dealing with terrain. (They take longer to find wider gaps between trees.) -HJC] ------------------------------ From: "Garth L. Getgen" Subject: Kill The Howitzer Hmmm ... I see you doubled the defender's forces. Does this make it more balanced, you think?? The original plan was to have 36 points on each side, with ONE howitzer, two light tanks and 9 squads of infanty. The initial reports I got back from the few players that tried it last year suggested the defenders could not win; but then after they tried it again a few times, I was told the ATTACKERS couldn't win. Guess it depended on where you placed the howitzer and how well you used the infantry screen. Also, I suggested alternate attacking forces: either the 4 each GEV/L-GEV, 4 each Heavy/Light Tanks, or 2 each GEV/L-GEV/Heavy tank/Light tank. Oh, and I too have a fiction to go with the scenario .... rather HAD a story: that floppy got munged during my last move. {sigh} Guess I'll have to rewrite it from memory. Garth L. Getgen, TSgt USAF (yes, I got promoted!!) ----- [That's the least volatile form of storage, but I still wouldn't give up my ZIPs. -HJC] ------------------------------ From: Steve Jackson Subject: Kill The Howitzer >Hmmm ... I see you doubled the defender's forces. Does this make it more >balanced, you think?? I think so. After all, the attacker can still concentrate his forces on one howitzer. It was coming out pretty balanced in my tests, until attackers started taking their sweet time and playing cat&mouse. That's why I put a time limit on. We'll see how people come out. >The original plan was to have 36 points on each side, with ONE howitzer I had a bit of trouble coming up with a justification for a suicide attack on a single HWZ out in the middle of nowhere :-) Steve Jackson - yes, of SJ Games - yes, we won the Secret Service case Learn Web or die - http://www.sjgames.com/ - dinosaurs, Lego, Kahlua! The heck with PGP keys; finger for Geek Code. Fnord. ----- [How about a suicide attack on a single laser tower, with plans for a major attack in the sector to be started with a massive cruise missile strike, hidden on one of the GEVs? -HJC] ------------------------------ From: largecardriver5@webtv.net (edward markle) Subject: Kill The Howitzer Wasn't the story Steves' talking about in the Ogre book? As to the Ogre transport the Isreali use of the Centurion chassis after removing the main gun to give better protection to the MI comes to mind. Seems more like avoiding waste then anything else. Why you'd gut an Ogre is beyond me. But then I don't care for the Goliath idea. ----- [I think you mean... http://www.sjgames.com/ogre/articles/gevnotes.html but that was more a break-through than a point attack. Normally a single point of infantry, even in the clear, is sufficent deterrent to an overrun, because there isn't any cost effective way of overruning it. (Q: Is your main battery worth that 1/6 chance?) But this doesn't apply if the attacking force is judged to be without value and the objective is right behind the line. Tried an OGRE defense of 23 infantry forward in a skirmish configuration of no two squads in adjancent hexes and forty light tanks behind the line, each with a squad of militia on top with two spare militia squads next to the CP. (I wasn't using GEV stacking, so the "stacking limit" was one armor unit or one tank and one squad on top or three squads.) The OGRE squezed through on the edge nearest the CP, largely because the infantry screen was too thin. Next time I'll try ten of the light tanks with militia up front, with the other thirty behind the line followed by the regular infantry squads (packed in adjancent hexes.) Thats only 145 points of attack strength. If Steve would care to defeat this force I will gladly agree that militia are not terribly underpriced. (You can tell these are French light tanks, because the cup holders on top are big enough to hold wine bottles.) In the orginal OGRE game, secondary batteries are neat, because they always strike for 1-1s, with a one-third chance of leaving a disrupted armor unit in a hex that would otherwise be occupied by something shooting at the OGRE... Final word, in OGRE Minis, Light Tanks love Heavy Tanks, because the hulks give them a +2 defense bonus. -HJC] Henry J. Cobb ogre@sjgames.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1998, by Steve Jackson Games.