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Old 02-05-2009, 10:12 PM   #91
Toltrin
 
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Default Re: The unofficial new units thread

Yeah - I messed up - you are right - 11 VP! TY for the update...
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Old 02-05-2009, 11:42 PM   #92
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Default Re: The unofficial new units thread

Thats still rather nasty.

And still a large theat to armour.

maybe make ALL the weapons AP

Last edited by skibble; 02-05-2009 at 11:45 PM.
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Old 02-06-2009, 01:40 PM   #93
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Default Re: The unofficial new units thread

so, an escort ogre unit woudl be okay? was thinking of a power 1, range 5 missile weapon to be able to take out gevs. a max of three such bateries woudl eb able to combine fire.

would also more likely have fewer batteries, but higher defesenes, or able to increase teh defense of other ogres at the cost of reducing its defenses to 1 or 2.
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Old 02-07-2009, 05:07 AM   #94
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Default Re: The unofficial new units thread

The point behind having GEVs is that they are hard to catch... lol
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Old 02-07-2009, 02:27 PM   #95
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okay, so scratch that idea. oh well.
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Old 02-09-2009, 07:16 AM   #96
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Default Re: The unofficial new units thread

I mean - sure we could make a vehicle that counters 100% every other vehicle - but then the game would turn into a game of stratego where you know where all the pieces are. :-) Good idea though.
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Old 02-10-2009, 05:22 AM   #97
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Default Re: The unofficial new units thread

well, the escort orges weapons woudl be lwoer powered, and most likely woudl only be able ot take on GEVs effetively. against non gevs, it's a range 2 power 1 weapon instead of range 5 power 1 weapon. jsut a way to counter GEV swarms. and woudl cost quite a bit, in relation for its power, so woudl not be the most cost effective thing. tyje anti GEV weapons woudl only have defense 12, and would be the first targets, i am sure of howizaters adn stuff, or of any sarifical GEVS that come into range.
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Old 02-10-2009, 11:31 PM   #98
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Default Re: The unofficial new units thread

Um..

I cant say that i Like that idea as it complicates the game. Also makes less sense as weapons are already in the tactical Nuke range anyway. I cant thing of any 'Anti GEV weapon' that would not be as effective against other targets.

A defense 12 weapon would be almost indestructable on an ogre.

Also something that would knock out a GEV would be effective against INF or the command post.

'Escort' ogres seem a misnomer really. If an ogre needed an escort would it not just be provided by GEVs anyway.

hum.. There was an idea of mounting Howitzers on an ogre chassis at one time. That also breaks the game but is a little more understandable.
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Old 02-11-2009, 05:30 PM   #99
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Default Re: The unofficial new units thread

okay, understood. bad idea, i get it. thanks for the advice .

althought hte escort was to have it escort hte orge adn not be a vunerable human pilot as it were. but you are right. thanks for setting me striaght.
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Old 02-15-2009, 08:30 PM   #100
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Default Re: The unofficial new units thread

Well maybe make a 'light' gev Ogre.

We have the Coelacanth to base it on.

-Note, I couldn't find the link to it on the ogre page anymore, and had to dig it up from my archives, is it still out there?

OGRE GEV Horseshoe

Main Batteries 1 - 00
Secondary Batteries 2 - 00
AP guns 8 - 0000 0000
Ogre Missiles 4 - 0000
Propusion units 24 - see rules for the Coelacanth's drive below
4/3-000000
3/2-000000
2/1-000000
1/0-000000

History notes
A short run of 'light' hover-ogres was used as a test bed for testing out equipment and designs for the Coelacanth series. Combat tests showed that the propulsion units were very vunrable when the enemy managed to range on the cybertank. this led to the use of heavy ECM instellations on the later models.

While fast the Horseshoe lacked the firepower of most ogres and was deemed unable to carry out a heavy combat role. while useful for a flanking role its lack of combat power in such an expensive chassis led to it being quickly phased out. Its much larger sibling suffered the same fate.

Design notes

While fast this ogre is fragile. Defense commanders have to trap it in such a way as to be able to hit it while it runs. Also its low on firepower for an ogre. GEVs should be able to mug it without to much of a problem as they have the speed to catch it. Unsupported armor will never be much of a problem for it unless its trapped or slowed down. no idea on the VP worth, i don't have a copy of the calculator hanging around. probably ends up at 120 is at a guess though.






Here is the original. Old hat for the vets but some of the new people won't have seen them before.

Also worth noting that Coelacanth is NOT for use in standard battles as it will destroy a huge number of units without exposing itself to counter fire.

The "Coelacanth" Hovertank. by Tom Warner
(Mark VI-size stealth/ground effect cybertank):

2 cruise missiles (special/infinite; D3) O O
2 missile racks (D4) O O
20 internal missiles (6/5) O O O O O O O O O O
O O O O O O O O O O
3 main batteries (4/3; D4) O O O
8 tertiary batteries (3/2; D2) O O O O O O O O
12 antipersonnel (1/1; D1) O O O O O O
O O O O O O
60 propulsion units starting at 4/3 MA.
(The progression goes like this: 4/3, 3/2, 2/1, 1/0)

9.0731 Special Rules for the Coelacanth.
Ground Effect Cybertank: The Coelacanth moves at 4/3 and is treated like a GEV for terrain effects. Its propulsion units are treated exactly like Ogre tread units, except that they are automatically targeted at 2-1 odds and takes 2x damage from rams, attacks, etc. When ramming, it is treated like a Mark VI.

Stealth Equipment: All attacks directed at this Ogre except infantry overruns are at -1 to their die rolls.

Tertiary batteries: An experimental smaller and less-armored version of the secondary battery. Worth 3 VP each when destroyed.

Victory Points: All destroyed components of this Ogre are worth 6.6 x their normal VP. For instance, a tertiary battery, when destroyed, is worth 19.9 VP. (A cruise missile is worth 12 VP X 6.6 whether fired or destroyed.) If the Coelacanth is destroyed completely, the opposing side gets an additional 257.4 VP for the cybertank body.
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