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Subject: Mark IV and VI in Smash The CP! scenario rss

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Andrew Walters
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We've had these two Ogres for a while and they get called on during some of the miniatures games for the big brawls, but has anyone experimented with them in the classic Smash The CP! scenario on the original Ogre map?

The III and V scenarios are quite balanced, but I'm not sure you can do the same with the IV and the VI. The IV is really fast, and the missile racks mean the first few armor units to get in range are toast, so half the map will be gone before you can even *start* nibbling it to death. The VI is so massive that I'm not sure any amount of armor that will legally fit on the map can chew it up before it moves 21 hexes.

If anyone has tried this let us know. We're going to have to collect info on a lot of trials before we have two more balanced scenarios.

It occurs to me that either of these might work if you give the defense an Ogre. Ogre on Ogre battles are not that interesting, but a III plus armor trying to stop a VI might work.

I'm less interested in Smash The CP! with Mark Is and IIs, though it would still be interesting to hear. Eventually I'll start wondering about the Fencer and Doppelsoldner, too.

Smash The CP! is a great scenario that's always dramatic. It would be great to have a little more variety in there.
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David Valenze
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See the following link for using the Mark IV in the original Ogre Advanced Scenario. Look under Scenarios in the Resources section about halfway down.

http://www.sjgames.com/miniatures/ogre/mk4/

See this link for suggestions on using the Mark VI in scenarios.

http://www.sjgames.com/miniatures/ogre/mk6/


Dave

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Andrew Walters
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Not sure how I missed that. I'll have to try it.

One thing concerns me...

Quote:
. However, as the Mk. IV is more vulnerable to the "Fuzzy Wuzzy" problem (see "Ogres and The Fuzzy Wuzzy Fallace" by Lawrence Duffield in The Ogre Book.), no more than 25% of the opposing force may be made up of identical units.


There are four types of units in Ogre (before you add G.E.V., etc), and if none can be over 25%, then they must all be at 25% exactly. This takes some of the fun out of it. If they only want to rule out LT TNKs and LGEVs then they should rule those specifically.

My gut tells me the IV is going to be all over the CP before anyone can do anything about it. I'll have to pull out some minis and give it a go...
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Born To Lose, Live To Win
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andreww wrote:

Not sure how I missed that. I'll have to try it.

One thing concerns me...

Quote:
. However, as the Mk. IV is more vulnerable to the "Fuzzy Wuzzy" problem (see "Ogres and The Fuzzy Wuzzy Fallace" by Lawrence Duffield in The Ogre Book.), no more than 25% of the opposing force may be made up of identical units.


There are four types of units in Ogre (before you add G.E.V., etc), and if none can be over 25%, then they must all be at 25% exactly. This takes some of the fun out of it. If they only want to rule out LT TNKs and LGEVs then they should rule those specifically.

My gut tells me the IV is going to be all over the CP before anyone can do anything about it. I'll have to pull out some minis and give it a go...


Aren't there 5? Hwzr, Hvy Tank, Msl Tank, GEV and Infantry?
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Andrew Walters
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But you don't get to choose Infantry, you just get 20 points against a Mark III and 30 against a Mark V. So if you go by platoons (the point value equivelent), infantry is always more than 25% of your force.
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Patrick Leder
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The fuzzy wuzzy problem really only applies if you are using the LGEV and Light Tank. If you are just going to use the units from the base OGRE set I wouldn't worry about this guideline. With the light units you can field enough units that the OGRE can't ram/shoot its way out of a suicidal rush by the defender.

andreww wrote:

Not sure how I missed that. I'll have to try it.

One thing concerns me...

Quote:
. However, as the Mk. IV is more vulnerable to the "Fuzzy Wuzzy" problem (see "Ogres and The Fuzzy Wuzzy Fallace" by Lawrence Duffield in The Ogre Book.), no more than 25% of the opposing force may be made up of identical units.


There are four types of units in Ogre (before you add G.E.V., etc), and if none can be over 25%, then they must all be at 25% exactly. This takes some of the fun out of it. If they only want to rule out LT TNKs and LGEVs then they should rule those specifically.

My gut tells me the IV is going to be all over the CP before anyone can do anything about it. I'll have to pull out some minis and give it a go...
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Andrew Walters
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Without having tried it, I bet LT TNKs could "swarm" a Mark V, too. There could theoretically be forty of them. I would pretty much always so no 3 point armor units in classic Smash The CP.

"Here's to you, Fuzzy-wuzzy, and the missus and the kid.
Our orders were to break you, so of course we went and did."
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Patrick Leder
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The Mark VI with escorts defending a pair of Command Posts sounds like a lovely way to spend an afternoon.

Thanks for posting this.

cedric18 wrote:
See the following link for using the Mark IV in the original Ogre Advanced Scenario. Look under Scenarios in the Resources section about halfway down.

http://www.sjgames.com/miniatures/ogre/mk4/

See this link for suggestions on using the Mark VI in scenarios.

http://www.sjgames.com/miniatures/ogre/mk6/


Dave

 
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