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Old 03-26-2006, 10:08 AM   #61
DSumner
 
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Default Re: The unofficial new units thread

Super Heavy Missile Tank (SHMT): SHMT were first fielded by Combine forces in the closing days of the Last War, as one of their many attempts to stem the tide of the rapidly advancing Nihon assault deep into their home territory. They have an attack Strength of 5, a range of 7 (14), a defense of 2, a movement of 1 (2), move as a heavy tank, and are worth 12 victory points when destroyed.
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Old 04-28-2006, 12:48 PM   #62
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Default Re: The unofficial new units thread

HCobb sent me here. Wow. Can't believe that after 30 yrs of SJ keeping the OGRE game in a simple small format, "new units" make it complex. Keep things simple people!

After an examination of how HVYs, MSLs, MHWZs, GEVs, and INFs behave with one another in terms of ATT, RAN, DEF, MOV, and GEV-MOV, a "perfect" MSL-GEV is probably not possible, but I think I've come very close to a workable solution.

This version of the MSL-GEV is for hex rules, or if you want, the miniatures (using half-hexes -- or as videogamers call it -- doubling your distance scale). If you want flavour text, let me know (doubtful it's helpful), however, the actual application of this unit seems very workable.

=======
MSL-GEV
=======
ATT - 3
RAN - 4 (hex)
DEF - 1
MOV - 3/1 (GEV - hex)
VP$ - 6

Notes - This is a MSL-GEV version designed for first strike capability. The key words are "first strike". Fail to disable an armour unit and even a Light Tank's ATT 2 will probably nuke the MSL-GEV easily. LGEVs are cheap enough to do successive 1-1 attacks on MSL-GEVs and cheap enough to be effective if the MSL-GEV is not screened or protected. A HVY's ATT4 is overkill for this unit and one or two SHVYs will probably be able to destroy an enitre MSL-GEV squadron.

Try it out yourself!
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Old 12-15-2007, 01:15 PM   #63
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Default Tank Destroyer

Since I've never really liked either version of the Super Heavy Tank (the original D4, or the D5), I figured I'd take a crack at designing something similar. Here's what I came up with.

Tank Destroyer: Attack 8, Range 3, Defense 4, Move 2, cost 2 Armor units, and are worth 12 VP. Tank Destroyers (TD) may make one full strength (attack strength 8), or two separate (attack strength 4) attacks per turn. Like the Super Heavy, the Tank Destroyer mounts dual weapons systems and may make two attacks per turn. It also keeps the Super's increased range. It packs more firepower, but moves at a slower rate (I figure this is reasonable with its increased mass). I'd like for someone to play test this thing, and see how it works for you against regular armor, and how it would stack up against an Ogre.

As for possible unit names, I'm thinking either the Titan or Behemoth unless someone can suggest something better.

Last edited by DSumner; 04-29-2012 at 10:46 PM.
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Old 01-05-2008, 10:23 PM   #64
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Default Re: Tank Destroyer

Quote:
Originally Posted by DSumner

Tank Destroyer: Attack 8, Range 3, Defense 2, Move 2, cost 2 Armor units, and are worth 12 VP. Tank Destroyers (TD) may make one full strength (attack strength 8), or two separate (attack strength 4) attacks per turn.
Where's Henry's point calculator when you need it? Geez I wish he'd put that back up.

As far as the unit goes, I'm not sure if it's worth 2 armor. It has a big punch that's for sure. The biggest drawbacks are the 5 hex attack radius and D2. Would be fun to try them and see how they perform.
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Old 01-06-2008, 12:29 PM   #65
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Default Re: Tank Destroyer

Quote:
Originally Posted by piningforthefjords
Where's Henry's point calculator when you need it? Geez I wish he'd put that back up.

As far as the unit goes, I'm not sure if it's worth 2 armor. It has a big punch that's for sure. The biggest drawbacks are the 5 hex attack radius and D2. Would be fun to try them and see how they perform.
Oops...That should be a "4" defense, not "2". It's corrected now. Give that one a try and see how it works for you.

Last edited by DSumner; 03-27-2008 at 06:30 AM.
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Old 03-27-2008, 06:30 AM   #66
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Default Re: The unofficial new units thread

If you can't tell, I'm bored (there's a VERY bad sandstorm blowing through at the moment, so I'm cooling my heels waiting for it to blow over), and figured I'd tinker with a few ideas. So without further ado, the Ogre Mortar.

