03-15-2021, 06:58 AM | #21 | |
Join Date: Mar 2021
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Re: G.E.V. unit tactics
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But, you were probably right in regards to "not maneuvering enough/aimless manuevering", I'm not sure I really knew what I wanted to do with the G.E.V.s and ended up just sort of throwing them at the enemies without much tactical finesse. |
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03-15-2021, 07:01 AM | #22 |
Join Date: Mar 2021
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Re: G.E.V. unit tactics
Well this is definitly something I suffer from as well, I spent an entire turn of shooting in my last game rolling just low enough to miss every shot, even my opponent felt bad for me. Unfortunately I'm not sure this is something I can improve on.
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03-15-2021, 10:01 AM | #23 | |
Join Date: Oct 2005
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Re: G.E.V. unit tactics
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The second-best tactic to beat bad luck in Ogre is to get the biggest cybertank you can and ram. Ram often. That'll cost you treads, but it's almost always worth the trade. The third-best tactic to beat bad luck is to roll the dice as often as possible at 1:1 odds. Misplaced Buckeye describes the weakness of that tactic. (In public? Good thing we're not Vikings.) |
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03-20-2021, 06:11 PM | #24 | |
Join Date: May 2015
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Re: G.E.V. unit tactics
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SEE http://www.sjgames.com/ogre/products...Sheet-Ogre.pdf. Maybe read the rules next time. As I said I was attacking Steve's Ogre and there really is NO other way to attack the treads. |
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09-04-2021, 11:37 AM | #25 | ||
Join Date: May 2012
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Re: G.E.V. unit tactics
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09-14-2021, 02:42 PM | #26 |
Join Date: May 2008
Location: Philadelphia, PA
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Re: G.E.V. unit tactics
The value of the GEV is on the 2-phase movement mechanic. Aside from that, the M4 / R2 gives it a 6-hex threat range which is the same a missile tank, but the Missile Tank has an AT3 which is actually a big deal.
If you have the time - according to the scenario - you can Alpha-strike repeatedly at units that are not covered by a long range threat like a Howitzer to the distance of the 3-hex retreat. So your target must be 4+ hexes away from the covering Howitzer, allowing you to retreat to 9 hexes away, so one hex out of range. Easily predicted given the Howitzer can't move. On the defense, I'll always take two Lt. Tanks over a GEV. If it is a mixed bag scenario, I'll take a reserve of a few GEVs just in case I get suprised, as their total alpha strike over two turns is 13 hexes, instead of the 8 of a heavy. Generally, if you are not in a hurry, and the terrain is open, the GEV is deadly. If you have to force an action somewhere, I'd rather have a bunch of heavy tanks and lt tanks, covered by missile tanks. |
11-25-2021, 08:42 PM | #27 |
Join Date: Jul 2014
Location: Pennsylvania
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Re: G.E.V. unit tactics
Overrunning the enemy with GEVs not only on their first movement but on their secondary movement as well if odds are in your favor and sometimes, even if odds are not, the Overrun gamble can really pay-off. But when it doesn't, you really feel the pain.
This unique ability gives them sharper teeth than other units.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 11-25-2021 at 08:53 PM. |
12-10-2021, 08:39 AM | #28 | ||
Join Date: Mar 2021
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Re: G.E.V. unit tactics
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Though I do agree with Aman, In find light tanks more valuable than a G.E.V. in defence. |
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