10-31-2016, 08:04 AM | #11 |
Join Date: Dec 2014
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Re: INFANTRY in OGRE...
Yeah, I've been thinking about this for forty years (I have no life, apparently).
Totally depends on the map and the role. As defender on a GEV map, the current 3:1 ratio is perfect. On the Ogre map, I'd go with a 9:2 ratio (3 full 3-squad platoons equal 2 armor units). One problem in pricing INF is the cost of the GEV-PC. One reason INF is less valuable is that the PC units are unreasonably expensive. The GEV-PC needs to be cheaper to make infantry better. You can't make it cost .5AU, though, as then it would be competitive with the LGEV. It would be slower but it would have better defense for the same cost. I've long thought the GEV PC should have it's attack nerfed to make it an AP weapon with a strength of 1 and range of 2 (you wouldn't have to change the counter) and then make it cost .5AU. This would radically differentiate it from the LGEV and provide INF lovers with a more plausible set of options. Now infantry could be faster than most armor (strategically). It would also force people to use the PC as a PC - it would be good only for infantry support and transport and would have to flee when enemy armor showed up. Using my suggested pricing, 6 full stacks of INF (18 squads) and 6 PC's would cost 7AU, instead of the current 12AU, but of course, the PC's would be much less capable armor-on-armor. -Brett |
10-31-2016, 01:49 PM | #12 |
Join Date: Jun 2012
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Re: INFANTRY in OGRE...
I like this suggestion Brett. PCs seem too expensive for what they do now, but making them slow LGEVs that carry a load of infantry isn't the answer.
1/2 AP does raise the question of why Ogre AP is only 1/1. |
10-31-2016, 03:31 PM | #13 |
Join Date: Jan 2005
Location: Minnesota
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Re: INFANTRY in OGRE...
Infantry are overpriced when you're in wide open areas such as the GEV map, which looks like the American midwest. If you're in an urban zone such as the East Coast of the USA or northern Europe you'd see infantry trouncing their own VP value in tanks.
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11-01-2016, 06:48 AM | #14 |
Join Date: Dec 2014
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Re: INFANTRY in OGRE...
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09-09-2018, 09:10 PM | #15 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: INFANTRY in OGRE...
UNITS 3.00 states: Missiles Crawlers are worth 3 Armor Points.
CRUISE MISSILES 10.05 states: Off-Board Cruise Missiles are treated the same as Crawler based ones. Are "Armor Points" the same as "Armor Units"? Would Off-Board CMs cost 3 Armor Units? Now, what happens if you have a Scenario involving Infantry and Mobile Howitzers and you want to allow 1 CM to be taken at a cost of 3 Armor Units as a option? Does this mean you can swap 3 Infantry Points (9 squads) for 1 CM? Or, can you swap 1 Infantry Point (3 squads) and 1 Mobile Howitzer (cost 2AU) for 1 CM? Quote:
I'm iterating around with my SHELL SHOCK Scenario and want to add a CM choice option, and want to be sure I'm doing this correctly. So, Thanks ahead of time from all the squadies fighting the ongoing Battle Of A Thousand Suns at the most brutally contested place in the world...of OGRE. https://www.flickr.com/photos/128248...57695327406850
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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; 09-09-2018 at 09:15 PM. |
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09-09-2018, 09:35 PM | #16 | ||
Join Date: Oct 2014
Location: St. Louis, Missouri
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Re: INFANTRY in OGRE...
Quote:
I think you'd be valuing them at three units with the crawler, but the crawler alone (empty) has no real value. Good question. Quote:
I'd suggest reading the opening paragraph of Section 10.0 -- saying it reduces the game down to one die roll. I've always found CM work far better in large multiple map games -- not on one map games. |
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09-09-2018, 11:11 PM | #17 | ||
Join Date: Jul 2014
Location: Pennsylvania
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Re: INFANTRY in OGRE...
Quote:
I wish there was some official formula we had access to better guide us when making Scenarios that call this into question. With some examples. Quote:
"Don’t use them in scenarios where there is only one target, because then the game comes down to one die roll." SHELL SHOCK is not that sort of Scenario. Due to it's nature, and the battlefields origins largely being shaped by Cruise Missiles and the over saturation of warfare leaving a lot of Craters and Rubble, having the option to use a CM instead of an equivalent value of units would (I think, pending further playtesting) make the Scenario more interesting and increase replay value.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
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09-10-2018, 09:52 AM | #18 | |
Join Date: Feb 2016
Location: Lancaster, PA
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Re: INFANTRY in OGRE...
Quote:
But when it comes to scenario force spreads, I agree. AU / VP are points available to spend. Infantry are AU / VP that has already been spent. The player gets to choose what types of infantry, but the points have already been allocated to infantry by the scenario designer.
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Andy Mull MIB Agent #0460 Ogre 134th Battalion Lancaster, PA Imgur: https://agent0460.imgur.com/ |
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09-10-2018, 10:27 AM | #19 |
Join Date: May 2012
Location: Austin TX
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Re: INFANTRY in OGRE...
I think the rules say a cruise missile is worth two AU, and the empty crawler worth a single AU.
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My sci-fi/fantasy wargaming blog: Super Galactic Dreadnought |
09-10-2018, 01:12 PM | #20 |
Join Date: May 2007
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Re: INFANTRY in OGRE...
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