[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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