Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Board and Card Games > Ogre and G.E.V.

Reply
 
Thread Tools Display Modes
Old 07-04-2006, 02:14 AM   #41
Corbeau
 
Corbeau's Avatar
 
Join Date: Mar 2006
Location: Seattle, Washington
Default Re: Sea Ogre

Scenarios? Time for me to get "kraken," I guess.

;)

Okay, that was bad. But I'll get to thinking about scenarios.
__________________
Corbeau

- "Those who don't study history are doomed to get their butts kicked by the geeks who do" - Kevyn Andreyasn, Schlock Mercenary
Corbeau is offline   Reply With Quote
Old 07-04-2006, 05:41 PM   #42
dylango
 
dylango's Avatar
 
Join Date: Jun 2006
Location: Canada
Default Re: Sea Ogre

Quote:
Originally Posted by Corbeau
Time for me to get "kraken," I guess.
What the !? Horrible HOOOOOORIBLE.

Happy Secession Day to all my yankee friends :P

-D
dylango is offline   Reply With Quote
Old 07-04-2006, 05:47 PM   #43
dylango
 
dylango's Avatar
 
Join Date: Jun 2006
Location: Canada
Default Re: Sea Ogre

Oh BTW, Corb, Tristan, if'n you're willing I'd like to get some files of the ship counters to stick em in Vassal.

-D
dylango is offline   Reply With Quote
Old 07-04-2006, 10:04 PM   #44
Bowser
 
Bowser's Avatar
 
Join Date: Dec 2004
Location: Genoa, NE
Default Re: Sea Ogre

OK, guys. I'm in for playtesting.

I've been interested in Ogre for almost 30 years, but have had surprisingly little playtime due to lack of opponents. I consider myself a "knowlegeable novice".

Of course, that may be good and I'll probably stumble into the holes that advanced players _know_ aren't there!

Now all we need is a scenario!

-- Doug Pearson
__________________
S+++ O1() O2+ G+++ S++ RP++ OM() B++ GO() O6e() PO+++ HR/NU- MK3() MK5-- CM-- W() KS+++
based on Michael Powers' message in 2001/gevfeb23.txt
Bowser is offline   Reply With Quote
Old 07-05-2006, 12:16 AM   #45
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Sea Ogre

Quote:
Originally Posted by Bowser
Now all we need is a scenario!
http://www.io.com/~hcobb/gev/2001/gevfeb23.txt
"A new Combine carrier deploys from the gulf of mexico, right into a
Paneuropean ambush."
__________________
-HJC
hcobb is offline   Reply With Quote
Old 07-05-2006, 10:13 PM   #46
piningforthefjords
 
piningforthefjords's Avatar
 
Join Date: Jan 2005
Location: not quite Paradise
Default Re: Sea Ogre

Just reading over Henry's stuff, I note he opted for structure points instead of hull units. I'm thinking that might be a good system for "middle sized" ships. The small ships are destroyed just like regular units, the bigger ones use structure points. Cyberships could still have hull units.

Thoughts??
__________________
Tristan
piningforthefjords is offline   Reply With Quote
Old 07-08-2006, 04:34 PM   #47
Corbeau
 
Corbeau's Avatar
 
Join Date: Mar 2006
Location: Seattle, Washington
Default Re: Sea Ogre

Honestly, I don't see that much need to do large non-ogre sea vessels to act in any way different from the Chinese imitation Ogres. Basically, they act like Ogres but are affected by D results.

Oh, and I'm 99% of the way to a first scenario. I'll post it tonight sometime.
__________________
Corbeau

- "Those who don't study history are doomed to get their butts kicked by the geeks who do" - Kevyn Andreyasn, Schlock Mercenary
Corbeau is offline   Reply With Quote
Old 07-11-2006, 09:56 AM   #48
mmaestro
 
Join Date: Jul 2006
Location: Albuquerque, New Mexico, USA
Default Re: Sea Ogre

Hi, coming late to the party here.

Looking at your numbers, I think my biggest issue is with the short range of the cyberships. Bear in mind that the WWII US Iowa class had a range of 24 miles or 38km (that's 16 hexes!) lobbing shells the size of small cars, and it would be not unreasonable to assume that range would have increased by the last war. Of course, giving the cyberships that sort of range could turn out to be horribly unbalanced, but if some sort of mechanic to include shallow water that the cyberships and subs could not enter were included, it might start to balance things out.
I'm also rather surprised at the fact that the subs have only 1 cruise missile. My suspicion is that you'd have either small hunter/killer subs, who're difficult to hit but do the overrun thing, and the larger strategic subs would have maybe 20 or more cruise missiles, and their role would be to get close to shore undetected, fire them all at their targets, and run like hell. Torpedoes for them would really be only a last ditch defense if they were detected. Unbalanced in some ways, but these would be slow, and IMO once they'd revealed themselves in a naval battle, they'd be taken out very quickly.
Both these ideas would likely not be very helpful in a "kill or be killed" game, but in a scenario where, say, specific targets inland needed to be taken out, they could be useful. The sub, especially, if there were an easy way for it to be hidden 'til it started firing, could be interesting as the basis for a scenario.

Interesting stuff, here.

Mmaestro
mmaestro is offline   Reply With Quote
Old 07-11-2006, 03:12 PM   #49
Bowser
 
Bowser's Avatar
 
Join Date: Dec 2004
Location: Genoa, NE
Default Re: Sea Ogre

Quote:
Originally Posted by mmaestro
Bear in mind that the WWII US Iowa class had a range of 24 miles or 38km (that's 16 hexes!) lobbing shells the size of small cars, and it would be not unreasonable to assume that range would have increased by the last war.
No, that's 24 hexes. 1 hex = 1 mile = 2 inches for Ogre Minis.

Also, SJ has stated (somewhere??) that the problem is not the range, but the problem is targeting. There's a lot of electronic measures and countermeasures going on. So, to extrapolate from the WWII battleships probably isn't valid, seeing as how they used "dumb" projectiles.

It's interesting that, postulating an advanced technology (both on offence and defense), this moves game mechanics BACK to mechanics that mimic a LESS advanced technology!

-- Doug Pearson
__________________
S+++ O1() O2+ G+++ S++ RP++ OM() B++ GO() O6e() PO+++ HR/NU- MK3() MK5-- CM-- W() KS+++
based on Michael Powers' message in 2001/gevfeb23.txt
Bowser is offline   Reply With Quote
Old 07-11-2006, 03:20 PM   #50
mmaestro
 
Join Date: Jul 2006
Location: Albuquerque, New Mexico, USA
Default Re: Sea Ogre

Must've hit the wrong key on my calculator - I was basing that off what my Ogre rules say, which is 1500 meters = 1 hex.

I think the range probably is valid, depending on where you're doing the fighting. Looks like the maps for this are all inland, so maybe - you're talking about shooting over land masses where you don't have a direct line of sight. However, once you take land out of the equation, all the electronic countermeasures in the world won't help you if you can just see the other ship, and where your shells land. Now that is a retro way of doing things.
It's interesting, because there are a number of countries working on including "stealth" technology on their vessels (smaller stuff like corvettes, mostly) which would likely make guided missiles tougher to have hit the mark, but navies do still train at targeting their guns by sight, so we could take a step back towards that sort of combat.

Mmaestro
mmaestro is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:57 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.