Wednesday, November 30, 2011

A Mark 3 attacks a Nihon CP!

I used the regular OGRE map to simulate a small island that was off the coast of Japan.
I put out 100 vp (exactly) of Nihon units against one Mark 3 Cybertank that was dropped off by a long range ship on the South part of the island. The Mark 3 fought well with destroying many power suited infantry and destroying the famously powerful Nihon heavy artillery emplacement before it could do any damage to the Mark 3. After a 20 minute battle, many light GEVs, light missile tanks and power suited infantry met their end to this OGRE. The Mark 3, nicknamed 'Echo 3' was immobilized with all it's main and secondary weapons destroyed nearly 13 kilometers from the crushed Nihon radar station it was sent there to destroy. The Nihon military set up a 2000m quarantine around the rusting hulk sensing it's self destruct mechanism was not active but reading that there were still eight deadly infinite repeaters still actively searching the horizon. With it's treads and bogies all blown out in a macabre trail leading away from the Nihon command center and despite radio and lazcomm messages to destroy it it begs to be shut down.
The Nihon empire lets it dwindle in loneliness in exchange for all the lives it took in an attempt to gain a royal Nihon Island. A single platoon of 7 Nihon power suit infantry survived to lazcomm the pyrrhic victory to their superiors.They are now known as the lucky 7 Platoon. They now guard this island and watch for subsequent invasions as well as to find answers why this worthless island was important to the Combine in the first place.

Tuesday, November 29, 2011

New counters for the Nihon units!

In early May I reveiled my version 1 of the Nihon counter set. This included trains, heavy tanks, infantry and even the command centers. The problem? They were unevenly blue, opaque and I messed up a bit on the double sided aspect of the counters.
My solution? Print the counter art content on a thin clear overhead sheet through my laser printer and cover that with two 7 mil sleeves of contact plastic run through a laminator I have.
Anyways, here are the counters that I photographed.
The complete Nihon army unit types they field 95% of the time. There are specialist units but they are not worth printing in that they are used on very rare occasions and are rarely seen by the Combine or Paneuropeans.

Showing the light and regular GEV, light and heavy Tank and the light and regular howitzers.

A personal view of a 3/1 Nihon unit of Power suited infantry. They are nearly identical to Combine and Paneuropean infantry except that all the instructions are in Japanese, Vietnamese, Korean as well as other languages from Southeast Asian countries that are a part of the Nihon alliance (The Nihon empire to the Combine).

These are the containers I keep the Nihon units in. They are wonderful in that the counters do not shift around and they lock shut. Additionally I can write on the clear tops in permanent pen what units are what.
I hope you have enjoyed this tour of my Nihon counter set. I have enough Nihon counter sets to play engagements into the 100s of victory points. I just played a 310 victory point game with a few of my friends (each controlled a "battalion" of Nihon units) against a slew of encroaching Paneuropean and Russian OGREs. The area was in Kamchatka, among the low lands while the Russian resistance forces were in the mountains.
Guess who won?

My thoughts on Steve Jobs and Apple Computers (may piss off some Apple Monks...)

