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Old 08-11-2016, 03:23 PM   #1
Aleph
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Default New Scenario: GEV Escort

New Scenario: GEV Escort

You can find this new Ogre scenario at the link above. Please play it and comment - on game balance, clarity of instructions, or whatever else you think of - here in this thread.

Last edited by Aleph; 08-11-2016 at 03:27 PM.
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Old 08-18-2016, 10:58 PM   #2
Steve Jackson
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Default Re: New Scenario: GEV Escort

. . . anybody?
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Old 08-19-2016, 04:07 AM   #3
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Default Re: New Scenario: GEV Escort

Trying to get to it, but a little swamped
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Old 08-19-2016, 09:58 AM   #4
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Default Re: New Scenario: GEV Escort

I played the earlier iteration of it several times, and was honestly a little confused when the request to edit this dropped, because at a quick scan, it looks very much like what we had an extensive discussion on months ago.

This one is actually, different - the defense gets 6 squads of infantry, in addition to the 4 extra armor units.

The last time I played the older iteration, I took my 4 extra AU as 2 Missile Tanks and a howitzer. I held all of my infantry back to build a literal wall around the CP, with the intent that if the GEVs snuck around the defensive line and went for the kill on the CP, the INF could hold them back.

This worked as well as it could have, but not good enough. The Ogre /was/ badly mauled by the vehicle component of the defense, but 3 GEVs made it past the tanks up to the infantry perimeter. The Infantry held for a long time - they're very resilient - but it turns out that GEVs can swoop in and out and plink away at a wall of INF with inpunity. the INF have too small a strike range.

I found myself wishing, in the persona of the defense commander, again and again, that the howitzer had been deployed inside the INF perimeter, adjacent to the CP, instead of farther forward, where the Ogre popped it without it ever hitting its weight. If the GEVs had had to plink away against an INF wall while under an artillery umbrella, that end game would have gone quite differently. chances are the Ogre would still have won, but it would have to have worked much harder for it, and gotten properly mauled by that INF wall, instead of being able to let the GEVs slowly plink their way to the inevitable.

6 more INF squads would have made the INF wall that much more resilient, and possibly allowed for more creative use of an INF maneuver element in the late game. Defending against a Ogre plus 4 GEVs is definitely significantly harder than an Ogre alone. The INF, I think, are a subtle buff to the defense, but it's still interestingly difficult for them.
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Old 08-19-2016, 08:31 PM   #5
Tim Kauffman
 
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Default Re: New Scenario: GEV Escort

Quote:
Originally Posted by Steve Jackson View Post
. . . anybody?
I'll have some time this Sunday to run some play tests (hopefully)...Solo, unfortunately. Hopefully it will help in some way, it's a cool sounding Scenario because it's exploring areas of the OGREverse I find very interesting. Man vs Machine. The human spirit..."Luke...you turned off your targeting computer, what's wrong?...Nothing."
I'll post after action reports when I can.
__________________________________________________ __________________________________________________ _____

"4.02 Objectives. The Combine goal is to destroy the CP; the defenders' goal is to protect it. A subsidiary goal in this scenario is to bring at least one GEV back so the mission will have a human hero rather than just human sacrifices." :)
__________________________________________________ __________________________________________________ _____

...otherwise known in OGREish as "popcorn"...the bane of the OGRE, however, are the non-crunchy sort...those that tenaciously survive battle after battle against the superior inhuman war machines...those who with each new fight, are less crunchy than before...the human hero...the dauntless GEV ACE, or otherwise (pronounced "Jev-Ace"). ;)

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Last edited by Tim Kauffman; 08-21-2016 at 05:57 PM.
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Old 08-19-2016, 10:00 PM   #6
dwalend
 
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Default Re: New Scenario: GEV Escort

Quote:
Originally Posted by HeatDeath View Post
I played the earlier iteration of it several times, and was honestly a little confused when the request to edit this dropped, because at a quick scan, it looks very much like what we had an extensive discussion on months ago.

This one is actually, different - the defense gets 6 squads of infantry, in addition to the 4 extra armor units.
I missed that. I think you're right about the extra INF, even with a mobile defense. The infantry could free up two armor units to meet the attacking GEVs.

Will try to make time to play next week.
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Old 08-21-2016, 09:20 PM   #7
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Default Re: New Scenario: GEV Escort

Adding armor units to the attacking force makes the rubble lines even more important. The Ogre can go where it wants, but the GEVs have to maneuver around the rubble. This gives the defender a chance to use that pesky rubble to his advantage for a change.

