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Old 04-15-2017, 10:44 PM   #31
selenite
 
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

16. War correspondent. A0, R0, D1, M4, wheeled movement. Killed by spillover D results. Owner receives one 1 VP whenever the war correspondent is within two hexes of an enemy attack on a town hex. Destroying the war correspondent costs the enemy 3 VP.
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Old 04-16-2017, 08:54 AM   #32
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

Quote:
Originally Posted by selenite View Post
16. War correspondent.
I kinda like this one.

Not applicable to standard games, but would work well in a campaign setting!

D.
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Old 04-18-2017, 09:40 PM   #33
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

17. Teens. A group of 6 teenagers (represented by a D6). While they are a group, they count as a single unit for movement or direct / spillover attacks.

They are placed randomly somewhere near the middle of the board. Each turn they are moved 1 hex in a random direction, unless they have LOS to combat, or something really big (like an ogre), in which case they move 1 hex directly towards it (Kool!).

Spillover fire automatically kills 1 teen (turn the die), the rest immediately move 1 hex directly away from the attacking unit. This may put them in a more dangerous position. This can happen multiple times in a single turn. (Teens can run very fast when properly motivated.)

A direct attack kills half the remaining teens (rounded down). The rest immediately move 1 hex away from the attacking unit. This can happen multiple times in a single turn.

Each teen killed by spillover fire costs the attacking player 2VP.

Each teen killed by a direct attack costs the attacker 3VP.

If there is a War Correspondent within 4 hexes, these costs are doubled.

There can be up to 1D6 groups of teens wandering around taking really kool selfies...

Last edited by lokke; 04-18-2017 at 09:53 PM.
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Old 04-19-2017, 12:35 AM   #34
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

14. Refugee Concentration.

The entire hex is choked with thousands and thousands of refugees. This represents a refugee camp, or, if a road runs through the hex, a fleeing population on foot or in civilian vehicles, choking the road. Refugee concentrations do not move during a scenario. Refugee concentrations may be placed in any terrain except water.

Refugee concentrations have two states: "Normal", and "Panicked". Represent them using a two-sided token, with one side for Normal and one side for Panicked. Refugee concentrations begin the scenario in Normal state.

Refugee concentrations may be, but are not required to be, affiliated with one of the combatant sides in the scenario. Their token's color should reflect this. Any combatant faction the refugee concentration is not affiliated with is considered its enemy for the purpose of determining state changes and defensive bonuses, as noted below.

Changing states: The following events immediately shift the refugees to the Panicked state:
  • Any Ogre entering a hex within a 2-hex radius of the refugees.
  • Any Cruise Missile entering a hex within a 5-hex radius of the refugees.
  • Any attack by either side against any hex or unit within a 2-hex radius of the refugees, whether it is successful or not.
  • Any non-Ogre enemy unit (see above) entering the refugee's hex shifts them to the panicked state on a roll of 5+ on 1D6.
  • Any "normal" refugee concentration that is adjacent to a panicked refugee concentration at the beginning of it's side's turn immediately becomes panicked on a roll of 5+ on 1D6.
Flip the refugee concentration counter over to show the Panicked side. Refugees remain in panicked state for the remainder of the scenario.

Effect on movement: "Normal" refugee concentrations cost 1 movement point to enter the hex, in addition to the hex's normal terrain cost for that unit. "Panicked" refugee concentrations cost 2 movement points (in addition to the hex's normal terrain cost), and 6 VP to move through (reflecting the inevitable casualties caused by trying to drive military vehicles or infantry powersuits through a panicking mob). Units are still affected by movement effects from the underlying terrain [e.g. chances to become stuck or disabled.

Rule 5.09 applies - any unit capable of moving may move one hex to enter a hex with a refugee concentration, as long as the hex is not forbidden terrain to that unit, even if the refugee concentration raises the movement cost to enter that hex above the unit's normal movement allowance.

Any roads through the refugee concentration hex are considered cut for movement purposes.

Effect on defense: Friendly units in a hex with a "Normal" [non-panicked] refugee concentration treat the lowest-numbered D result in the CRT column as NE. Additionally, friendly infantry defense is doubled in clear terrain. (Infantry defense is still doubled in Forest and Swamp and tripled in Town hexes - the refugee concentration provides no additional infantry defense bonuses there.) [Panicked refugee concentrations do not provide defense benefits to friendly units, though they are more of an obstacle to movement.]

War Crimes: Any attack of any strength against a hex containing a refugee concentration, whether directed at the hex, the refugees, or a unit in the hex, kills most of the refugees, and scatters the rest, at a cost to the attacker of 18 VP. Remove the refugee concentration counter.

If there is a War Correspondent within 4 hexes of the refugee concentration, double the VP costs for movement through or firing on the refugee concentration.

Scenario Suggestion:
Have a line of refugees affiliated with the attacking units form a wall across the map. The attackers have to pick their way through this wall to get to their objective, and pick their way back through to successfully withdraw. Both sides have to decide under what circumstances, if any, panicking the refugees or slaughtering them outright will create a tactical advantage,

Last edited by HeatDeath; 04-19-2017 at 11:57 AM.
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Old 04-19-2017, 09:19 AM   #35
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

I messed up the numbering there. Should be:

15. Teens

and therefore:

14. Refugee Concentration.

oops.
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Old 04-19-2017, 09:33 AM   #36
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

13. Ogre Mark XXL: 240 MBs, 720 SBs, 720 MSLs, 1440 APs, 7,200 treads. Figure scale actually to ground scale and takes up two hexes.

Last edited by sir_pudding; 04-19-2017 at 04:57 PM.
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Old 04-19-2017, 11:11 AM   #37
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

I think the recent selenite, lokke, and HeatDeath entries need to be disqualified and their entry numbers freed for being too serious, logical, and well thought out. They clearly have problems with reading comprehension and following instructions. Why can't you guys be more like sir_pudding???
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Old 04-19-2017, 11:20 AM   #38
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

12. Ogre Mark I/II: A: 1/2 M:4 D:1 Wheeled movement. Can carry one INF as PC. Ignores D results. Treated as Ogre in overruns. Self-driving car with turret.

Last edited by sir_pudding; 04-19-2017 at 04:05 PM.
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Old 04-19-2017, 11:21 AM   #39
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

Quote:
Originally Posted by HeatDeath View Post
14. Refugee Concentration.
[SNIPPITY]
Effect on movement: "Normal" refugee concentrations cost 1 movement point to enter the hex, in addition to the hex's normal terrain cost for that unit. "Panicked" refugee concentrations cost 2 movement points (in addition to the hex's normal terrain cost), and 6 VP to move through (reflecting the inevitable casualties caused by trying to drive military vehicles through a panicking mob).

[MORE SNIPPITY]
Can I pay 12 VP and move normally? Or just pay the 18 VP and go about my business? ;)
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Old 04-19-2017, 11:47 AM   #40
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Default Re: Fifty units Evil Stevie will never allow in the Ogreverse

11. Ogre Marky Mark: After turn two wants to be called Mark Ogreberg.
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