The words of a monk-like Apple follower:
"...I find myself believing [in God] a bit more. Maybe it's because I want to believe in an afterlife, that when you die, it dosen't just all disappear. The wisdom you've accumulated...somehow it lives on. Yeah, but sometimes I think it's just like an on/off switch. *click* and you're gone.
And that's why I don't like putting on/off switches on Apple devices.
RIP Steve Jobs......... your my inspiration, and the world is most certainly a lot darker without you..."
I can understand being sad and empty about a person you admired who has died. But going so far to not turn off electrical appliances for a man who has died you have never met nor did not know personally?
If you are going to beleive in God, don't add into that equation a businessman whose sole purpose was to make money by limiting features on what he sold. Did God made apples so that once you ate 70%-80% you had to give up 1 month of your life in order to have the rest of the apple? The two personalities, God and Steve Jobs, are rather immiscible, as oil and water is.
For heaven's sake, don't get all philosophical about Steve Jobs. He was a business man who knew how to manipulate people into devices that have close to three-quarters of their features locked up.
One more legacy of Steve Jobs left us was locking up iPhones up with the worst cell service on earth. Yes, AT&T was married to the iPhone for way too long (maybe enough time to make AT&T a lot of money from the Apple fanaticism phenomena).
iPhones are for people who do not have high paying jobs (or jobs at all - beside their fan-boi leader Jobs himself) but want to look like they do. Serious business people use the Blackberry. With the Blackberry you can actually program or obtain programs without Apple's assistance or having your Blackberry locking up due to 'tampering'. You don't have to wait for an 'app' to come out for a Blackberry. Where is the app for the iPhone to unlock it fully and allow you to have another service or be compatible with other programs from other devices? No app for that? Thought not. By the way, that app is extremely possible and would be rather simple to implement.
Devotion to a company can go too far. Yes, a money making company, not a religious organization that puts out hand held devices. Then when they shower you with another miracle device, a man dressed like a trendy, half-bald Mr. Rogers gets on stage like he was guru, a visionary, a something we are to worship? It seemed like that to me when I saw him do his thing on the stage.
Don't forget how Steve Jobs designed his devices he showers us unwashed masses a little at a time to have features in them we KNOW ARE THERE to be locked up and brick up it if we try to access them fully. This is so he and his company may later unlock them and charge extra money for the act or institute a monthly charge on unlocked content.
Oh yes - another legacy he left behind: iTunes. That piece of filth software that is my only safe conduit to my iPod nano. Don't get me wrong, my iPod nano has really good sound, is reliable and does not have a bad design at all (unlike the Zune). Nevertheless has anyone at Apple ever heard of compatability with other operating systems and drag and drop to a device with memory to serve as a hard drive as well? Thanks to this Steve Job I have to load up iTune (a big load of 'spend your money here' piece of crap on my computer) every time I want to communicate with my iPod.
Don't even get me started on how the iPod can totally be a movie player and yet they locked that up tight as a frog's you know what.
Steve Jobs is like a new car salesman that sells a cool new shiny car but with 80% of the functions disabled you KNOW ARE THERE and then in front of you welds the hood and trunk shut.
If you try to fix it the car, it either blows up or stops working permanently and then customer service throws up their hands in 'helplessness' and says it's your fault.
If you like Apple products, good for you. I like some of them and I would love them even more if they unlocked features that are there when you bought the thing at the checkout. You really are a blind follower of all that is Apple if you believe that this for the good of the people. No, this locking of innate features on a device they sell is for the good of Apple and no one else.
Three questions to ask an Apple Monk (What I call radical followers of all that is Apple):
1. Ask an 'Apple Genius' or an Apple Monk  this: How free is it to upgrade my memory in my Apple computer from 2GB to 8GB after I have bought the memory seperately from Apple?
2. How many first person shooter, real time strategy and role playing games can you play on your oh so shiny Apple computer? Can you even list a dozen without thinking hard?
3. Why has not Micro$oft bought Apple or pushed it into bankrupsy already after 20 years? I beleive that Apple exists to give MicroSoft an appearance to have competition.

Anyways, go PC if you want lots and lots of games, programs, the freedom to program and modify your device without it bricking up or exploding.
Buy Apple if you want a well designed, expensive, easy to use device that you cannot modify in any way except in the way Apple wants you to.

Augmented Infantry and Augmented Marines (Militia with bionics!)

I was thinking about how other countries do not have the up to date units that other countries have.
» Archaic armor and technology are left-overs of what we call today modern. In the battlefield of the future, less fortunate countries have to use the other super-power’s hand–me–downs.
» There are a few simple rules that differ from OGRE/GEV when dealing with archaic armor (1995 – 2015)
» Archaic armor is not effected by spillover fire from another archaic unit's fire. + Archaic armor, when attacked with nuclear spillover fire, all take the full attack for every archaic armor unit in that hex. If a Heavy tank from the future attacks a hex with three main battle tanks in it (2/2 R2 M2), then all three tanks take the 4 attack and therefore three rolls are made to determine the fate of all three unfortunate archaic armor in that hex.
Infantry can be picked up by an APC from an adjacent hex, then dropped off in another hex adjacent hex, but the infantry may not attack if transported this way, even if the enemy is within range. They must wait until next turn to attack. They may be dropped off by an APC or truck and attack immediately if they were not picked up in the same turn. They exit the APC in the same hex or an adjacent one to attack (player's choice). The archaic APC may join in the fight with's archaic weaponry as well to augment the infantry's abilities.
» Any unit, even 0/0 trucks and 1/1 light scout vehicles may pull artillery. It takes one full turn to set up the artillery and one 1/1 infantry must be left behind to operate the archaic artillery (hence, the truck being able to carry 1/1 infantry). An archaic artillery piece may fire at plus one range at the cost of one attacking factor. For instance, the average archaic artillery piece is 2/4. It may fire 5 hexes (7.5 miles) if it attacks at only 1 attack factor. The reason the ranges are so short for these archaic units is that the shells they fire are not archaic. Theoretically, these artillery pieces could fire a shell over 20 miles (about 13-14 hexes) but the technology available to the opposing side could shoot that shell out the sky within the first few miles without maneuvering assistance technology. In fact there are modern rockets launchers (namely the American made M270 Multiple Launch Rocket System) that can place rockets at near double that of conventional artillery of the 1995-2015 military era to the sum of over 40 miles (over 26 hexes). Nevertheless, future weapons would shoot these partially unguided rockets ‘of the past’ out of the sky before they reached 6-7 miles downrange. The chassis of the original unit still exists but the payload has been modified to keep up.
» Archaic units that are passing through the same hex of other archaic armor or infantry may pass through without overrun combat if they do not end up in that same hex. The occupying unit may choose to attack the other unit passing theough, but at  only1/2 strength (rounded down). If, however, the intruding unit passes through another enemy unit in a hex before it passed into this one, that ½ strength is now full strength (you scouted their position and are ready for them – good to have screening infantry and scout units surrounding your armor). A unit may move into another enemy's hex and initiate close quarter combat. The defending unit may attack first and it the attack is successful the attacking unit may fire back before being removed from play.


