Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10 beta 3/9/83; site sdcrdcf.UUCP Path: utzoo!linus!security!genrad!grkermit!masscomp!clyde!floyd!harpo!seismo!hao!hplabs!sdcrdcf!jonab From: jonab@sdcrdcf.UUCP (Jonathan Biggar) Newsgroups: net.games,net.games.pbm Subject: A blow by blow replay of an Ogre game by net mail Message-ID: <742@sdcrdcf.UUCP> Date: Thu, 15-Dec-83 11:46:21 EST Article-I.D.: sdcrdcf.742 Posted: Thu Dec 15 11:46:21 1983 Date-Received: Sun, 18-Dec-83 02:59:40 EST Reply-To: jonab@sdcrdcf.UUCP (Jonathan Biggar) Organization: System Development Corporation, Santa Monica Lines: 352 (This is a reposting because this article did not get to most of the net.) Here is a blow by blow replay of the first recorded Ogre* game by netmail. The participants were: Ogre: Jon Biggar, System Development Corp., {allegra, burdvax, cbosgd, hplabs, ihnp4, sdcsvax}!sdcrdcf!jonab Defending Force: John J. Lang, Colorado State University, {decvax!cca!hplabs, ucbvax!hplabs, lbl-uni!boulder}!csu-cs!lang We used a technique for rolling dice that envolved exchanging encrypted random number seeds and then labeling each die roll with a unique sequence number from which to generate the result. This eliminates all possibility of cheating, because at the end of the game, the random number seeds can be decrypted and each player can check that the other player used the correct die rolls. The initial starting setup: Hex Unit Hex Unit 0701 Command Post 0507 3 str. Infantry 0606 Howitzer 1009 3 str. Infantry 1006 Howitzer 1208 3 str. Infantry 0602 Missile Tank 1306 3 str. Infantry 1003 Missile Tank 0807 2 str. Infantry 1317 Heavy Tank 1106 2 str. Infantry 1612 Heavy Tank 0709 1 str. Infantry 1616 Heavy Tank 0811 1 str. Infantry 1818 GEV 1017 1 str. Infantry 1916 GEV 1116 1 str. Infantry 2115 GEV [Lang: I chose this combination because I wanted a balanced force. I liked the having 2 Howitzers so that they could provide covering fire for each other. The Command Post was set up to force Jon to run down the right side of the board, this way it would be easier to predict his moves. I also wanted to spread my force out to give me a chance to react to his first moves. ] OGRE TURN 1: [Biggar: Looking at his starting position, I decided that my best method of attack would be to go up the side nearest the Command Post. It was the most direct route, and I would not have to worry about being flanked on both sides. (I would not loose potential targets when I went after other targets.). Also, I could hit one howitzer (1006), without being within range of the other one.] Ogre moves to 2821, 2720, 2619. No fires this turn. DEFENDER TURN 1: To: Command eastern theater >From: Command Post 1135 Message: I thought you said that there were no OGREs in this Sector? movement by type unit start movement unit start movement MslT 0602 0703 0804 3Inf 1208 1308 1408 MslT 1003 1104 1205 3Inf 1009 1109 1210 HvyT 1612 1712 1813 1914 3Inf 0507 0607 0707 HvyT 1616 1717 1817 1816 2Inf 1106 1207 1308 Hvyt 1317 1417 1416 1516 2Inf 0807 0908 1008 GEV 2115 2215 2316 2417 1Inf 0709 0809 0910 GEV 1916 2017 1Inf 0811 0810 0910 GEV 1818 1817 1816 1916 1Inf 0916 1016 1116 3Inf 1306 1307 1408 1Inf 1116 no move Fire: Gev @ 2417 fire treads #23 (Die roll 6: result X) Gev Second Move: Gev @ 2417 to 2317 2217 2117 /* RUN AWAY RUN AWAY */ [Lang: Well he did what I expected he would do. I was also able to draw first blood, not much damage but a moral victory. I started pulling my 1 point Infantries together so they can do something interesting. I my ending position should keep my GEV's relatively safe.] OGRE TURN 2: [Biggar: It seems to me that having all of those units so far back from the crater line will hurt his game. It will take too much valuable time to get them into action. I will go with the usual Ogre strategy: Crush, Crumple and Stomp.] (INTERNAL CONSISTENCY CHECK: unknown reference to "mosquitoes", TAKING CORRECTIVE ACTION TO PREVENT REOCCURRENCE.) Move: Ogre @ 2619 moves 2519, 2419, 2319 fire: 1 primary on Gev @ 2017 #5 (Die Roll: 1 result: