[Ogre] Flying grunts

Steve Gray smgray2001 at yahoo.com
Wed Sep 29 11:01:41 CDT 2004


I was thinking of something along the lines of never
even using infantry, as well as not adding any more
complication to the rules. Keep it simple.

Hey, I have an idea. Why don't you guys play GURPS
Ogre while the rest of us play OGRE Miniatures. I'm
sorry, but there seems to be a reason why they are two
different games to begin with.
 
--- David Morse <svref at yahoo.com> wrote:

> Henry J. Cobb wrote:
> > By (drum roll) GURPS Ogre, standard infantry
> battlesuits fly at 50 mph or
> > move 3, so why do they need a road to fly? 
> Shouldn't they always get the
> > road bonus?  (Unless they're flying over water and
> then the vampire
> > restriction sets in.)
> 
> "vampire restriction"=?
> 
> 
> To flesh out the "Strategic Move" concept a bit
> more:
> 
> I was thinking of something along the lines of
> infantry can "jump high", 
> which gives them 5 hex/turn movement (flying), they
> can't fire during 
> their attack phase.  The turn after "jump high", all
> enemies can get LoS 
> to the infantry, the infantry get no defense bonii
> for 
> terrain/revetments, and units/shockwaves may target
> them with +4 hexes 
> range.
> 
> Heavy Weapons Infantry which choose to "jump high"
> have to leave their 
> guns behind, because they're, y'know, Heavy.
> 
> Note that although "jump high" guys have no ranged
> attack, overrun 
> remains, allowing frustrated infantry platoons to
> mob persnickety GEVs 
> and missile tanks, at the cost of being
> hyper-vulnerable the next turn.
> 
> In miniatures, use a D6 under an infantry base to
> encode the fact that 
> it has "jumped high".
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> 



		
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