» Infantry is augmented and may move about 20 mph to 25 mph with newer technology robotics. Their logistics are carried by four legged ‘pack robots’ and can keep up with the grunt infantry. This type of infantry, however, is not protected from radiation, biological and chemical warfare. Nevertheless if the player is given one turn notice that one or all of these three types of attacks are being used in battle, he may prepare his infantry for these types of attacks but all his infantry fight at one less strength than before (all that protection is hard to fight in!).
» Now each augmented infantry unit can jump jet recklessly into combat, throwing everything at their opponent but sacrificing 1 defense (anything hitting them destroys the whole unit), 1 attack but gaining 1 movement. This makes them not as useless as once thought. For 2 VP you can purchase a 3/1 company of augmented infantry while for 4 vp you can purchase a 2/2 of power suited 'clamshell' infantry. Both attack at 2 when the augmented infantry sacrifice 1 DEF and 1 ATT but the augmented infantry are more easily destroyed once they get there if they miss.
» Just like militia, but way better equipped, they are exposed to the elements to a certain degree (more than power suited armor, let me tell you!) When attacked, a DIS and X result on the CRT just reduces the unit by one 1/1 augmented infantry unit and the rest are subjected to spillover fire (DIS=NE and X=DIS  for each other 1/1 squad in the unit).
» If non-power suited infantry are in an armored APC they are protected from nuclear, biological and chemical warfare as well as the chance of becoming 'shaken' in combat - as long as they stay within the APC. All archaic augmented infantry may attack FROM the APC but at one reduced strength. The archaic APCs of the past also so not have to stop at streams and may treat water up to hex of the coast as clear terrain (they float).
Tell me what you think. I did a game with archaic armor in it with a FEW modern units (1 GEV, 1 HVY TNK and a 2/2 of power armored infantry).
» The Cobb point system actually made it a close game on the beautiful OGRE/GEV S-2 map. I pretended that the Cameroon oil fields were under attack with archaic armor and the other side responded in like kind. The fields were taken, but not without many armor hulks littering the battlefield.
» The future units were taken out almost immediately as they were the greatest threat. Of course, the GEV was swarmed by several Harriers. If you want the stats of the Harriers, IM me - I would be happy to provide them. You see, in places where archaic armor is the norm, aircraft and helicopters are still lethal.

Make your game interesting if you are using reinforcement tables...

Instead of just receiving 24 vp worth 
of reinforcements every turn...
To be made into cards
1. Hole in their ECCM defenses! Enemy rolls the dice at -1 on the CRT twice on his turn, you choose which dice rolls.
2. Spy Satellite! You roll on the CRT at +1 twice, you choose which dice rolls or you can negate the "Black Horse" OGRE stealth ECCM for two attacks on it with any two units within range.
3. Spy placed EMP! Disable up to three of their armored units with less than 5 defense within a 3 hex radius for one turn within 8 to 12 hexes of their command post. If you use this on infantry then remove three infantry in that 3 hex radius.
4. Stealthily placed mines! Mine in 3 unoccupied hexes, from 8 to 12 hexes away from your or their Command Post, with either an AP mine or anti-armor mine.
5. Holographic drones! Put up to six units that count up to 24vp that don't exist on the board as "reinforcements". They remain on the board until attacked and destroyed as a result without a CRT roll. The holographic units cannot attack but can go into terrain originally forbidden by the unit it emulated (the drone hovers). You don't need to reveal this card until one of the deceptions are destroyed.
6. Forest path found! You may travel through forest with up to 5 GEVs this turn without any terrain penalties as long as each GEV moves in a straight line through the forest and all take the same path. This also applies to the second movement phase at which the GEVs all may switch direction for up to 3 hexes on the same path in that second phase of movement.
7. Disgruntled utility workers bribed! Destroy up to 2 road hexes or 1 railroad hex within 8 to 12 hexes of your or their Command Post.
8. Shallow swamp or weak obstacles! Un-stick up to three units (except OGREs) from swamp, rubble, forest or town hexes.
9. Sabotage! Up to two enemy howitzers or two enemy missile lobbing units fire duds this turn with an attack of zero. If the OGRE fires more than 2 missiles, 2 of them are duds and attack the targeted unit with two 0 attacks. You may present this card upon 'impact' of the missile or artillery shell (and watch their face).
10. Surprise attack! During one overrun with less than 10 units involved (both yours and theirs) you attack first but with no double attack modifier. Subsequent attacks after they have counterattacked are still double attack though.
11. Double Agent! Negate one of your enemies special abilities above.
11 down, 25 more ideas to go...
Author's note:
I will come up with more cards soon if I do indeed want to make this into a card set. I think I will make up to 36 unique advantages worth 24 vp. So far I think all the advantages above are worth 24 vps. 
I am open to suggestions if you have any...

