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Old 02-22-2019, 04:39 PM   #21
dsal
 
Join Date: Jun 2012
Default Re: Iron Mountain

Would it be possible to add an extra page to the article to add some options that players could use to adjust play balance (mostly to aid the Ogre)?

Historical Balance Options:

Lt. Jacob’s GEV
– Due to damage it took in its initial encounter with the Ogre, Lt. Jacob’s GEV never moves in the Second GEV Movement Phase. If using the historical ambush set-up, Lt. Jacob’s GEV is not one of those used in the initial ambush.

Captain Hanson’s “Jeep” – Add a Hovertruck to the Convoy to represent the vehicle carrying Captain Hanson and his staff. This vehicle sets up in the hex behind the trailing truck (0811). The Hovertruck must always move toward the truck leading the convoy or the Light Howitzer.

The Light Howitzer – Begins the scenario unmanned. The Lt. Hwz may not fire unless it is stacked with an infantry squad or Capt. Hanson’s Jeep. If the Lt. Howitzer is attacked, the unit manning it suffers an attack at half strength.

Panic – If panic occurs, all of the trucks in the convoy are required to attempt accelerated movement during their next movement phase. Panic will occur whenever one or more of the following conditions are met
(1) The first time a line of sight is established between the Ogre and the Paneuropeans.
(2) The first time the Ogre establishes a line of sight to a truck (not including disabled trucks) within missile range.
(3) The destruction of Captain Hanson’s Jeep (or the Light Howitzer if it is being manned by Captain Hanson and his staff)

Shoving Armor – the Ogre may shove disabled armor units (excluding howitzers) in the same manner as trucks (cost of 1 movement point, no ram damage).

Non-Historic Balance Options
Replace the 2 Howitzers with LADs, or
Replace the Light Howitzer with a LAD

Victory Condition Balance Options:

Truck Bidding: Before the game begins both players bid how many trucks they believe the Ogre can destroy. The player with the higher bid plays the Ogre. To win, the Ogre player must destroy a number of trucks equal to or exceeding its bid.

Multiple Levels of Victory:
All trucks exit from the East map edge – Complete Paneuropean Victory
5 or more trucks exit from the East map edge – Paneuropean Victory
4 trucks exit from the East map edge – a Tie
3 or fewer trucks exit from the East map edge – Ogre Victory
All Paneuropean Units destroyed and/or Ogre exits East edge of the map – Complete Ogre Victory
Lower the Paneuropean level of victory by one level if the Ogre is not destroyed or immobilized. (This would actually make the result in the story a draw).
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Old 02-24-2019, 10:25 PM   #22
dsal
 
Join Date: Jun 2012
Default Re: Iron Mountain

I have some rule questions of my own. If it is at all possible to add an extra page to the article that might be a good place for a Q & A section.

1. Can the armored trucks ram the Ogre? If so, would this be resolved in the same manner as an Ogre ramming an armored truck?

2. Can the Ogre “shove” stalled or disabled trucks rather than ramming them?

3. Must the Ogre destroy all non-infantry units before leaving a hex? In other words, is there enough room for the Ogre to pass a truck or armor unit that’s on the road in front of it?

4. If the Ogre wishes to enter a hex containing two trucks or armor units is it required to ram both of them upon entering the hex or just one?

5. Would ramming a 2nd unit in the same hex require an additional movement point or does ramming both units count as a single ram attack?

6. If, in (4) above, the Ogre is required to ram both units upon entering the hex, would the Ogre still be able to enter the hex if it only has one movement point remaining? Would the Ogre still be able to enter a hex if it had already used one of its two allowed ramming attacks earlier in the movement phase?

7. What if the hex the Ogre wishes to enter contains three trucks or armor units (for example: a howitzer stacked with two trucks). Would that change the answer to any of the questions above?

8. If the first ramming attack against stacked non-infantry units is unsuccessful (the unit is disabled rather than destroyed), must the Ogre destroy the disabled unit before ramming another unit in the hex?

9. Rule 3 says that trucks must move a half-speed when climbing the rough mountain road. Would this also apply to trucks descending the road? Or would a descending truck be allowed to using its full speed (4 movement points)?

10. Rule 11 limits the Ogre to using half of its weapons (by type) against a single target. Is this half of its currently operable weapons or half of its original complement of weapons? For example, if the Ogre lost two of its four secondary batteries on a prior turn, could the Ogre use both remaining secondary batteries against a single target, or just one?

Last edited by dsal; 02-24-2019 at 11:13 PM. Reason: clarity
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Old 02-27-2019, 05:28 PM   #23
dsal
 
Join Date: Jun 2012
Default Re: Iron Mountain

Some additional (non-historic) variants:

MHWZ: Replace the Howitzers with Mobile Howitzers (same starting location). This favors the Ogre (the added mobility doesn’t quite make up for the shorter range).

Larger Ogre: Replace the Mark III-B with a Mark V.

Flexible Starting Force: Allow the Convoy Player to purchase 12 armor units instead of using the designated armor units. Distribute these armor units in the same way (7 in the ambush group, 1 in 1312, 4 armor units in 1504/1604). This favors the Convoy Player.

Mountain Bunker: the Launch Site B bunker is located under the mountain in hex 1802 (instead of hex 1702). The trucks must enter this hex to escape. It costs two movement points to enter the bunker. This favors the Ogre.
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