01-27-2018, 12:22 PM | #71 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Hold Fire in Ogre/GEV
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01-28-2018, 12:00 AM | #72 |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Hold Fire in Ogre/GEV
Thanks.
I just had a question about OGREs using this. How would OGREs work using Hold-Fire? Could they Hold-Fire some of their weapons or would they have to Hold-Fire all weapons to use this?
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
01-28-2018, 12:37 AM | #73 |
Join Date: May 2007
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Re: Hold Fire in Ogre/GEV
I would not recommend using hold fire in games using Ogres. I mentioned it before, but one of the key tactics to defeating cybertanks is to use GEVs in "slashing" attacks. It's the entire reason GEVs have split movement, to allow them to move in, attack, and make something of an escape. If Ogres can hold fire, then it allows them to decimate GEVs on their own terms.
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01-28-2018, 02:43 PM | #74 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Hold Fire in Ogre/GEV
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02-05-2018, 03:03 PM | #75 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Hold Fire in Ogre/GEV
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How much, I don't know. Currently, the Cobb equation makes GEVs worth about 6.57 points - about the same as missile tanks (6.9 pts) and heavy tanks (6.14 pts). Light tanks are worth about 3.57 points. An obvious adjustment might be to make GEVs worth (say) 4.5 or 5 points in classic Ogre games that use hold fire. In GEV games, I think that the effect is significantly reduced. Also, the GEV's ability to move faster on roads and rivers becomes a factor. So maybe leave the GEV point value the same for those types of games. |
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02-05-2018, 05:12 PM | #76 |
Join Date: May 2012
Location: Austin TX
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Re: Hold Fire in Ogre/GEV
I just thought of something (apologies if someone mentioned it earlier): Isn't hold fire already present in OGRE/GEV in the form of the overrun rules?
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02-05-2018, 05:34 PM | #77 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Hold Fire in Ogre/GEV
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02-05-2018, 06:37 PM | #78 |
Join Date: May 2012
Location: Austin TX
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Re: Hold Fire in Ogre/GEV
Sorry; I've been following the thread for some time, but I didn't want to go back and reread every post :D
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My sci-fi/fantasy wargaming blog: Super Galactic Dreadnought |
02-06-2018, 01:13 PM | #79 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Hold Fire in Ogre/GEV
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The overrun rules address a completely different problem - a weak unit artificially blocking a much stronger force. (I love the overrun rule, by the way. It's surprising how many tactical games lack such a mechanic. I pretty much ripped it off whole cloth for A Fistful of TOWs.) Last edited by tbeard1999; 02-07-2018 at 11:43 AM. |
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02-08-2018, 07:33 AM | #80 | ||
Join Date: Jul 2014
Location: Pennsylvania
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Re: Hold Fire in Ogre/GEV
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OGRE Xes or Disables GEVs and GEVs miss OGRE. OGRE Xes or Disables GEVs and GEVs X OGRE weapons and or treads. GEVs X OGRE weapons and or treads and OGRE misses GEVs. GEVs X OGRE weapons and or treads and OGRE Xes or Disables GEVs. Of course there could be partial Xing and missing, but basically these are the situations that will occur with the simultaneous attacking of Hold-Fire. This is also where the concern of balance issues is. What about having the rule GEVs can only make their attacks AFTER the OGRE makes it's attacks on them and only if it misses them. (No Disable or X results occur). This takes a lot of the sting out of GEVs being too favored and powerful while still preserving the core concept. They can still attack, but only if they successfully weather the OGREs attacks first. Optionally, you could keep the original rule of simultaneous attacks with full effect for both sides and have it only apply to OGREs with Descartes Packages. They were as OGRE MINIATURES states certainly harder to kill. This would reflect that. Why not use Hold-Fire in pure OGRE games?
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 02-08-2018 at 07:38 AM. |
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