A line of 1/1 INF strategically placed between rubble and craters can buy the defender an extra turn if a GEV makes a break for the command post. Here's a picture of 6 INF effectively blocking 11 of the 15 columns of the map.

There aren't any overruns in OGRE, so the GEVs have to stop and attack if they want to punch through the line of INF. If the attacker times it right a GEV can end it's first move adjacent to a defending INF, destroy it in the attack phase, and use it's second move phase to get through the line. Even then, any INF adjacent to the "hole" in the line can move 2 and get one attack in before the GEV is in the clear. A double line of 1/1 INF is more effective, but at the cost of tying up more units.

This also gives the INF something to do besides shooting at treads while getting chewed up by AP guns. In fact, if there are no INF in range of the AP, they're useless until they're in range of the CP. Screening the CP with INF, per Heatdeath's post above, may be a way to effectively neutralize one of the Ogre's weapons systems.

I want to play this one some more and see how adding or removing rubble changes the effectiveness of INF. Increasing the number of craters gives the Ogre fewer options, and results in fewer hexes from which the Ogre can be attacked. There are lots of possibilities to explore here.

Neat!
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Old 08-21-2016, 09:32 PM   #8
wolf90
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Default Re: New Scenario: GEV Escort

Thank you for those who have tried it and posted. Please keep the feedback coming; it is quite helpful!

Drew
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Old 09-07-2016, 08:01 PM   #9
Tim Kauffman
 
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Default Re: New Scenario: GEV Escort

"6.0 DESIGN NOTES
This scenario is more of a challenge for both players because of the high-mobility but fragile GEVs. They are not just a few extra attack points to be thrown away or traded for Howitzers! The OGRE may turn out to be, not the main threat, but the cape of the matador, with the GEVs ready to deliver the killing stroke.
The defender should be left wondering whether his extra forces are enough compensation for the attacker's GEVs, while the attacker bites his nails as he tries to preserve his highly breakable hovercraft until an opening presents itself."

...otherwise called "popcorn" by OGREs. Nice and crunchy. They pop when you cook 'em! The dauntless GEV Aces however, piloting advanced and far less crunchy craft, have names for enemy OGREs that are just as derogatory.

"AI Paperweights".

"Voodo Dolls".

...and:

OGREs are so ugly and stupid, when they look in the mirror, they not only scare themselves, they think they are looking at another OGRE.

OGRE AI stands for "Anemic Intelligence", or more accurately, "Anti-Intelligence", a more sophisticated way of just saying "Stupid".

How many OGREs does it take to screw in a light bulb? Ask a Vulcan...

...and so the list goes on...
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Last edited by Tim Kauffman; 09-09-2016 at 09:37 PM.
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Old 09-12-2016, 09:27 AM   #10
Misplaced Buckeye
 
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Default Re: New Scenario: GEV Escort

Quote:
Originally Posted by Tim Kauffman View Post
"6.0 DESIGN NOTES
This scenario is more of a challenge for both players because of the high-mobility but fragile GEVs. They are not just a few extra attack points to be thrown away or traded for Howitzers! The OGRE may turn out to be, not the main threat, but the cape of the matador, with the GEVs ready to deliver the killing stroke.
The defender should be left wondering whether his extra forces are enough compensation for the attacker's GEVs, while the attacker bites his nails as he tries to preserve his highly breakable hovercraft until an opening presents itself."

...otherwise called "popcorn" by OGREs. Nice and crunchy. They pop when you cook 'em! The dauntless GEV Aces however, piloting advanced and far less crunchy craft, have names for enemy OGREs that are just as derogatory.

"AI Paperweights".

"Voodo Dolls".

...and:

OGREs are so ugly and stupid, when they look in the mirror, they not only scare themselves, they think they are looking at another OGRE.

OGRE AI stands for "Anemic Intelligence", or more accurately, "Anti-Intelligence", a more sophisticated way of just saying "Stupid".

How many OGREs does it take to screw in a light bulb? Ask a Vulcan...

...and so the list goes on...
Tim, just to humor an old ogrenard, did you attempt the scenario with GEV Aces also so stay to the original only. Unfortunately my gaming area will be in disarray for the next next few weeks due to some personal issues so I'm living vicariously through the forum for now.
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