View Single Post
Old 02-19-2018, 12:42 PM   #105
Rolando
 
Join Date: Feb 2005
Location: Panama
Default Re: Hold Fire in Ogre/GEV

I admit I didn't read every single page, mostly the page 1, 2 and the last pages... I thing many are forgetting the OGRE technology facts we have.

Firing at a moving target, any speed, is easy. most of the defense in ogre units is EWar/electronics and point defense, and of course armor for near misses.

All indirect fire munitions are micronuclear multiple warhead in intelligent missile like "bullets". the intelligent bullet reach the area and explodes in multiple intelligent micronuclear munitions that seek possible targets and in microseconds they acquire the targets and reach them. they are also shaped charge nuclear munitions, so a direct hit is basically instant kill (even if all armor is designed to spread shaped charge warhead damage, functioning as laminated armor) but a near miss is also a terrible explosion to deal with. the difference in damage is due to munition caliber, bigger diameter munitions carry more micronuclear skillets and , in the case of the howitzers, they fire intelligent missile that dodge and do very sneaky things, like using a few forward missiles as decoys and a few others trailing back to speed for the kill when the point defense is blinded by the explosion of the decoys, and even landing and waiting in place like intelligent mines if their fuel supply (I think they use some battery and ducted fans but don't remember right now, have to take a look at GURPS OGRE) is emptied.

All tanks and GEVs use direct fire SABOT ammo too, but only in close ranges (less than about a mile), what would be considered an overrun in the game.

Point defense is done by automated guns mostly identical to anti personal guns in OGRES and Super Heavy Tanks.

Point is, been 70 miles per hour fast is just as useful as going 30 miles/hour fast, maybe worst as faster vehicles are easier to detect.

The game works the way it work because many of the decisions were done like that, simple and fun, but the game may be improved (for some of us) with a "Hold Fire" mechanic, it will still be very simple (comparing it to ASL is ridiculous in my opinion) but will not play the same.

The balance of the game will change, sure, a GEVs may not cost the same as a Heavy Tank with an Hold Fire option. Or maybe they will be as useful (same cost), just not the best non ogre offensive unit. GEV's will still be able to outmaneuver tanks and will still be the best units for breakthroughs, and will still be the only units able to close many units vs a single target and then disperse "far" away.

Now, about the rule, I don't see a reason to limit it for units that didn't moved. I think there are background stories of tanks doing just that "holding fire" actions on the move (basically moving and taking a shot against a few GEVs, smoking one before getting wrecked by the enemy barrage).

You just have to add a marker for the few units holding fire. And the rest of the game will be the same, not more complex nor terribly slower, just a marker for the few units holding fire, a marked removed at the start of your next turn.
Rolando is offline   Reply With Quote