DSII: another OGRE battle

2 posts ยท Sep 2 2003 to Sep 2 2003

From: Indy Kochte <kochte@s...>

Date: Tue, 02 Sep 2003 13:02:08 -0400

Subject: DSII: another OGRE battle

Greetings,

Over the weekend got together with Aaron Teske for various activities,
including a quick game of DSII, using John Lerchey's
OGRE rules: http://okapi.andrew.cmu.edu/lerchey/www/DSII/OGRE-DSII.html
We were using the latest draft of the rules from feedback John had gotten from
the game I played a month or so ago with Noam "Gleefully Mad" Izenberg, Mike
"Photobug" Hudak, David "Just Married" Raynes, and Scott "Just Visiting"
Field. THere were some new changes,
some expansions, but at this draft the Ogre still had HKP/4s as
secondaries.

I gave Aaron an array of tanks totalling ~7200 DSII points (one
troop of Size 5 Andromeda super-heavies, 2 Tritan IV troops of
size-3 MBTs, and 5-6 troops of Deimos heavy tanks: all were GEV
mobility and had MDCs of the same size class as the tank that
mounted it along with GMS/Ls, except for the Andromedas, which
mounted GMS/Hs). The terrain was fairly mountainous, so there were
few areas that had long ranges for fire lanes.

Aaron arrayed his tanks on his half of the playing field, and I
brought the OGRE (Mk V, of course ;-) on. I was out of range and
hidden behind hills and cliffs, except for my electronics module, which was
sticking up. Aaron immediately targetted it, and BOOM, hit it hard. Instead of
having it destroyed outright (and dropping my targetting from superior D12 to
flintlock era D4). We discussed this and decided that we would just degrade
the OGRE's targetting ability down to enhanced D10 (and all subsequent Booms
would keep the degradation going; fortunately this never became an issue as
Aaron concentrated on my tread and weapons modules 90% of the rest of the
game).

With the new rules in place, it was now harder for a force to actually
*advance* on an Ogre, so Aaron rolled for all his tank troops. As the
reaction test was at +3, very few troops moved up into better positions.
His lone Green 1 MBT troop, however, had no problems with attempting to circle
around behind the Ogre. They would spend most of the rest of the game getting
into position before doubling back on their course and getting smashed with an
Ogre missile artillery barrage.

My attacks on Aaron's forces were primarily with the Secondary
Batteries, the HKP/4s; the DFFG Main Batteries were unable to
get range on much of anything, and the few times I did, they missed (and it
was at long range to boot). I did what I could to split my fire up, but with
the mountains blocking me half the time (a mixed blessing), I was unable to
target everything I wanted with everything I had. And Aaron was able to bring
more forces to face against one side of me than I could fire
back at. Nevertheless, we managed to sit at range 30-36 for most
of the fire exchanges (some of his units got closer, pulling the
MDCs into close range, while the Ogre's HKP/4s remained at medium
range). He did manage to quickly destroy three tread modules early in the
game, and finally nailed the fourth near the end. He had concentrated I'd say
~75% of his firepower on the treads, which was the logical thing to do. The
only thing that bothered us both was that the tread modules vanished rapidly
when "Boom"ed or "Mobility damaged". We thought there should be more
degradation in the movement before the module totally disintegrates. Feedback
has
already been given to John. :-)

The battle raged hard, and as the Ogre lost its Main batteries
(fired maybe 3-4 times total, for no hits) and became immobilized,
it started launching missiles. The rules as they were written weren't real
clear as to *exactly* how the end result should be (did the missile, which
acted in some respects like artillery fire, hit an individual target or hit
like arty shelling?). In the end Aaron suggested like arty shelling, which
helped the Ogre's cause, as it laid waste to three whole troops this way. HKPs
in the secondary module killed a number of other tanks, but in the end,
immobilized and at medium range, the Ogre's secondary
modules were also destroyed by GMS/H fire from the Andromeda's
(who never were brave enough to move from their initial position to bring
their big guns to bear).

I did not take copious notes (and yes, Oerjan, I haven't forgotten,
I still owe you a weapons fire breakdown from the last game ;-), so
this is all pretty much from memory. Aaron may have a comment or four to toss
into the mix, but overall, he thumped on the Ogre and "only" lost about 60% of
his forces. The Ogre rules of John Lerchey's
are nice, have a good feel, just need some more tweaking. :-)  Now to
wait for the next update and play again. And hey, who knows, there might be an
Ogre scenario at ECC VII using said rules...

Mk

From: Aaron Teske <ateske@H...>

Date: Tue, 2 Sep 2003 13:45:48 -0700 (PDT)

Subject: Re: DSII: another OGRE battle

Just a few comments on Indy's briefing.... (Indy, cc:ed to you since sometimes
my posts don't get through
-- prolly because I'm registered from my "home" account but
sending from yahoo.)

> --- Indy <kochte@stsci.edu> wrote:

> I gave Aaron an array of tanks totalling ~7200 DSII points

Three of those, actually (including my only veteran (orange) squad; everyone
else was green or regular).

> and 5-6 troops of Deimos heavy tanks:

Erm... four. Total eight squads (troops?) of tanks, three tanks
per squad/troop/platoon/whatever.

> all were GEV

The size-3 buggers didn't have GMS at all, but I don't think it
mattered much.

> With the new rules in place, it was now harder for a force

Orange 1. The greens were the ones with the biggest problems,
thank goodness I didn't have any green 3's. ^_^;

Overall I'd say (and said to Indy, not sure he included it in his report to
John) that the reaction test shouldn't be so much moving towards the OGRE as
it is moving into the fire arc, or closer to the firing. Minor point, but
makes a bit more sense and allows players to at least *try* to get flanking
maneuvers going when terrain allows the squads to remain hidden from the OGRE.

> troop, however, had no problems with

..after taking out the last tread module on the OGRE. ^_^

[snip]
> The only thing that bothered us both was

This may need to be countered with slightly reduced armor to
allow more "regular" hits to degrade as well -- I think we
talked about damage over armor also degrading movement by 1", while a damage
result degrades 1" but can be repaired by the OGRE.

> The battle raged hard, and as the Ogre lost its Main batteries

Though you also forgot that it could fire while damaged, though you were
making repair attempts....

> but in the

F'in Green 2's in the biggest tanks on the field.... <sigh>

'Course, it *did* keep them alive.

'Til later,