Ogres, Bolos and things that go bump in the night

9 posts ยท Oct 7 1999 to Oct 8 1999

From: Michael T Miserendino <MTMiserendino@l...>

Date: Thu, 7 Oct 1999 8:46:00 -0500

Subject: Ogres, Bolos and things that go bump in the night

Paul,

I finally checked the book last night and if want something big, modular is
the way to go. You can have a maximum of 4 fire controls which might make you
want to limit how large the final vehicle will be and how many weapons
to install.  Some large multi-mount weapons usually provide more than
enough firepower to hurt something.

The downside to the large size is losing the entire vehicle on a single boom
chit. At my local game store we have experimented with using a modifed boom
chit use for large mechs. The first boom chit drawn damages the mech, the
second destroys it. I thought about using this with very large vehicles, but
as with mechs, it would make them very hard to kill. Personally I agree with
Jon regarding mechs. He mentioned in the DSII book that something as big a
target as a mech should be easier to hit.

I plan to kitbash some Bolos soon and try using sizes 6, 7 and the modular
approach to model the different versions. I haven't tried using cybernetic
tanks yet and not sure how the no-effect on confidence/reaction will
affect the game balance. Has anyone here used cybernetic tanks yet? If so, how
did the game go?

Mike

Michael Miserendino Senior Software Engineer Lincoln Re mtmiserendino@lnc.com

> owner-gzg-l@CSUA.Berkeley.EDU at internet 10/05 12:10 PM >>>
Paul,

Don't have the DSII book nearby, but I thought 3 FCs were the limit per single
vehicle or module on a size 7. If you used a modular vehicle I think you could
easily have more, with each weapons module having its own FCs.

Not sure you would really need more than three for the Ogres.

Mike

Michael Miserendino Senior Software Engineer Lincoln Re mtmiserendino@lnc.com

> owner-gzg-l@CSUA.Berkeley.EDU at internet 10/05 4:48 AM >>>
Anyone out there got any pre-designs for the range of Ogres.  I'd like
to use the old Ogre big lead machines in DS2.

According to the rules, they can only have 3 Fire Control Systems, does this

mean I can only fire 3 of the weapons per turn or fire any combination of the
weapons against 3 different targets.

Also: Does anyone have any normal vehicles (size 1-5) with more than 1
Fire Control System. The rules don't seem to allow for it but does anyone else
do this.

Paul Grogan Runestone Games

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From: Brian Bell <bkb@b...>

Date: Thu, 7 Oct 1999 10:25:26 -0400

Subject: RE: Ogres, Bolos and things that go bump in the night

You can also try my Ogre to DS2 rules at
http://members.xoom.com/rlyehable/ds2/ogre-ds2.html

From: Ryan Gill <rmgill@m...>

Date: Thu, 7 Oct 1999 15:10:32 -0400 (EDT)

Subject: Re: Ogres, Bolos and things that go bump in the night

> On Thu, 7 Oct 1999, Michael T Miserendino wrote:

> The downside to the large size is losing the entire vehicle on a

Does a modular go boom on a boom? I thought only that module did.

> I plan to kitbash some Bolos soon and try using sizes 6, 7 and the

It would have a significant affect later on in the game. I think it would
help out weigh the large size/easy target issues...

From: JohnDHamill@a...

Date: Thu, 7 Oct 1999 17:09:10 EDT

Subject: Re: Ogres, Bolos and things that go bump in the night

> Oerjan Ohlson wrote:

> DSII, page 15, bottom right corner: "The catastrophic destruction

As St jon the wise said, "I you aren't satiafied with a rule for your game, go
ahead and change it"

Cleric beats canon! ;-)

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Thu, 7 Oct 1999 22:33:22 +0100

Subject: Re: Ogres, Bolos and things that go bump in the night

> Ryan M Gill wrote:

> > The downside to the large size is losing the entire vehicle on a

> > damages the mech, the

DSII, page 15, bottom right corner: "The catastrophic destruction ("BOOM") of
any module will completely disable the vehicle."

Regards,

From: Michael T Miserendino <MTMiserendino@l...>

Date: Thu, 7 Oct 1999 16:46:00 -0500

Subject: Re: Ogres, Bolos and things that go bump in the night

> owner-gzg-l@CSUA.Berkeley.EDU at internet 10/07 2:16 PM >>>

> Does a modular go boom on a boom? I thought only that module did.

AFAIK yes. I'll double check tonight.

> It would have a significant affect later on in the game. I think it

I wish I had some input from actual play. I'll try it myself here soon as I
have a bunch of oversized creepy crawlers.

Mike

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Fri, 8 Oct 1999 06:43:09 +0100

Subject: Re: Ogres, Bolos and things that go bump in the night

> JohnDHamill@aol.com wrote:

> >DSII, page 15, bottom right corner: "The catastrophic destruction

Certainly :-) But since it is considered polite to tell your opponent
about the changes before the game, you need to know what the rules say anyway
<g>

From: Brian Bell <bkb@b...>

Date: Fri, 8 Oct 1999 07:42:53 -0400

Subject: RE: Ogres, Bolos and things that go bump in the night

For those of you who may be interested, I just sent Jon Davis an E-mail
offering to run a DS2-Ogre game at GZG-ECC in the Friday slot. It will
use my home grown Ogre rules.

-----
Brian Bell
brian_bell@dscc.dla.mil
bkb@beol.net
http://members.xoom.com/rlyehable/ds2/
-----

> -----Original Message-----

From: John C <john1x@h...>

Date: Fri, 08 Oct 1999 17:11:21 GMT

Subject: RE: Ogres, Bolos and things that go bump in the night

> >I'm not so sure about that. The DSII battlefield is a pretty deadly

Okay, here's a wacky idea...probably *too* wacky, but what the heck? Give
Ogres and such a limited number of hull points. Say...a dozen or so. Do
attacks as normal, but for each point that exceeds the Orgre's armor it
suffers one hull point worth of damage. And a boom does an automatic five, or
something like that. I wouldn't want to combine this with the modular
rules -- I'd just design a honkin' big tank and assign it however many
hull points sounded right.