Monday, November 28, 2011

GEV mine layers and the mines they lay...

I was thinking one day and I thought that the mine system needed an overhaul. The mines I am referring to are in another post but here are the professional counters made for the OGRE/GEV game.
As you can see, the nuclear mine is size three. This reflects on the fact that it takes up as much room as a 3/3 power suit infantry company (3/1 size infantry unit). Both the anti-personal and anti-armor mine field packs take up as much room as a 1/1 power suit infantry (which is reflected in their both one size).
Also note that there is a small box in the unit symbol. This symbolizes a unit that carries mines or the unit is a mine itself.

Looking at the symbol and the mine itself the symbolism is apparent.
Also you might see the acronym A.O.E. and yes it means just as it does in World of Warcraft. All units in that hex are effected by the 50% chance to be hit by the nuclear blast this stealthy mine puts out.
Also you might also see that the Mine Layer can carry power suited infantry or mines, but not both at the same time (the equipment and setups are completely different).

Sunday, November 27, 2011

The Ranger suit Mark 1 (Previously listed Ranger Power Suit)
1att, 1rng, D1, M3 (INF move mode) size1 4vp
»» The Ranger Suit was tested and failed combat trials in 2075-2077.
»» This particular Ranger Suit could be considered a white herring, a failed project that was tested in battle only seven times.
The problem I see with this ranger suit is that for 3vp a light tank can take over it's job with it's 2 attack and 2 range, despite the limitations of the light tank chassis. I can say the same with the Light GEV - with it's superior movement, despite it's terrain limitations.

Enter the Ranger Mark 2 suit.


»» After the failure of combat trials of the Mark 1 Ranger power suit, the Mark 2 was in it's designing phase. Once it entered battle in 2081 it was just in time for the some odd 88 ceasefires that sweapt accross the globe. The military used this ranger power suit as a way to probe the enemy lines and find reasons to start up hostilities again based on the suits ability to collect and colliate information (as well as it's ability to survive the trip back under stealth). 
»» Deployed in limited numbers, the Power Suit Ranger Suit Mark 2 filled in a few niches no other unit could. One drawback to all the capabilities it possessed is it's size not to mention it's expense in resources to build. It weighs in at 2,300 pounds loaded and takes up 10.5 cubic feet. This is roughly 50% larger than a normal battle suit. Nevertheless with active camouflage on it can be veritably transparent to passive visual, UV and IR sensors. Only up to ranges of 500m-600m can a thorough and high power active laz-scan or high power radar sweep pick up the suit's presence with about 20 meters of precision. The suit skin is ablative radar-absorbing LCD cells that can mimic pixelated images behind it at over 90 frames a second. Only high level targeting lasers overwhelm it's ability to adapt to the visual spectrum, leaving a wide red spot or wide line on or across the suit for several minutes before the cells reset and work again.
Thus, it takes up 1.5 infantry room (INF, ENG INF and MAR INF take up 1) in a infantry carrying vehicle. A GEV/PC can only carry two of these Ranger Suits and Hover trucks only one.
Power Suit Ranger Company (27 infantry power suits)
3att, 1rng, D3, M2 in INF movement mode, M2/2 in extended jump jet flight mode but attacks at 2 and defends at 2 until it's next turn, INF move mode but ignores terrain in extended jump jet mode, size3, 18vp
»» 18 Ranger infantry power suits commanded by 1st lieutenants, 7 commanded by 2nd lieutenants, one commanded by a Major and the whole company led by a lieutenants colonel (rank 5).
Power Suit Ranger Platoon (9 infantry power suits)
2att, 1rng, D2, M2 in INF movement mode, M2/2 in extended jump jet flight mode but attacks at 1 and defends at 1 until it's next turn, INF move mode but ignores terrain in extended jump jet mode, size2, 12vp
»» 5 Ranger infantry power suits commanded by 1st lieutenants, commanded by 2nd lieutenants and one commanded by a Major.
Power Suit Ranger Squad (3 infantry power suits)
1/1 D1, M2 in INF movement mode, Cannot attack and has an effective defense of zero (anything with an attack of 1 will destroy it automatically if in range) until it's next turn if it chooses extended jump jet flight mode of M2/2 this turn, size1, 6vp
»» 2 Ranger infantry power suits commanded by 1st lieutenants and one commanded by a Captain.
Just as GEVs, the Ranger power suit cannot attack in it's second phase of movement. Unlike GEVs it can ignore all terrain underneath it except cliffs. Going down costs the Ranger power suit nothing in terms of movement. However, it has to use 1 movement point of jump jet movement for every 6 levels of cliff terrain risen over. It may use it's second movement to rise over cliffs up to 24 levels tall (that's up to 430 feet!).
When attacking a Power Suit Ranger Suit, just as the 'Black Horse' OGRE (or Ninja as it's slagly called), roll on the CRT and remove one from the dice rolled. This reflects the cutting edge E.C.M. and E.C.C.M. suite that makes this Power Suit Ranger Suit so expensive. Unlike the 'Black Horse' (or Ninja Cybertank) this suit has active camouflage and is much smaller so it keeps this capability even in overrun situations.
»» The assault was going as planned, Turner 1,2,7 and 3 Heavy Tank units reported to the leader entering a space known to have enemy infantry. They need to take this town and 5 Heavy Tanks can take an urban area defended by only about three dozen power suited infantry! Then when they thought they had a fix one of the infantry suits they saw that it was about 50% larger than a regular suit just as it apparently blinked off visual and EM passive sensors. After recieving heavy fire to Turn 2 and 7 from apparently no where, all five heavys let loose their armament with only one apparent hit to something that blinked back into the visual and infrared spectrum. What was left of the left side of this armored suit looked to be a larger version of the infantry power suit. Nevertheless, metal covered human arms seemed to have sprouted beneath the larger arms above it as the surface of the suit seems to shimmer from invisible to visible even after being blasted in half. The anger of the other Rangers have been incensed and many more heavy tanks meet their demise to accurate and deadly fire from the best soldiers that could be found to occupy these armor specials.
They have two additional features. 
1. They can extend their range by one with line of sight only to their target if they do not move for nor fire for an entire turn. They are recon and raider unit and not constructed to be on the front lines.
2. The second feature is that they can spot for any other modern military vehicle or power suited infantry unit if the target is in line of sight and up to two hexes away. The Friendly unit it is spotting for must be up to two hexes away and gives the friendly unit a +50% to it's range (rounded down).
Just as any other power suited infantry they can move into water but at a -1 movement, cannot use their E.C.M./E.C.C.M. package (the -1 to the CRT), their extended jump jet flight mode while underwater, spotting ability nor their extended range ability.