No Effect) 4 secondaries on Gev @ 2117 (Sure kill) [Biggar: Damn the mosquitos, full speed ahead] DEFENDER TURN 2: [Lang: "Hey Fred, I think it is shooting at us." Well, I got lucky that time. Looking at my starting position I can see my missile tanks started to far back to do me much good for a while. I could either pull back and try to get under the protection of my Howitzers, or try to delay his advance. The later case sounds better because pulling back to fast will not give me enough time to stop him. This turn I will continue to bring up my forces, and try to draw him off with my GEV's. I can also take a couple of pot shots at his treads. ] Move: unit start movement unit start movement MslT 0804 0805 0906 1Inf 1408 1509 1610 MslT 1205 1306 1307 2Inf 1409 1410 1511 HvyT 1914 1813 1812 1Inf 1409 1509 1610 HvyT 1816 1715 1714 1713 3Inf 1210 1311 1412 HvyT 1516 1616 1615 3Inf 0707 0808 0909 GEV 2117 destroyed 2Inf 1308 1409 1410 GEV 2017 2118 2219 2220 2321 2Inf 1008 1109 1210 GEV 1916 2017 2118 2219 2220 2Inf 0910 1010 1111 2Inf 1408 1508 1609 2Inf 1116 1115 1114 Fire: Gev @ 2321 fires treads #10 (Die roll 3 result: No Effect) Gev @ 2220 fires treads #5 (Die roll 2 result: No Effect) Gev second Move: Gev @ 2321 to 2421 2521 2621 Gev @ 2220 to 2321 2322 [Lang: Happy Hunting] OGRE TURN 3: [Biggar: There seeming to be no sense in charging into his Heavy Tanks yet, I will stay back and finish off the Gevs so that nothing will be behind me.] Move: Ogre @ 2319 to 2320 2421 F to get them into action. I will go with the usual Ogre strategy: Crush, Crumple and Stomp.] (INTERNAL CONSISTENCY CHECK: unknown reference to "mosquitoes", TAKING CORRECTIVE ACTION TO PREVENT REOCCURRENCE.) Move: Ogre @ 2619 moves 2519, 2419, 2319 fire: 1 primary on Gev @ 2017 #5 (Die Roll: 1 result: No Effect) 4 secondaries on Gev @ 2117 (Sure kill) [Biggar: Damn the mosquitos, full speed ahead] DEFENDER TURN 2: [Lang: "Hey Fred, I think it is shooting at us." Well, I got lucky thatove: unit start movement unit start movement MslT 0906 1007 1008 3Inf 0909 1010 1111 MslT 1307 1308 1409 2Inf 1609 1710 1711 HvyT 1812 no move 2Inf 1610 1611 1712 HvyT 1713 no move 2Inf 1511 1512 1613 HvyT 1615 no move 2Inf 1410 1511 1612 GEV 2621 Destroyed 2Inf 1210 1311 1412 GEV 2322 Disrupted 2Inf 1111 1212 1112 3Inf 1412 1513 1614 2Inf 1114 1214 1213 Fires: None [Lang: Trying to make the best of a bad situation] OGRE TURN 4: [Biggar: His line around his heavy tanks is looking nasty. If I go straight in, he'll kill me. So I'll just stay back, finish off that last Gev, and let him make the mistakes.] Move: Ogre @ 2421 to 2321 2221 2120 Fire: 1 main & 4 secondaries on Gev @ 2322 (sure kill) [Biggar: just taking some target practice.] DEFENDER TURN 4: [Lang: My last GEV is gone. This removes my ability to hit and run latter in the game. Lets move a little closer and wait for his attack. ] Move: unit start movement MslT 1008 1009 1010 2Inf 1711 1712 1813 MslT 1409 1410 1411 2Inf 1712 1713 HvyT 1812 1813 1814 2Inf 1613 1614 HvyT 1713 1714 2Inf 1612 1613 HvyT 1615 1515 1516 2Inf 1412 1513 1514 GEV 2322 Destroyed 2Inf 1112 1213 1314 3Inf 1614 1514 1515 2Inf 1213 1214 1215 3Inf 1111 1212 1313 Fires: None [Lang: well, he won't get close enough. Of course I don't want to encourage him too much.] OGRE TURN 5: [Biggar: The only way I am going to get through that line is to skirt the edge and hope that I can kill his units as they close. Actually, I think I have been pretty lucky so far. I have only lost two tread units for the price of all his Gevs. He seems to be hanging back just inside the range of his howitzer. I can't see why because I still could attack his units from outside of his howitzer fire. Well, here goes nothing.] Move: Ogre @ 2120 to 2020, 1920, 1819 Fire: 1 main on Heavy Tank @ 1516 #12 1/1 odds (result: disrupted) [Biggar: I hope I have done the right thing. Luckily I disrupted his main tank so that I will only have to face fire from 1 this turn.] DEFENDER TURN 5: [Lang: He shifted to the left. I guess I should have expected this. Now we