Ogres, Bolos and things that go bump in the night [CLEAN STAMP]

4 posts ยท Oct 7 1999 to Oct 8 1999

From: Rick Rutherford <rickr@s...>

Date: Thu, 7 Oct 1999 10:36:42 -0400

Subject: RE: Ogres, Bolos and things that go bump in the night [CLEAN STAMP]

> Michael T Miserendino wrote:

When we were playing with Ogres in DSII, we treated the Ogre as if it
were a bunch of vehicles -- the primary batteries were MDC-4's with
Armor 4R, the secondary batteries were MDC-2's with armor 3R, and the
tread units were 4 or 6 slow-tracked vehicles with armor 5 (IIRC).
Each "vehicle" that made up the Ogre (except the treads) had superior ECM and
PDS systems.

The systems on the Ogre are targeted individually, and if you draw a BOOM
chit, you only destroy the individual system.

If the Ogre was alone on the battlefield, it usually died a "death of a
thousand cuts" as its capabilities were slowly whittled away, but it was more
deadly when mixed in with conventional forces.

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

Date: Thu, 7 Oct 1999 12:30:00 -0500

Subject: Re: RE: Ogres, Bolos and things that go bump in the night [CLEAN STAMP]

> owner-gzg-l@CSUA.Berkeley.EDU at internet 10/07 9:36 AM >>>
that made up the Ogre (except the >treads) had superior ECM and PDS systems.

Seems like it would be more expensive than the book construction system since
you are paying for all the mobility costs per section.

> The systems on the Ogre are targeted individually, and if you draw

I like this idea a lot as it plays well with the theme behind Ogres and Bolos.
I would add a mod to the rule for movement: If a single tread module receives
a damaged, immobilized, or boom chit, the entire vehicle has it maximum
movement reduced by half. If more than two tread modules receive a damaged,
immobilized, or boom chit, the vehicle is immobilized.

> If the Ogre was alone on the battlefield, it usually died a

This seems more in line with the theme of these large tanks from what I have
read. Taking one out in a single lucky hit just doesn't seem the same.

Mike

From: Rick Rutherford <rickr@s...>

Date: Thu, 7 Oct 1999 16:02:14 -0400

Subject: RE: RE: Ogres, Bolos and things that go bump in the night [CLEAN STAMP]

> Michael T Miserendino wrote:

I'm not so sure about that. The DSII battlefield is a pretty deadly place,
much more deadly than the OGRE game system. We found that it was easy to
immobilize the thing -- we gave the tread units 5 armor to give it some
survivability, and it still didn't make it past the first half of the table.
If it's going to be an, "Oh My God It's Still Coming At Me!" kind of vehicle,
then it needs to be REALLY hard to kill.

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

Date: Fri, 8 Oct 1999 8:11:00 -0500

Subject: Re: RE: RE: Ogres, Bolos and things that go bump in the night [CLEAN STAMP]

> owner-gzg-l@CSUA.Berkeley.EDU at internet 10/07 3:02 PM >>>

You're probably right as things die really fast. It might be better to change
the immobilized action to occur after the vehicle has lost half of
its tread modules.  Also, drawing an immobilizied chit on a non-tread
module should have no effect on the vehicle. This should help.

Mike