Hi!
I have a question regarding this test. The usual starting distance is around 80 cm in a regular game of NetEpic, so why did you put them up 120 cm apart?
If the tactics is to take out the Ogre in CC, I would rather have used cc weapons only and charged. I find the specialised titans much more effecient than the all-round-titans.
Just some thoughts...
Eivind
>
> Fra: Daryl Lonnon <dlonnon_at_...>
> Dato: 2001/12/13 Thu AM 01:30:48 CET
> Til: netepic_at_yahoogroups.com
> Emne: Re: [NetEpic ML] Ogres
>
> I've been threatening to run some Ogre testbeds.
>
> So here's the first. I think 2 Reavers would've beaten
> the Ogre flat (probably at the cost of one though).
>
> Which (I'd think) puts an Ogre's tentative pt value between
> 400-600.
>
> Other tests to try:
> o about 500 pts worth of Leman Russ's.
> o about 500 pts worth of Superheavies.
> o about 500 pts worth of Eldar titans.
> o about 500 pts worth of heavy infantry and/or space marines.
> o A Warlord titan.
>
> I tried to include all the idea's that have been bandied
> about.
>
> Hope it helps,
> DarylL
>
> p.s. The summary is at the end.
>
> The great Heathen Ogre vs. Imperial Titan matchoff!
> ---------------------------------------------------
>
> In this corner the Mk III Ogre
> Showing up with:
> Move 20cm CAF +8
> 1 Primary Battery (100cm, 2 attack dice, 3+ hit, -3, +2 dmg roll)
> 4 Secondary Battery (75cm, 2 attack dice, 4+, -2)
> 6 AP weapons (15cm, 12 dice, 5+, 0)
> 2 Missiles (150cm, 9BP, -3)
>
> Rules as differing from current Heathen list:
> Treads 48 with each loss of 12 dropping speed by 5cm
> Making flashback on secondary's 7+
> Ogres get +1 on all armor saves.
>
> In the other corner the Reaver Titan
> Showing up with:
> Move of 20cm CAF +12
> 4 Void Sheilds (repairs on 4+)
> A Volcano Cannon (100cm, 1 attack dice, 3+, -4, +3 dmg roll)
> A Gatling Blaster (75cm, 4 dice, 5+, -1) (on the Carpace)
> A Power Fist
>
> pts. 150 + 60 + 100 + 15 = 325
>
> Tactics:
> The Ogre's tactics is to stay away from the better CAF of the Reaver,
> while using it's missiles and primaries to strip it of void shields
> and killing it from a distance. The Reaver's is to charge in and
> use it's Power Fist and higher CAF to tear the Ogre apart.
>
> The "field" is open with a starting distance of 120cm, the Reaver will close
> 20cm a turn (until it gets within charge range), the Ogre will just
> stand and fire (like a giant pillbox).
>
> Turn 1:
> Ogre delays until advance fire.
> Reaver moves to range 100cm
> The Ogre fires first, being a command unit (not that it matters much).
> Primaries roll 3, 6
> 2 Void shields left
> 2 Missiles fires 9 BP a piece.
> rolls of 5, 2
> 0 Void shields left
>
> The Reaver returns fire
> rolls a 1 and misses.
>
> Repair
> Reaver repairs 2 void Shields (6,6,3,3)
>
> Turn 2:
> Ogre fires
> Primaries 5,6
> 0 void shields left
> Reaver moves to range 80cm
> Volcano cannon rolls a 5 (smack!)
> Aiming for primary battery (up, left) misses.
>
> Repair
> Reaver repairs 3 void shields (4,4,6,3)
>
> Turn 3:
> Ogre waits for advance fire.
> Reaver moves to range 60cm.
> (Ogre wins initiative so fires first).
> Primaries 3, 5
> 1 voids left.
> Secondaries (1,3,6,6,4,1,3,3)
> 0 voids, 2 hits, aimed at head. Save roll of 4 saves, roll 1.
> Damage of 3 (CAF 1/2ed)
>
> Reaver fires:
> 1 volcano (2).
> Gatling (2,4,4,1) 2 hits.
> Aimed for primary (first lands left, next lands up).
> Saves (5, 5) both save.
>
> Repair:
> (5,2,4,4)
> 3 void shields repair.
>
> Turn 4:
> Ogre fires
> Secondaries:
> (6,3,3,5,2,4,1,1) 3 hits.
> all void shields gone.
> Primaries:
> (1,4) 1 hit.
> aimed at head, save of 2.
> Damage roll of 6+1+2 = 9.
> Dead Reaver.
>
> Summary:
> o Okay, I actually ran this twice, the first time I only gave the
> Ogre 2 secondary batteries, and the Ogre lost. The
> Reaver just ran up to it and pounded it flat. Once the Reaver
> got into CC, the Ogre is pretty helpless. It's really a question
> of whether the Reaver's void shields hold and/or repair.
>
> o The Reaver couldn't hit the broadside of a barn with it's
> Volcano cannon (the weapon which is best able to gut an Ogre).
> I expected the Ogre to lose something fairly early on.
>
> o The Reaver also didn't hide behind buildings or attempt to move in
> such a way that not all the secondaries could fire on it (this is
> actually a big deal, since it's the secondaries that continually
> brought down it's void shields).
>
> o Perhaps the Ogre needs to be more vulnerable to hits. I'd be
> tempted to make it have flashbacks with more regularity
> (1-2 no flashback, 3-4, cybernetic, 5-6 reactor) for
> flashbacks occuring on primaries and secondaries. I'd
> also be tempted to make the conning tower flashback to the
> cybernetic core only on a 3-6 (to bring it more in line with the
> above two). Or else just have a guaranteed flashbacks on primaries
> and secondaries (1-3 cybernetic, 4-6 reactor).
>
> o Please point out any rule mistakes I've made?
>
> o I'll try to run it again sometime soon (removing any/all of the
> mistakes I made in this run).
>
>
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Received on Thu Dec 13 2001 - 08:36:31 UTC