get to see how mobile my force is. I am going to have to engage him now. This will give him the first shot, but I can't wait much longer. I have to reduce his movement to 2, and take out his missiles, or my howitzers will never survive long enough to stop him. ] Move: unit start movement unit start movement MslT 1010 1111 1212 2Inf 1813 1814 1714 MslT 1411 1412 1513 2Inf 1713 1714 1614 HvyT 1814 1815 1816 1817 2Inf 1614 1615 1515 HvyT 1714 1716 1615 1616 2Inf 1613 1614 1514 HvyT 1516 Disrupted 2Inf 1514 1414 1314 3Inf 1515 1516 1517 2Inf 1314 1214 1215 3Inf 1313 1414 2Inf 1215 1316 1417 Fire: Heavy Tank @ 1817 on Main Battery, #16 1/1 odds (result: 3 a miss) OGRE TURN 6: [Biggar: I'm glad he missed! I seem to have lured several of his units close, I shall try to see how many I can destroy this turn. This is quite a gamble because it puts me in range of almost all his units next turn.] Move: Ogre @ 1819 to 1718, 1617, 1517 (overrunning 3 Infantry Squads @ 1517, reduced to 2 squads) Fire: 4AP on 2Inf @ 1417 2/1 odds #11 (roll: 4 result: Destroyed) 4AP on 2Inf @ 1517 2/1 odds #13 (roll: 1 result: miss) 2 secondaries on Heavy @ 1516 2/1 odds #16 (roll: 3 result Disrupt/Destroy) 2 secondaries on Heavy @ 1616 2/1 odds #18 (roll: 6 result Destroyed) 1 main on Heavy @ 1817 1/1 odds #21 (roll: 2 result miss) [Biggar: What a wonderful thing, a cybernetic brain!) DEFENDER TURN 6: [Lang: That last round hurt. I am down to 1 Heavy and lots of grunts. I am going to take another try at his main battery, and a shot at one of his missiles. If I get lucky and take both of them out I will still have a chance. The rest of the Infantry that I can get there will be on his treads. ] Move: unit start movement MslT 1212 1213 2Inf 1714 1614 1514 MslT 1513 1614 2Inf 1614 1514 1414 HvyT 1817 1717 1616 1515 2Inf 1515 1516 1416 HvyT 1616 Destroyed 2Inf 1514 1414 1314 HvyT 1516 Destroyed 2Inf 1314 1214 1215 2Inf 1517 Holds 2Inf 1215 1316 1417 3Inf 1414 1515 1516 2Inf 1417 Destroyed Fire: [Biggar: What a wonderful thing, multiple brains!] HvyT @ 1515 & 2Inf @ 1517 & 2Inf @ 1417 on main battery 2/1 #9 (roll: 1 result miss) MslT @ 1213 & MslT @ 1614 on missile 2/1 #12 (roll: 4 result destroyed) 3Inf @ 1516 treads 1/1 #6 (roll: 2 result miss) 2Inf @ 1416 treads 1/1 #15 (roll: 2 result miss) [Lang: If my troops survive this thing they are going to spend a month on the target range. This time he should have more targets, so maybe more people will survive. Jon, may your Ogre be turned into a plow tractor.] OGRE TURN 7: [Biggar: I can't believe how badly he is missing. I should be in a lot worse shape. With a little fancy maneuvering and a lot of luck, I should be able to destroy or disrupt half his mobile force this turn.] Move: Ogre @ 1517 to 1416, 1417, 1316 Fire: 2AP on 1Inf@1416 2/1 #22 (roll: 4 result: destroyed) 2AP on 1Inf@1417 2/1 #25 (roll: 5 result: destroyed) 4AP on 2Inf@1215 2/1 #28 (roll: 4 result: destroyed) 2 second on 3Inf@1516 2/1 #31 (roll: 5 result: destroyed) 2 second on 2Inf@1314 3/1 #33 (roll: 6 result: destroyed) 1 main on MslT@1213 2/1 #36 (roll: 2 result: disrupted) [Biggar: That was the most incredible batch of die rolls I have ever seen!] DEFENDER TURN 7: [Lang: Well, there is nothing wrong with his targeting program. With only 1 heavy tank, 1 working missile tank, and 6 infantry it will soon be over. Looking ahead to the next turn the best I can expect to do is take out 1 weapon, or get him close to a 2 movement. As a result he could take out 4 of my 6 Infantry, and at least 1 and probably both of my missile tanks, this would leave me 1 heavy, 2 Infantry, and 2 Howitzers. Not enough to stop a basically fresh Mk. III. So, like rats leaving a sinking ship, the men in the Command Post head for the hills. Everyone else runs away too. ] Resigns. [Lang: If I had this to do over I would deploy much further forward. This would help me give as much as I got. I would also get some different dice. ] *Ogre is a Steve Jackson Game. -- Jon Biggar {allegra,burdvax,cbosgd,hplabs,ihnp4,sdccsu3,trw-unix}!sdcrdcf!jonab