Ogre Mortar: Attack 2, Range 5, Defense 3, 8 VP when destroyed. I think it would be perfect for mounting on a raider type unit. It would provide it with some long range firepower (that's not so powerful it slaughters anything it hits), and still keeps it well within established game parameters. I see this as being a Combine weapon system coming along late into The Last War. Thoughts?
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Last edited by DSumner; 11-25-2009 at 11:20 AM.
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Old 01-20-2009, 01:12 AM   #67
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Default Re: The unofficial new units thread

Here is mine...
The Heavy Howitzer
Statistics:
Heavy Howitzer
6 attack
1 Defense
11 range
0 Movement
1 antipersonnel infinite repeater: 1 attack vs INF or DEF 0
18 VP Points (3 armor points)
3 Size
Combine Only
The Heavy Howitzer, or Thunderhead 120mm, quick loading emplacement indirect fire heavy defense system. This type was fielded sparingly due to high cost and maintenance difficulties. This was due to the tendency of the 120 mm barrel to wearing out after only about 12 firings. Despite the barrel wear problem, tactical nuclear shells were utilized just as in the standard 90mm Minotaur Howitzer. Their payload of the missile projectile was similar in yield to the standard howitzer nevertheless the propulsion package was upgraded to give it more reach. Advanced technology lent to the accuracy and effectiveness of each projectile missile due to advanced E.C.M. capability added. When the howitzer fires from 9-11 hexes away, subtract 1 from the CRT result after 12 projectile missiles are fired. If the intended target is 1 to 2 hexes away, subtract 1 from the CRT as well due to traversing problems.
Where it was placed this weapon system gave an extra 4500 meters of protection than the standard howitzer. Typically it was placed on shore lines, behind important command centers and sometimes on islands in the middle of a large lake that averaged 15,000 meters across.
I had fun play testing this unit in the field!
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Old 01-20-2009, 03:50 AM   #68
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Default Re: Tank Destroyer

Quote:
Originally Posted by piningforthefjords
Where's Henry's point calculator when you need it? Geez I wish he'd put that back up.
Available now and forever at archive.org

http://web.archive.org/web/200707031.../formcalc.html

Warning! The brits seem to think that site is rife with kiddy porn, but I haven't noticed any.

http://www.theregister.co.uk/2009/01..._blacklisting/
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Old 01-20-2009, 05:54 PM   #69
Toltrin
 
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Default Re: The unofficial new units thread

Thank you SO SO SO much for posting that! I ran across it a few months ago and could NOT for the life of me find it again. One thing you might add if there a way you can work it in is how many points would subtracting 1, 2 or 3 to the CRT (Combat Results Table) be worth? I mean - how many VPs of the OGRE Ninja are attributed to the ability to make it harder to shoot?
New Unit I thought out today:
E.C.M. Trooper "Stealth Rangers"
1,2,3 attack, (x1) 3 attack, 2 range missile
1,2,3 defense
1 Movement
stealth component=: -1 to all results from the CRT upon attacking it (just like the OGRE Ninja).

VP cost without the stealth component: 2 (actually 2.264) VP per squad.
VP cost with the stealth component: 3 or 4 VP per squad?
Your thoughts...

Last edited by Toltrin; 01-20-2009 at 06:02 PM.
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Old 01-20-2009, 06:01 PM   #70
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Default Re: The unofficial new units thread

Something else I wanted to add... Ever notice how a GEV's life expentancy is about 3 turns? Why not make that GEV into a 3 shot 3/3 missile platform? Can one fire all three 1-shot missiles in the same turn? Can one have more than one 1-shot weapon on a single armor chassis? The following unit is 7 VP! If the answer to the two previous questions is yes then you have a loop hole that allows you first strike capability with 9 attack points - all divisible by 3! Of course the only thing the unit will useful for after it's payload is fired is to distract the OGRE or for scouting (in those 'counters are hidden before engagement' games).
The pop shot GEV
1-Shot Attack: 3 attack, 2 range (double in overruns)
1-Shot Attack: 3 attack, 2 range (double in overruns)
1-Shot Attack: 3 attack, 2 range (double in overruns)
2 Defense
4/3 Movement

7 VP
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