06-18-2012, 04:52 AM | #1 | |
Join Date: Aug 2004
Location: Pacheco, California
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The infantry cloud tactic in classic OGRE
I've split the discussion about splitting the inf in the usual OGRE scenarios into 1/1 single squads.
Quote:
For the Mark V, the two MBs kill an average of 2.67 squads if 3/1 platoons or 2/1 sections are the best targets, but only 2.00 squads if only 1/1 squads are in range. The six secondary batteries kill an average of 8.00 squads if 3/1 platoons are the best targets, but only 6.00 squads if only 2/1 sections or 1/1 squads are in range. The 12 APs kill an average of 3.00 squads of inf while moving (if inf located in ever hex moved to) then an additional 5.33 squads if 3/1 platoons are the best targets, but 6.00 squads if 2/1 sections, or only 4.50 squads if only 1/1 squads are in range. Totalling this all up, the worst average case losses for each inf clumping is:
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-HJC Last edited by hcobb; 06-18-2012 at 05:07 AM. Reason: Ogre movement vs surviving inf to fire on. |
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06-18-2012, 10:58 AM | #2 |
Join Date: Oct 2005
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Re: The infantry cloud tactic in classic OGRE
Do you stack the INF next to the ogre to get more guns on targets, or keep them as single sqads the whole time?
I'll have to play some games with this set-up. Qualitative counter-tactics I can think of involve having the ogre not play into the defense's game: snipe at the infantry with the bigger guns, back into a corner to force the defense to either concentrate or come in weak, bait the GEVs in, charge and fight GEVs while M3, then clean up surviving infantry while M2. If it doesn't work out at least the ogre can slip into the river. By sniping that MkV can clear eight hexes with its big guns, better than a hemisphere at range two -- 8 squads per turn. Backing toward the river might do the job just as well as ducking into a corner. |
06-18-2012, 11:43 AM | #3 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: The infantry cloud tactic in classic OGRE
The Inf only stack up to attack.
This tends to clear out range 2 for GEV attacks. Since the GEVs quickly become imortal, the Ogre really needs to charge into the cloud and get struck by lightning over and over again.
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-HJC |
06-18-2012, 08:41 PM | #4 |
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: The infantry cloud tactic in classic OGRE
I'm betting not a lot of people want to play Ogre with you, do they Henry?
Or not twice, anyway… |
06-18-2012, 09:44 PM | #5 |
Join Date: Oct 2005
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Re: The infantry cloud tactic in classic OGRE
Henry, you're allowed 40 AF south of the line, but only get 30 INF. Do you put five GEVs south of the line or keep all 20 of them north of it?
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06-18-2012, 11:46 PM | #6 |
Banned
Join Date: May 2012
Location: LA, CA, USA
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Re: The infantry cloud tactic in classic OGRE
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06-19-2012, 07:56 AM | #7 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: The infantry cloud tactic in classic OGRE
The problem with showing up with just a few GEVs is called missiles. At best these can be stationed to be just out of missile reach on a full charge, possibly slowing down the Ogre by one hex.
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-HJC |
06-19-2012, 02:50 PM | #9 |
Join Date: Apr 2012
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Re: The infantry cloud tactic in classic OGRE
This is what I love about Ogre, there are so many different defenses you can try. It's got a lot of depth in that regard.
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06-19-2012, 03:56 PM | #10 |
Join Date: May 2012
Location: Southeast Michigan, USA
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Re: The infantry cloud tactic in classic OGRE
Just to be clear: all armor units for this strategy are GEVs?
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