»» Power Suit Ranger Suits take the same amount of space as a regular power suit even though they about 800 pounds heavier due to their extensive ECM/ECCM package, extended jump jet package and other top secret stealth features.
»» Only the best of the best of the best are allowed to inhabit the powered Ranger suit and the rank normally seen in one of these suits are of rank 3 and 4 (a majority of 1st and 2nd Lieutenants with a Captain as squad leader, a Major as Platoon leader and Lieutenants Colonel as Company leaders). In the vernacular of infantry power suit infantry slang, Captains are called 'Capps' or 'Reapers' on a squad level in the Combine military. Things get very much more formal the higher up in Ranger battle suits that join the unit. Their SLICS system can only handle up to 27 Ranger battlesuits on a Company level but their advanced weaponry and superior ECM/ECCM electronics more than makes up for their limited numbers.


Author's note:
»» I put a lot of thought as well as play testing into this unit and found it to be very useful in limited numbers. They can discourage a player from choosing a 1/4 of the board for an all out assault since these ranger power suited armored suits can take advantage of terrain defense and have the CRT modifier. These combinations make them VERY hard to kill. I know spending 18vp on a 3/1 Company of this infantry unit seems a bit expensive but in the right hands this unit can command a good portion of the map and tie it down real estate as well as augment the ability of shorter ranged units.
»»» Toltrin, Lieutenants Colonel of the 359th Ranger Company based in Portland, Oregon.


Thought I would share my OGRE/GEV overrun mat play aid.

I thought this up when I realized that overruns in OGRE/GEV are actually sort of complicated.
If you want a full size version from visio pro, leave a message with your email.
I made it full size do you can click on it and print it out. It's very useful!

Finally a simple ruleset for mine fields!

