From: hcobb@fly2.berkeley.edu (Henry J. Cobb)
Newsgroups: rec.games.board
Subject: GEV: Another Batch from the SJG BBS
Date: 16 Dec 92 05:07:20
Organization: /rubin/hcobb/.organization
NNTP-Posting-Host: fly2.berkeley.edu

	[As spotted on SJG's BBS (512) 447-4449]

  69: Yes, Yes, YES!!
  By: D K Blankenship  [724]
Date: 11:33  10/26/92

Doctor Z....there will be *some* sort of big Ogre Minis event there, we're 
just not sure which one yet......I'll let you know...



  70: Ogre Mark IV mysteries
  By: Cap'n Swing  [1082]
Date: 17:46  10/26/92

How much damage does a Mark IV do when ramming anyway? Ogre Book and Ogre 
Minis say 4. New version of Ogre/G.E.V. says two (dice, that is). 
On a related note, will other Ogres become available as miniatures? I'd like 
to see how the really huge ones, like the Doppelsoldner and Mark VI come out.
-C.S.

  71: More Optional Rules for Ogre Minis
  By: hcobb  [64]
Date: 06:52  10/27/92

Pop Ups:

      Ogres judge Hull Down from their sensor balls rather than their gun
turrents.

Rationale:

      Ogres just love to lurk behind a ridge line, pop up their sensor towers
for just an instant, take a quick scan and let them have it.  Just remember:
Them Ogres got balls...

Limited Jamscreens:

      Change the Jamscreen rules to:

      When a missle is launched or moves within 30" of an enemy Jamscreen roll
its saving throw:

      Cruise Missile: 9+
      Advanced Missile: 6+

      If the missile fails this roll then roll on the results table below:

      die      result
      1-3      Missile Moves 10" in a random direction.
      4-5      Missile self destructs (no effect)
      6            Missile "hops" 1 inch in a random direction, then explodes.

      If at the end of the 10" random move the missile is still with 30" of 
the jamscreen then roll again. (against its saving throw).

      Advanced Missiles are the same as regular Cruise Missiles, but cost an
additional armor unit.  (i.e.: 18 points for the missile, plus 6 for the 
crawler.)

      Ogre Missiles roll as Advanced Missiles.

Rationale:

      Starwars will never be 100% effective...

Underwater Ogre Defence:

      Submerged Ogres can use their APs at half effectiveness in an underwater
overrun.  (i.e.: 1/2 point per gun rather than 1 or 2 points per.)

Rationale:

      This keeps them from being blownup by Marine Engineers using the charges
against a missileless Ogre and explains why EVERY Ogre carries AP.

Frogman Defence:

      Submerged Marines may, at their option, accept an overrun by Ogres or
GEVs.

Rationale:

      Neither Ogres nor GEVs can chase them down and no GEV carries a big 
enough gun to flush them out.

      Let me know what you think of all this.

  72: Questions about minis...
  By: Doctor Z  [232]
Date: 18:51  10/28/92

Will Ral Partha be doing any more minis for some of the units which are in the 
book? Like, say, a Fencer design, or maybe some LGEVS?

  73: Hey, Illuminator, I'm baaack!
  By: Herr Wiz  [175]
Date: 02:42  11/3/92

What that all means is that I've run online Ogre game(s) before (hell, I wrote 
the "rules" for it), and I'm up to running another, if anyone's interested.  
If my "rules" are still in the files section of this beast, somebody let me 
know, because I can't figure out how to find it.  Also, if anyone wants to 
play a game, let me know through e-mail (I call mostly on weekends, from 
California, no less), and we'll see what we can get started.  At least this 
board will be getting more activity than one po a month, in any case. 
      As a last note, all I have to run the online game with is the old set(s) 
of pieces, with numbered hexes, so . . . anyone interested in plainCROSSTALK - 
(whoops) playing?
      I'll be calling back on Friday or Saturday night, gentlemen.

      -- herr wiz


  74: Ogre Minis ramming
  By: Cap'n Swing  [1082]
Date: 09:39  11/3/92

Oddly enough, while the Ogre Minis rules are very clear on how many tread 
units an Ogre or Superheavy will lose when ramming another Ogre or Superheavy, 
the old rule about losing 1 tread unit for ramming any smaller unit is 
missing. Has this rule been modified, omitted, or what?

- c. s.

  75:  Okay, here we go.
  By: Herr Wiz  [175]
Date: 02:23  11/7/92

Well, what do you know?  Only 5 days, and we have two willing people!  Just 
wanted to post this to let you know what I'd prefer -- the old GEV map(s), or 
the original Ogre map, if you really want to.  Also, can we keep it kind of 
simple to start off with? It's been a long time since I've run a game, much 
less even played.  

Pick your sides, and let's get to it

      -- herr wiz



  76: Yes, Partha will be doing a lot of
  By: Steve Jackson  [2]
Date: 22:51  11/19/92

new units. Especially if they sell a lot of the ones they have done so far . . 
. which, so far, they have. Apparently everything is going really well.

Thanks for the errata notes above. The note on defense values on the reference 
card is correct - this is on a sticker which made it into almost every copy 
sold, as did the note that (p. 35, first line) an Ogre which rams a unit of 
equal or smaller size loses 3 treads.

