============ The Ogre Digest, June 14th (Last: June 12th) ============= ===== Multi HWZ Defenses From: "Hunt, Kirk (Tucson)" From: Stephan Beal ===== Ogre Book II Formula Error From: "Joshua Megerman" ============================== From: "Hunt, Kirk (Tucson)" Subject: Multi HWZ Defenses > From: "Ask Farallon" >I think the 4 HD is fun against a Mark III, but I'll be surprised if >there's a poly-How defense that works against the Mark V - the map is >to short, and the Mark V's ability to soak up damage is too great. > >But I'd be happy to be wrong. The 4 HWZ defense in OGRE works great against a MkV. After killing the Mains and a secondary or two, everybody kills treads until it's a speed 1 or less critter. (Usually, the OGRE spends its missiles on mobile targets early on.) Yes, the infantry die and die and die. 2) After signing up for the Pyramid, I found the rooms. Kirk ===== [Anything else interesting there? -HJC] ===== From: Stephan Beal Subject: Multi HWZ Defenses > From: "Ask Farallon" >So there does need to be a *plan* behind multi HWZ use. =A0This plan >probably must involve forcing the Ogre into zig-zagging to delay it, >giving the HWZs extra shots and buying time for the other armor units. >I think the 4 HD is fun against a Mark III, but I'll be surprised if >there's a poly-How defense that works against the Mark V - the map is >to short, and the Mark V's ability to soak up damage is too great. Yes (IMO), yes (definately), and yes (unfortunately, for the defense). I tend to place the HWZs with 2 in firing range of the right edge, and 2 more who's reach is about 2 hexes away, maybe up to 4 (depends on "if I feel lucky," which normally has no bearing whatsoever on the outcome ;). The idea is to make the Ogre "swing out" to have to get them (and if it doesn't, great). If it swings out only a bit, it can get 2 of them, but then It's in range of the other two, and has to decide whether to backtrack or swing out even more. It's not an 90%-of-the-time winning strategy, but it can be made to work (in my experience) about 75% of the time, as long as you don't end up blowing a bunch of rolls (which is always a possibility). HOWEVER, my experience with the "MHD" has been only in solo play and against one other (experienced) player, so we certainly haven't worked through all the different options the Ogre has. An Ogre which charges through the middle and runs down the HWZs in 2-3 turns actually stands a very decent chance of survival, but will be followed up by the remaining armor (always MSLs, in my case, which start out way out of the way, and move into the rear if the Ogre moves against the HWZ) and may very well be finished off by those. The Ogre needn't worry about 1 HWZ, and if it can wipe out 2, then it could very well ignore the others if It's not concerned with a Complete Victory. > ...the Mark V's ability to soak up damage is too great. > But I'd be happy to be wrong. In my experience, once in a while it works on a V'er, but you've gotta roll a really immprobable number of 5's and 6's to do it, and/or the Ogre's gotta blow it's rolls left and right. Not something you can rely on, unless perhaps you happen to be telekenetic (which I'm not). ----- Stephan Generic Universal Computer Guy stephan@einsurance.de - http://www.einsurance.de "...control is a degree of inhibition, and a system which is perfectly inhibited is completely frozen." -- Alan W. Watts ============================== From: "Joshua Megerman" Subject: Ogre Book II Formula Error This is just an FYI (I was futzing around with the unit formula and noticed a discrepency). I love the game, and want more! :) There is an error in the calculations for the value of the Superhavy Tank on Page 109. 3 x 1.0 x 1.0 x (6 + (0.0 + (6 x 1.4))) = 43.2 1.1 x 3 x 1.0 x 1.0 x (6 + (0.0 + (6 x 1.4))) = 47.52 2 x 1.1 x 1 x 1.0 x 1.0 x 0.333 x (2 + (0.0 + (6 x 1.4))) = 7.62 (yeah, I know, it's only a 0.01 difference :) 2.0 x 5 x 1.0 x ((6 x 1.0) + (0.0 x 1.4)) = 60 43.2 + 47.52 + 7.62 + 60 = 158.34 points, or 13.2 VP. However, the book adds them up to 141.55 Points, or 11.8 VP. Thus, the SHVY is worth more by the new Cobb formula than the rules currently state. Note, the original SHVY (D4, no AP) is 3 x 1.0 x 1.0 x (6 + (0.0 + (6 x 1.4))) = 43.2 1.1 x 3 x 1.0 x 1.0 x (6 + (0.0 + (6 x 1.4))) = 47.52 2.0 x 4 x 1.0 x ((6 x 1.0) + (0.0 x 1.4)) = 48 43.2 + 47.52 + 48 = 138.72 points, or 11.6 VP Josh Joshua Megerman josh@honorablemenschen.com ===== [Ouch! My bad, I'm sure. Who watches the proofreader? Anybody wanna play advanced raid defense against eight of the new superheavies? -HJC] Henry J. Cobb ogre@sjgames.com Archives at http://www.io.com/~hcobb All OGRE-related items Copyright (c) 2001, by Steve Jackson Games.