[Ogre] A scenario for infantry

Henry J. Cobb hcobb at io.com
Mon Aug 15 10:08:50 CDT 2005


> The INF in a walkaway. One average, the armor gets to move a grand
> total of two hexes before being permanently immobilized; at that
> point, it becomes a question of how badly the INF player rolls his
> attack dice. (The armor player's best option is to keep his units
> stacked, move just far enough to get them onto the map, then stop;
> the massed guns will at least give the armor player a draw, and maybe
> a marginal victory. Like as not, tho', the armor gets massacred.)
>
> CF

So Inf can be worth the points, in the right terrain?

New Poll Question:

In the advanced Raid scenario, what would the trade off cost in terms of
GEVs given up for a GEV-PC with three standard squads have to be before
you would take some loaded GEV-PCs as the attacker?

A: More than 2 GEVs per GEV-PC with three squads.
B: 2 GEVs for a GEV-PC and three squads.
C: 3 GEVs for 2 GEV-PCs and six squads.
D: 1 GEV for a GEV-PC and three squads.
E: Less than 1 GEV per GEV-PC and three squads.
F: It depends on whether the defender gets cruise missiles.

-- 
Henry J. Cobb
http://www.io.com/~hcobb/



More information about the Ogre-list mailing list