Monday, April 25, 2011

What units other should benefit from proximity to their command post?

The Light Artillery Drone was a new unit added as part of Combine Set 10.
LAD stats: Attack 2, Range 8, Defense 1, Movement 0.
Special rules: Ignore D results. Must be within 5 hexes of a CP, or else Attack Strength is at -1 and Range is halved.
Can be carried on a hovertruck pallet and set up in three turns by a squad of Engineers.
It is stated that a LAD is worth 6 points. I don't believe that, even if it didn't have the very stringent requirement of being close to a CP. And I'm not sure that it is even playable with those stringent requirements.
Neat model, though. Anybody used it? Comments?

by Steve Jackson; 02-27-2008.

To answer this question, yes I have used it and spent 10 vp points purchasing engineer infantry as well as 6 vp points on the LAD and placed it four hexes from my command center along with three turns to put up the thing. After the third turn, it got taken out with an OGRE missile. You see while the engineers were fogging up their helmets with effort, feverishly assembling this artillery piece, the OGRE Mark III moved 10 hexes (it lost a tread assembly for two turns) and fired within five hexes of the newly created LAD. Both Drone and engineers (and their 7 years of engineering school equivalent) was wiped out by a Rattler missile.

The Light Artillery Drone.
»?»What other units should be improved in close proximity to a command center (mobile or otherwise) or should the proximity be scenario specific?
»» The question had to be asked since a Light Artillery Drone enjoys +1 attack and +4 range from the original 1 attack and 4 range (That is how I see it from Steve Jackson's description). This is not even counting the fact that it is immune to 1:2 attacks and are 2/3 of the time immune to 1:1 attacks. 
»» That is a POWERFUL unit even if it's attack is only 2 and doesn't move. Buy four of them and no gaggle of GEVs would dare come within (8 hexes+4hexes) 12 hexes of a command center. Someone should do a simulation of how many GEVs it would take to storm that 'castle'.
»» I think it would give players strong incentive to keep some units closer to home, trading these benefits for extras attacks they could apply if they were 'out there'. I also think it would give the missile tank a new lease on life as it is seldom used as far as I know.
»???» Maybe give any missile units double range if within four hexes of a command center? Add range to the howitzer? Give free stimpacks to infantry to they can fight at double strength by at 1/2 defense for one turn once a game?


I liked FireHorse's rule set concerning this unit.
»!» LAD stats: Attack 2, Range 8, Defense 1, Movement 0.
»!» LAD units require one turn to load onto (or unload from) a hovertruck. (The hovertruck and the LAD must both spend one full turn in the hex to accomplish either action.)
»!» Once unloaded, LAD units deploy themselves immediately. No Engineers are required.
»!» If Engineers are present in the same hex, the LAD can deploy and fire on the same turn that it unloads.
»»When within 5 hexes of any CP, LAD units have an Attack of 3, rather than 2.


That's worth 6 points; and as an example of the loading/unloading process: Turn 1, hovertruck ends its movement in the same hex as a LAD; Turn 2, loading; Turn 3, hovertruck transports LAD; Turn 4, hovertruck ends movement in a new location; Turn 5, unloading; Turn 6, LAD is deployed and can fire.

Overrun rules marry Axis and Allies

Overrun rules. One of my least parts of the game of OGRE/GEV. There are exceptions upon exceptions enough for a lawyer to get overwhelmed. Well, not really - my younger brother is a lawyer and he loves OGRE. Well, I guess I proved the wrong point.
Anywhooo, I saw on the forums that the overrun rules were being contested. Many submissions. I believe the rules that get implemented are the simple ones that save time. A game from yore I played called Axis and Allies resolved regional combat simply. So, why not treat overrun like they operate combat in Axis and Allies?
COMBAT RESOLUTION
1. Defender declares what units are riding what vehicles, what units are inside what buildings, what unit is in what revetment or anything that might influence the defense factor of any defending unit in this overrun.
2. Attacking unit(s) enters defender's hex.
3. Attacker chooses their targets and attacks, gaining overrun attack bonuses, if any, against any terrain or special defense bonuses the defender might have.
4. Defending units 'destroyed' are put aside.
5. Those defending units from step 3 attack the attacking units, gaining overrun attack bonuses if any, then are removed from play. [I][COLOR="Gray"]This simulates one last revenge kill from their brilliant rounds fired before they themselves are engulfed in nuclear fire.[/COLOR][/I]
6. Undamaged defending units attack, gaining overrun attack bonuses if any.
7. Attacking units destroyed by defender are removed from play.
   Repeat steps 1-7 until no more units are left of one side.
This simulates smart shells being fired by a unit that just got toasted just seconds before. In four minutes, a LOT can happen. Small warheads wizz overhead, mobile infantry jump jet onto a tank turret and place a charge and GEVs pop off a shot before they are blasted into bits.
A unit is any infantry squad, immobile vehicle, building, road, rail line, armor unit, GEV, OGRE component or anything else that has a defense statistic. If has a defense value it can be removed from play through overrun combat, even the city buildings around a lone mobile powered infantry unit with flames painted on his armor. Simple, just as I like it. No exceptions, just resolution.
Now if the units in OGRE/GEV were not so interactive with the opposing unit, I could have the defender and attacker choose which units they lose. This would be a nightmare in this game. Think about it for a while. :)