Finally a simple rule-set for mines.
Anti-Personnel Mine Field
3 att (AP only), 1 def, 0 rng, 1 vp
-Attacks infantry only one time then is discarded.
-There is a 50% of setting it off for any infantry unit entering the mine field (roll for each combined infantry unit). Non-power suited infantry (augmented infantry, militia, civilians) in the hex or on the road have a 1 in 6 change of survival. The mine field attacks every infantry unit in the hex once set off then is discarded from play.
-Weighs as much as a 1/1 INF for carrying purposes.
Anti-Armor Mine Field
3 att (anti-armor only), 1 def, 0 rng, 1 vp
-Attacks armor only one time then is discarded. There is a 50% of setting it off for any unit entering the mine field (roll for each armored unit). The mine field attacks every armored unit in the hex once set off then is discarded from play.
-Any defense 0 vehicles in the hex or on the road have a 1 in 6 chance of not being destroyed.
-Weighs as much as a 1/1 INF for carrying purposes.
Nuclear Mine
6 att, 1 def, 0 rng (1 rng for non-power suited infantry at 3 att and 3:1 for 0 def units), 3 vp
-Attacks all units in one hex one time then is discarded. All non-power suited infantry have a 1 in 6 chance of immediate destruction (roll for each combined squad). The nuclear mine may be placed on a bridge, road, underwater or in any terrain hex. If placed underwater, any OGRE or enemy (or friendly unit for that matter) take 6 damage to every part of damage that has a defense factor on that unit. Roll 50% for each unit to see if the entire unit is missed by the blast (out of range in other words).
-Weighs as much as a 3/3 INF
NEW UNIT!
Mine Layer GEV
0/0 (no weapons), D1, M3/2 (as GEV), 6 vp
If carrying no mines it can carry up to 3 power suited infantry. If carrying mines it can carry a mixture of 5 mines, either Anti-Personnel or Anti-Armor or it can carry a single nuclear mine and no other types of mines or combat effective infantry. The specialist non-combat power suited mine laying infantry and specialist drones take up the other 2 spaces but I am NOT going to make counter for them as they, or all intents and purposes, part of the mine laying GEV unit). It takes 1 movement point (1st movement phase only) to lay one mine of any type, Anti-Personnel mine field, Anti-Armor mine field or a single hidden em-placed nuclear mine. However it takes a full turn (Four entire movement points) to lay a nuclear mine in one hex. ENG INF may assist you up to 3/3 ENG INF. This make is so you can use three movement points just after you have placed the nuclear mine. The ENG INF may not move or fire on the turn they are assisting you in placing it. You need not tell the opposing player what this unit is doing - just write down the hex number and what mine is present. When empty the Mine Laying GEV has a speed of M3/3 (as GEV).
Special Notes:
-If infantry unit is 'looking for mines' the first squad of 1/1 Infantry looking for a minefield in a hex has a 1 in 6 chance of discovering it (if it's even there). Engineer infantry 1/1 squads all add 2 to the dice up to 5 in 6. So, a 3/3 ENG INF can determine is a hex is mined in 1-5 on 1d6 but upon failure there is a 50% of setting off the whole field, attacking all infantry in it. The number of 1/1 regular infantry squads searching for mines in addition to the 1/1 squad already looking adds one to the dice roll up to 5 (near automatic discovery). As with the ENG INF, upon failure, there is a 50% of setting off the minefield, attacking every infantry in that hex. If the minefield is found and may be labeled and then attacked by another unit at that turn or later by the infantry unit that found the searching Infantry units may not attack and destroy it, they will have to wait until next turn (they are busy looking for mines). Maybe another unit close by can destroy the minefield for them.
-Laying mine fields tie up Infantry squads and make the opposing player cautious.
-No more than one minefield may be placed for every 6 VPs you have spent on your force.
-No more than one nuclear mine may be placed for every 12 VPs you have spent on your force.
-Forested areas add one defense to the minefield if there is an attempt is to destroy it after discovering it. Turning a forest to rubble automatically destroys a minefield, nuclear or not.
-Town areas add one defense to the minefield if there is an attempt is to destroy it. Turning a town to rubble automatically destroys a minefield, nuclear or not.
-You may mine a road but it takes twice as long and may only place one minefield on a road or bridge.
- You can place up to two minefields on one hex.
Overall...
- Anti-armor mine fields makes the enemy cautious using his armor around bridges, town hexes and strategic forested spots or areas between forests that GEVs love to funnel through...
I think these three types of minefields cover mines pretty well. It adds an element of risk 'jumping into' battle with the defending player (and even the defending player with a minelayer). Isn't OGRE/GEV a little like playing the odds and playing poker a bit - trying to bluff the other player with a hand they have not seen yet? We think that's what makes it fun!
Most importantly, what do you think?

Saturday, November 26, 2011

The world of the small game...

