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Old 02-13-2019, 03:50 PM   #11
dwalend
 
Join Date: Oct 2005
Default Re: The "right" value for Mk.I, Mk.II, Heavy Drones?

I'm with you re: the hex rules, Cat. I like playing a battle over lunch, and like the definitive hex bounds better than spending time measuring and deciding where the middle of a mini is.

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I've never given any concern to the time and distance scales. This is not a game of crunchy realism. To the best of my understanding, those numbers were just pulled out of the air purely to give flavour text. I'm fine with that.
I like the challenge of matching the abstractions of the game to precise hand-wavy sci-fi "realism." Some examples:

Disabled - the unit's precise location is moderately well known. If it moves a significant distance or attempts an effective attack then the enemy will be able to form a track for it and kill it before it's effective. So they run quiet and not too far to break the tracking.

Spill-over fire - "firing" in Ogre represents a weapon system firing multiple shots of self-guided multiple-warhead tac nucs over a period of time in a battlefield filled with uncertainty. The shots cover a broad area, and sometimes a stray shot happens to find a target well enough to start trying to track it. Or if that unit already had the beginning of a track - well enough to get a mission kill.

Aside from the SHVY being a bargain at 12 vp, and probably fair-price at 15 vp, the units are pretty balanced. They are the PAN response to the MkI, so the results of a duel of packs or a comparison of the two in a Raid is worthwhile and fun to play. A straight-up duel is going to favor the SHVYs - they are vulnerable to Ds, but don't wear away and at D5 are really tough for a lone MkI to crack.

Stacking the ogres really benefits them (no spill-over), so if you start limiting that you're limiting a solid tactic for a MkI pack in favor of taking a single big ogre.

Maybe try bigger hexes than standard to fit more units in to meet that aesthetic value. Next summer I hope to tie-dye a big sheet of fabric with 3" or 4" hexes.
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Old 03-05-2019, 04:29 PM   #12
Cat
 
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Join Date: Dec 2016
Default Re: The "right" value for Mk.I, Mk.II, Heavy Drones?

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Originally Posted by dwalend View Post
Stacking the ogres really benefits them (no spill-over), so if you start limiting that you're limiting a solid tactic for a MkI pack in favor of taking a single big ogre.
I'm certainly not going to start stacking Ogre minis on top of each other. The Mk.I pack still has a tactical charm of its own over a Mk.III: four times the number of overrun attacks while the treads last!


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Maybe try bigger hexes than standard to fit more units in to meet that aesthetic value. Next summer I hope to tie-dye a big sheet of fabric with 3" or 4" hexes.
The bulk of my games will be on the neoprene mats; and I'm particularly focusing on developing scenarios for them. I am gradually working on big custom mats with 80mm hex grids, but those will only be pulled out for special occasions for big multi-player games at conventions, etc.


I have been working on one scenario so far using a Mk.II (or a pair of Mk.Is). An interesting thing with them is that they are very 'swingy' depending on early dice rolls. I've run a couple of games where the Mk.II was stripped of all its guns in the very first attacks; not the likely outcome, but not all that unusual either. A pair of Mk.Is are even more susceptible to swingy results, but greatly benefit from the increased number of overruns if their treads aren't taken out first.

Four GEVs however make a formidable opponent against a Mk.I. They will strip its lone gun and stay out of range of overruns, then go in to nibble the treads away.
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Old 03-06-2019, 09:24 AM   #13
offsides
 
Join Date: Jun 2008
Location: Cheltenham, PA
Default Re: The "right" value for Mk.I, Mk.II, Heavy Drones?

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Four GEVs however make a formidable opponent against a Mk.I. They will strip its lone gun and stay out of range of overruns, then go in to nibble the treads away.
If you have INF backup to the GEVs, you can use them to take out the AP guns, and then let the INF overrun the Mk I and strip its treads PDQ. Heck, once the MB is toast, a GEV-PC + 3INF with 1 or 2 escorts is probably the fastest, cheapest way to strip it and move on...
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