Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site nmtvax.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxb!mhuxn!mhuxm!mhuxj!houxm!whuxlm!harpo!decvax!genrad!panda!talcott!harvard!seismo!cmcl2!lanl!unmvax!unm-cvax!nmtvax!wade From: wade@nmtvax.UUCP Newsgroups: net.games Subject: OGRE (computer version) Tactic Message-ID: <236@nmtvax.UUCP> Date: Thu, 24-Jan-85 01:47:39 EST Article-I.D.: nmtvax.236 Posted: Thu Jan 24 01:47:39 1985 Date-Received: Tue, 29-Jan-85 07:17:47 EST Reply-To: wade@nmtvax.UUCP (Richard S. Wade) Organization: New Mexico Tech, Socorro Lines: 21 I have found a reasonably reliable defense for the computer version of the game OGRE. Basically, you put your command post on the furthest back column about halfway down. You then put a howizter 9 hexes away from your command post and three hexes away from the board edge to either side (i.e., two howitzers total). Slap your infantry down in a rough line between the howitzers and put the rest of your armor points into GEV's that go in front of the line. Initially, use a couple GEV's as missile fodder to get him to waste his missiles, then use the rest of them to repeatedly hit and run on the ogre. The infantry should just pound on treads as much as they can. Once you've taken care of the missiles, knock out the main battery. After that, put it all into treads. The ogre usually will pass between your howiters without killing either one, making life easy for you. At worst, he will get one, but the other will pound him to death. This tactic works well against the mark V also, just take four howitzers instead of two, with two batteries of two howizters, set up as for the mark III. Richard Wade nmtvax!wade