The world of the small

When everyone goes to sleep, fantastical creatures come out of the luminous netherspace and out of black space to battle once again for supremacy over neutral space here on earth. Only when an intelligent entity in the neutral world (a human) is conscious do these creatures blink back to their own existence of their respective netherworlds, both to the light worlds and to the dark worlds, in the blink of an eye. To humans their size is diminutive but their power is great. Every day objects we see around us are used as defense, offense and cover for these two warring factions.
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Races
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Lumens
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The Lumens are a race of creatures that have the power of flight but are delicate. They use matter around them to protect themselves against danger. Children and very spiritual people have witnessed their existence on very rare occasions and are seen as fairies and woodsfolk.
Strengths:
+ Lumens have a limited form of magic. Their abilities vary from Lumen to Lumen.
+ Lumens have a heightened agility to assist in evading in close combat and dodging ranged blows.
+ Lumens may summon lower neutral creatures to help them.
+ Lumens have limited flight ability.
+ Lumens have a heightened ability when it comes to range weapons.
+ Close proximity to other Lumens strengthens their abilities.
+ Lumens can heal other creatures to a limited degree, even neutral creatures.
+ Moderate cold do not bother Lumens to any great degree as they are part crystaline.
Weaknesses:
- Lumens are physically fragile and thus not as good at close combat as Cinderites.
- Lumens grow weak when no other Lumens are in close proximity to them
- Lumens grow weak when they are in shadow or darkness
- Lumens do not like closed spaces and are at a combat disadvantage in tight quarters.
- Lumens refuse to use poison of any type on their weapons as they find its use a dark art.
- Lumens are prone to weakness when in very warm to hot places.
Overview of Lumens:
Basically they are a race of winged creatures of light that seek to maintain balance in the natural (or neutral) world. They are sworn enemies of any creatures in intelligence that are enemies to the natural laws of the universe and seek darkness instead of light.
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Cinderites 
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The Cinderites are a race of loathsome creatures that seek only dominance over all life. They seek to take over normal space once the Lumens are out of the way. Some people have seen these creatures as they blink back to their dark laden worlds and deem them as “Will ‘O’ the wisps”.
Strengths:
+ Cinderites have expertise in armor of various types and have a natural resistance to magic to some forms of magic.
+ Cinderites use their cleverness and improvisation in the invention of mechanical horrors created from parts of the neutral world to do their bidding.
+ Compared to neutral creatures of the world and Lumens, they have increased health and stamina.
+ Cinderites have increased melee strength.
+ Darkness and shadows increase Cinderite’s strength, both ranged and melee.
+ Cinderites can apply organic substances to themselves to give them an edge in movement and agility.
+ Cinderites love to use poison on their weapons. Rarely do they find a poison that actually kills but they have many varieties that weaken and incapacitate.
+ Cinderites love to be in very warm to hot places as they are part fire.
Weaknesses:
- Cinderites are do not possess the patience nor serenity that magic with any sort of proficiency requires.
- Light, from whatever the source, weakens them in relation to the light’s strength.
- They have limited ability when using ranged weapons for their eyesight is not as sharp as a Lumen’s.
- Cinderites cannot fly unless by mechanical means or carried by a neutral creature against its will.
- Cinderites are weakened by the cold.
 - Neutral creatures have a natural dislike for Cinderites but Cinderites use organic compounds to control them for a limited time and in doing so the neutral creature they are controlling is weakened as a result while under it’s influence.
Overview of Cinderites:
These loathsome creatures are the product of darkness and void. Their netherspace consists of darkness, negativity and loneliness. They seek to make all life as they are and will stop at nothing until all light is dark and all positiveness is negativity. They are greedy, self serving little trollish creatures that are clever in their designs and use this to make machines to do their nefarious bidding. Many Lumens have tried to enlighten these creatures only to be met with betrayal, treachery and cruelty.
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Neutral Creatures
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The Neutral creatures of the Neutral world are insects, mammals, sea creatures and birds. They are more prone to help the benevolent and kind Lumens than the greedy and cruel Cinderites.
Birds, insects, small mammals, and plants all fall under this category. Lumens are good with neutral creatures (animals) and persuade them to help them. Cinderites find clever and cruel ways to control them and bend them to do their bidding. The relationships between Cinderites and neutral creatures are tenuous at best and quite unstable.
Humans: If a human awakes in the awareness vicinity of either Lumens and/or Cinderites, they are both bulled into their respective worlds, no matter the outcome other current conflict or interaction.

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Neutral Objects
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Everyday objects may be use by either race to seek to gain an advantage over the other. The goal of Lumens is to find a way to bar travel of Cinderites to the Neutral world. The goal of the Cinderites is the destruction of Lumens so they may attempt to take over the Neutral world. Their battle typically take place in places humans will not happen upon them and thus banish them both.
If a Lumen or Cinderite is about to be seen by a human, that individual is banished to their respective world for the rest of the encounter (game).
Both Lumens and Cinderites come in various shapes and sizes but all are about one inch tall.
One of the favorite weapons of a Lumen is to take a paperclip, a rubber band and a toothpick and make a ranged weapon out of this. This ‘bow’ has a strength of 2, a range of 12 inches and a re-fire rate of once every 3 seconds. A cinderite’s favorite weapon is the basic club, made from everyday wooden twigs to pencils, have a strength of 3, range of one inch (melee range) and can attack every 4 seconds or so.
Armor for Lumens and Cinderites are varied as each type of armor protects the wearer from different types of attack.
Lumens are favored to the ranged, precise and sharp types of weaponry. They are employ neutral creature to fight for them.
The Cinderites favor devious traps, poison and machines to do their dark bidding.
Space generally occupied by intelligent beings are prized among all other types of space on the neutral plane of existence. This is why both factions risk battles near sleeping intelligent beings. The intelligent beings makes the space in this area more valuable and powerful when spells are being cast or strengthening the vitality and stamina of beings of darkness.
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Author’s Note
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When I created this game I envisioned light and dark forces fighting for dominance in a bedroom, a backyard or any place near a human’s home. Both sides would employ their natural surrounding to try to get an edge over their enemies and the battle would include animals, mechanical contraptions made from everyday items and furniture used as terrain and cover. Making this into a game would be a challenge if one were to attempt to create a map to scale, make miniatures to match their respective races and countered to represent the state of the unit under attack or strengthened or weakened in some way. Then it occurred to me that a bedroom itself could be the battleground and inexpensive toys that look like dark or light creatures (Lumens or Cinderites) could be used and shadows and light places could also be employed to show where both races would be strongest.
Just imagine a war going on while you sleep between what can only be described as fairies and dark, loathsome trolls, each the size of a quarter!

