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Old 01-12-2018, 04:45 PM   #2
GranitePenguin
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Join Date: Sep 2006
Location: Plainfield, IL
Default Re: Hold Fire in Ogre/GEV

Quote:
Originally Posted by tbeard1999 View Post
These problems generally occur more when playing games with non-Ogres on both sides.
I'm not sure I agree that these problems exist.

Quote:
1. GEV is 6 hexes away from light tank. It moves 4 hexes closer and shoots at the light tank. It then moves 3 hexes back. The light tank can't shoot back unless it moves 3 hexes closer. And if the terrain won't cooperate, the light tank won't be able to get within range of the GEV.
This is a phantom issue. It relies on "the terrain not cooperating" but in your example, there are few places the GEV can retreat to that the LT can't follow. About the only example is if a stream is in the way, but the LT is most likely out of position if this happens. Besides, the whole point of a GEV is that it's able to do exactly this; they are supposed to be fast strike-and-retreat units.

Quote:
2. Enemy GEV on water hex ends its movement 3 hexes from friendly light tank. Friendly light tank is occupying a key piece of terrain. At this point, friendly light tank is well out of range. Water prevents it from closing the distance. On the next turn, enemy GEV moves 2 hexes and attacks friendly light tank.
You haven't given a clear enough description of where the units are relative to the edge of the water. Don't forget that GEVs must stop at the edge of the water in current rules. If the GEV is far enough into the water that the LT can't reach it, it's also not on the water's edge and can't advance close enough to attack.

Quote:
3. Enemy light tank ends movement 5 hexes from friendly light tank. Friendly light tank is occupying a key piece of terrain. At this point, friendly light tank is well out of range. On the next turn, enemy light moves 3 hexes and attacks friendly light tank. Friendly light tank could only avoid this if it gave up its position and moved towards (or away from) the enemy light tank.

Despite being in position and waiting for the enemy, each of the non-moving tanks either had to give up their position or let the enemy shoot first.

While this gives Ogre/GEV a certain chess-like quality, it's wholly artificial.
That's what makes the game interesting. The positioning is the hallmark of why the game is good; it's supposed to be hard to get the first shot. You have to decide if you want to hold the position or advance; that's the whole point. This example also presumes single units, which is rarely the right tactical move in G.E.V. This issue is nullified by bringing a different tactic to the board (flanking, numbers, etc). I don't see this as a problem, or artificial.
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