The correction about infantrymovement is correct. Good catch, Tex. @#$%@#$%.

Also, correct the p. 13 description of a GEV-PC - it's worth only 3 points.

As to the question about ramming small units: In basic OGRE, an Ogre loses 
tread points for ramming. But in GEV, on which this is based, the Ogre has to 
undergo overrun combat with the unit it wants to ram, and doesn't lose any 
extra tread poitns just for crushing it. The damage an Ogre takes in Ogre 
isn't because it is hurt by ramming something as small as a regular armor 
unit, but because that armor unit is assumed to get one last shot at can't 
miss range before the treads come down on it.


  77: Want to run OGRE MINIS at a con?
  By: Steve Jackson  [2]
Date: 22:52  11/19/92

We'll support you, gleefully. E-mail D K Blankenship for details.

  78: ogre online sounds good to me...
  By: KC  [751]
Date: 07:27  11/20/92

hey herr wiz:
  i, too, am interested in an ogre/gev game-by-e'mail.  any ideas how
to work it (it sounded like you had done so before)?  i'd be a slow
player (calling every day might get to be a bit expen$ive, ya know),
but could probably call 3 to 5 times a week in the early morning hours. 
 
let me know...
kc

  79: KC
  By: Herr Wiz  [175]
Date: 04:10  11/22/92

Had two interested parties, but haven't heard from them in about a week.  Yes, 
it's slow -- I only call once or twice a week myself.  Find someone other than 
yourself, and we'll see what we can do.

      -- herr wiz


  80: New (sort of) Units For Playtest
  By: Steve Jackson  [2]
Date: 01:44  11/25/92


These two may wind up in the first supplement to OGRE MINIATURES.
Try them out; see if you like them; see if you think the point
values are appropriate.
UNITS TO PLAYTEST
 
@C-HEAD = Missile GEV (MSL-GEV)
@TBL ATTACK ST = Attack: 3        Range: 8''        Defense: 2
@TBL ATTACK ST = Move: 6''/4''        Movement Mode: GEV
@TBL ATTACK ST = Size: 2        Points: 9
A deadly combination of speed and power, this GEV is armed with smart
battlefield rockets similar to those carried by the Missile Tank.
It's not as fast as a regular GEV, but can keep up with the GEV-PC.
 
@C-HEAD = Heavy Missile Tank (HMSL)
@TBL ATTACK ST = Attack: 1        Range: 2''        Defense: 2
@TBL ATTACK ST = Missile: 6        Range: 10''
@TBL ATTACK ST = Move: 4''        Movement Mode: TNK
@TBL ATTACK ST = Size: 3        Points: 7
A large, relatively slow vehicle, this unit is a mobile launcher for two
Ogre-type missiles. These are identical to standard Ogre missiles, with an
attack strength of 6 and a range of 10''. Once fired, each missile is
gone, and the unit may not be reloaded during a battle. If the vehicle is
destroyed, the missiles are too. The missiles can be fired singly, or
both at the same time. They do not have to be targeted on the same unit.
Because the small tank lacks an Ogre's sophisticated battle computers, if
both missiles are launched on the same turn at different targets, those
two targets must be within 2'' of each other.
This tank is also armed with a multibarreled cannon for self-defense.
 
(7 points is an ugly number. Would it be worth 9 points if it had 3
missiles? What if it had 3 but could fire only one at a time? What if 
it could fire 2 at a time but could not fire all 3 at once?)

  81: Missile GEV...
  By: Doctor Z  [232]
Date: 16:38  11/25/92

is too powerful, by far. It can disable mobile Howitzers with ease, with a 
combination of 6" movement, and 8" range, it givis it a 1 turn move-range 
total of 14", same as a M-hwz. Not good. I like the missile tank, but make it 
9, for the same reason...14 M-R inches...Either that, or give it 3 missiles 
but only 1 launch per turn. 3-2 is too ugly.

  82: GURPS Ogre?!
  By: Glowing Puppie  [445]
Date: 16:43  11/26/92

Only if I can be a MkVI...
      
BTW, I love the miniatures, but painting those guys in the armor is driving me 
insane.  
      Does anybody know what color to paint my Aqua-Marines?
      
                              the GLoWiNG PuPPie

  83: What color to paint AquaMarines?
  By: Steve Jackson  [2]
Date: 00:06  11/30/92

I think he just handed me a straight line . . . 

  84: Batch of Combine GEVs located -
  By: Steve Jackson  [2]
Date: 00:07  11/30/92

potentially to be auctioned off for the BBS, if there is interest.
See Board 2, post of this date.

  85: Permission granted to echo this sub-
  By: Steve Jackson  [2]
Date: 00:09  11/30/92

board to rec.games.board. Henry Cobb tells me that somebody wanted to
do that. It's fine with me, as an experiment, until further notice,
and provided that whoever wants to do it will also bundle up the
relevant posts from rec.games.board and put them back here.
--
	Henry J. Cobb	hcobb@fly2.berkeley.edu	SFB Tyrant
	"Once it becomes possible to do something, it gets very difficult to
undo it.  Whether its automobiles, computers or nuclear weapons, invention has
always been the mother of necessity."
Newsgroups: rec.games.board