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Old 02-13-2018, 06:10 PM   #1
dommer2029
 
Join Date: Dec 2015
Default Tarantuloids

The latest issue of Ogrezine introduces some new enemies and provides 3 scenarios that use them. http://www.sjgames.com/ogre/products...mptrooper.html

I've only tried one of the scenarios so far, but it appears to be quite unbalanced. I'm hoping to either be corrected here, or that the author will update the article.

First, let's consider the value of the new units. A Tarantuloid howitzer is a regular howitzer, so that's easy: 2 AU or 12p. A light howitzer has the attack strength of a Missile Tank, but 0 movement and is destroyed on a D result. I'd say that's 1/2 AU or 3p. A Tarantuloid infantry (or "spider") has the attack value of 2 squads (2/1), but moves more slowly and has an effective lower defense value, since it is destroyed on a D result. I'd say its equivalent to a single normal squad: 1/3 AU or 2p.

Next, let's consider the scenarios.

In scenario 1, the Terrrans get 6 platoons (36p). The Terrans need to take out 7 of the 8 CPs to win, and have only 11 turns to do it (including the drop turn, in which they cannot move or attack). To achieve this, the platoons will need to split up, making them more vulnerable. At best, the Tarantuloids get 10 spiders, 2 light howitzers, and 1 howitzer (38p) over the first 3 turns, plus continuing spider reinforcements (2p/turn thereafter). So this is pretty balanced, at first glance.

In scenario 2, an Ogre player gets 16 extra spiders (32p) and the defender gets 12 extra squads (24p). However, since the spiders start off the board and have M1, they will quickly trail behind the Ogre and have no impact on the outcome of the battle. Meanwhile, the defenders 12 extra squads will be in front of the Ogre and - since the basic Ogre scenarios are quite balanced - should be enough to guarantee a defender victory.

In scenario 3, the Terrans get 9 platoons plus 4 howitzers (93p). The Tarantuloids get 16 spiders and 2 light howitzers (38p), plus continuing spider reinforcements (max of 12p/turn, but only to replenish losses). The Terrans win if they don't take too many losses OR if they cover at least 5 craters within the range of a howitzer. As a result, unlike in scenario 1, the Terrans do not have to divide their forces or advance into hostile territory. Since the Tarantuloids respawn at random locations, some fraction of the reinforcements will appear too far from the Terrans to actually return to battle. In this scenario, the time limit works against the Tarantuloids, since the Terrans can occupy one corner of the map and it is the Tarantuloid player that must spend time moving to the target.

Scenario 3 is the only one I've played, and it was a blowout for the Terrans. Clearly I don't understand how the last 2 scenarios are supposed to be balanced. As I stated at the beginning: If I'm missing something, let me know. Thanks!
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