Dave

Friday, November 25, 2011

Here is my updated counter set.

Click on the picture to download the large version of the picture. Contact me if you wish me to make you some counters. :)

Thursday, November 24, 2011

Fan made OGRE/GEV unit counters revealed!

I made these original size as well as 'thumbnails' above so that people can print them out and actually use them. If you print them out in high DPI you will get favorable results you can use on the normal OGRE/GEV hex gameboard. Have fun!

Tuesday, November 22, 2011

OGRE/GEV archaic armor!

Archaic armor and technology are left-overs of what we call today modern. In the battlefield of the future, less fortunate countries have to use the other super-power’s hand – me – downs.

There are a few simple rules that differ from OGRE/GEV when dealing with archaic armor (1995 – 2015)
Archaic armor is not effected by spillover fire from another archaic unit's fire. Archaic armor, when attacked with nuclear spillover fire, all take the full attack for every archaic armor unit in that hex. If a Heavy tank from the future attacks a hex with three main battle tanks in it (2/2 R2 M2), then all three tanks take the 4 attack and therefore three rolls are made to determine the fate of all three unfortunate archaic armor in that hex.
Infantry can be picked up by an APC from an adjacent hex, then dropped off in another hex adjacent hex, but the infantry may not attack, even if the enemy is within range.

Any unit, even 0/0 trucks and 1/1 light scout vehicles may pull artillery. It takes one full turn to set up the artillery and one 1/1 infantry must be left behind to operate the archaic artillery (hence, the truck being able to carry 1/1 infantry). An archaic artillery piece may fire at plus one range at the cost of one attacking factor. For instance, the average archaic artillery piece is 2/4. It may fire 5 hexes (7.5 miles) if it attacks at only 1 attack factor. The reason the ranges are so short for these archaic units is that the shells they fire are not archaic. Theoretically, these pieces could fire a shell over 20 miles (about 13-14 hexes) but the technology available to the opposing side could shoot that shell out the sky within the first few miles without maneuvering assistance technology. In fact there are modern rockets launchers (namely the American made M270 Multiple Launch Rocket System) can place rockets at near double that or conventional artillery of the 1995-2015 military era of over 40 miles (over 26 hexes). Nevertheless, future weapons would shoot these partially unguided rockets ‘of the past’ out of the sky before they reached 6-7 miles away. The chassis of the original unit still exists but the payload has been modified to keep up.

Units that are enemies may share the same hex if they traveling through. The occupying unit may choose to attack the other unit passing thought, but at 1/2 strength. If, however, the intruding unit passes through another enemy unit in a hex before it passed into this one, that ½ strength is now full strength (you scouted their position and are ready for them – good to have screening infantry and scout units surrounding your armor). A unit may move into another enemy's hex and initiate close quarter combat. The defending unit may attack first and it the attack is successful the attacking unit may fire back before being removed from play.

Infantry is augmented and may move about 20 mph to 25 mph with newer technology robotics. Their logistics are carried by four legged ‘pack robots’ and can keep up with the grunt infantry. This type of infantry, however, is not protected from radiation, biological and chemical warfare. Nevertheless if the player is given one turn notice that one or all of these three types of attacks are being used in battle, he may prepare his infantry for these types of attacks but all his infantry fight at one less strength than before (all that protection is hard to fight in!).
Non power suited infantry can be 'shaken' if a 1 is rolled when attacking any units of higher technology than archaic. A shaken unit of infantry (whether 3/1, 2/1 or 1/1) cannot move or fire for that entire turn. They may, however, engage in close quarter same hex combat. If non-power suited infantry are in an armored APC they are protected from nuclear, biological and chemical warfare as well as the chance of becoming 'shaken' in combat - as long as they stay within the APC. All archaic augmented infantry may attack FROM the APC but at one reduced strength. The archaic APCs of the past also are amphibious so not have to stop at streams and may treat water up to hex off the coast as clear terrain (they float). Augmented infantry may not combine fire from any other unit or infantry unit. They just don't have the electronics for it.