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it SPACE. CAMER MAY—JUNE 1978 G.E.V. a designer's introduction Steve Jackson .... 5 CHITIN: 1 another look David Norwood .. end ENCOUNTERS of an UNLIKELY KIND Mike Crane .... 1B ADJUSTED ORC RULES Paul C Wagner . ADDITIONAL UNITS FOR IMPERIUM Rich Bartucci . . MODIFIED RULES for IMPERIUM Walter peat cae 7, LUCKY LADY Ted Butler . a3) GONDOR and SAURON: a review David James Ritct COLUMNS: WHERE WE'RE GOING .... NEWS & PLUGS .. ; BOOKS DESIGNER'S NOTEBOOK ... LETTERS . 29 ART IN THIS ISSUE: Winchell Chung 6,7,8,9,10 C. Ben Ostrander eee ear ne a as Paul Jaquays ..- 14,20,30 Howard Thompson Murray Lindsay . 16 puree John Karp. 18 Karol Sandberg Robert Manns . 24,2627 ‘copy editor Pat Hidy . 2B Steve Jackson THE SPACE GAMER is publithed sx ies 4 contributing editor ‘ear by Metagsming 3100-4 Indus Teneo, Bec ieee aan) yes Tetetnge, fo. noc isi Aue, 18 78731. All material copyright©’ 1978 by THE SPACE GAMER. All rights reserved for mate: Hal accopted for publication unless initlly ‘Specified and agreed otherwise. News item thd produet announcements subject Yo editorial him.» SUBSRIPTIONS: six isucs, $8; twelve Htsues, $15. Bose sate for unsolicited manusce Tommye Thompson subscriptions COVER by Dean Morrissey NUMBER 17 Sif one cont per word; they must bo typed, Aouble spaced, ana contain return postage. base rate for artis 320 per average pag size interior Art shouldbe black ink on heavy white paper. ‘Application to mail at scennd class rats fe pon ding at Austin, Texas THE LasT WORD ‘As the above title indicates, this col tumn will be the last thing put into each issue of TSG. It will, hopefully, contain the most current info for you, the reader. As editor, | hope you will look forward 10 reading it, and that you will find it in- formative Let me begin by expressing my sincere apology to Mr. Tony Van Liew for the error in the spelling of his name from TSG No. 16. 1 am completely responsible for the mistake, and hope he will pardon my blunder. His review (INVASION AMERICA), was very informative, and | hope most readers found it as enjoyable a5 | did. Again, | apologize for this error. Current back issue info: Each week, many letters ask about back issues. The ‘most recent TSGs are all available; 13, 14, 15, and 16. If you want any of these, suggast you order soon. Many stores and individuals are grabbing them up like the proverbial ‘hot cake’. Material for all issues has been selected for its ability to be useful for along time. Although some content is dated, we think the greater part of each issue will help the average gamer for many years. Upcoming issues of TSG will feature reviews of PROFESSIONAL WRES— TLING, SUPERHERO 44, and OBJEC— TIVE: MOSCOW, some excellent fiction by Brian McCue, and more game variants Remember, TSG needs articles. You are in the driver's seat, and if that clever idea you have stays with you, nobody can find ut just how clever it is. Send those art cle submissions to me, the editor. | will respond as rapidly 3s possible on use. In the future, look to this column for writ rs information, For all those people in the Evansville, Indiana area, | suggest you make plans to attend the MicroGamo tournament to bbe held there August 26. It looks like loads of fun. Check News & Plugs for complete information. ‘Any clubs who would like to be listed in News & Plugs should send all informa. tion to Robert Taylor in care of Meta gaming, P.O. Box 15346, Austin, TX 78761. He is doing a fine job of compil: ing all the listings, but he needs you to send him legible, coherent data. He will be very happy to list you, so send us your club into. Please send all your mail to our Post Office box. We have lost some very important material by having it addressed Incorrectly. The new, higher rates that we have just knuckled under make it very important that everyone gets it right the first time, “Til next issue, good gaming! -C. Ben OstranderCHANGING HORSES There are two things you can do when you stick your neck out and come up short. You can keep on and make it worse, oF cut your loss. ‘Around the first of the year Metagam- Jing expected to be able to accomplish {8 number of things by the time Origins rolled around. Not that Origins is @ cru cial date, itis @ convenient date to shoot for. We'd hoped to be able to introduce THE FANTASY TRIP: IN THE LABY— RINTH, STELLAR CONQUEST, and GODSFIRE in a boxed format. We were well into planning to produce metal mit ature figures, Frankly, it looked really great on paper. But..... By May first, the miniatures effort was totally dead, after tying up some Useful money and wasting several hun- dred hours of work. By May 15, the cost estimate of doing the boxed games had ‘crept up from a barely acceptable unit cost by 65%, When I look at those box ‘estimates, mounted me, estimates and full die-cut counter estimates, | wonder how Avalon Hill manages to ever make a profit. Metagaming can make TWO MicroGames for what a box alone costs, sheoesh, So, we ain’t gonna introduce boxed games and miniatures at. this year's Origins. 1 feel like | often do in a game where my die rolls never, ever seem to come up. There is a possibility that TFT: LABYRINTH will be ready in another format by Origins. At this time Vd have to say the chances are against it. TFT: LABYRINTH will not come ‘out until it is right. We view it as the next evolutionary step in fantasy role ‘gaming and it isn't something that should be rushed. What Metagaring will do over the next year is make our MicroGames effort even more successful. We've found 2 market niche with a lot of potential. TSG'S NEW FORMAT js doing very well. A number of retail outlets took ‘more copies than usual and sold them out in short order. It looks as if our paid Circulation target of 8,000+ by year end ‘won't be a problem. Telling you that TSG is doing well is the time to remind everyone that most WHERE WE'RE GOING of what we print is written by you, the reader. Keep those articles coming. One thing I've noticed is that the reader participation rate has gradually dropped. We get no more letters of comment and article submissions from 5,000 readers than we did from 800, two years ago. Why? TSG’s amateur format of the past may have encouraged more reader partici- pation than our new, slick look. Those who've read our pages for all that time can’t help but noticing that the articles we run now are, on average, not much different than before. The layout, look and editing has gotten better. TSG js always on the look out for new articles and ideas. TSG even pays a pen- ny @ word for general submissions. If you have something to say on SF&F gaming, why not write it up and send it in, If you find it interesting, the chances are many others will also. Just remember to submit material typed and double spaced. Game articles are preferred to fiction ‘A number of you noted that we forgot to put the TSG subscriber price on the DEATH TEST ad in TSG No. 15. Reg- ular price for DEATH TEST is $2.95, TSG subscriber price is $2.50. Some ‘thought that this was the first sign that subscriber privileges were going to be curtailed. TSG subseribers will always ‘get some special treatment. BAD NEWS does come from the post office. The postal service is hitting us with huge new rate increases. Some third and fourth class rates will be up by 40% 10 90%, These huge increases are going to ‘cause some changes in the mail order side of gaming. Firms that are heavily depen: dent on mail order will have to cover the cost increase in some manner. The Postage cost is one of the biggest mail order costs. When it rises by such unreal amounts, the cost structure of business is altered ‘About 40% of our business is mail ‘order. The new rates make this part of ‘our business only marginally profitable, The cost of postage, envelopes, and hand: ling are now more than the cost of the games. This even takes into account some recent inflation in printing cost. Two alternatives are being evaluated to meet the postage burden. One alterne- tive, the hard one, is to drop our mail order business. The other alternative is to put a 50 cents postage and handling charge on each order. The 50 cent charge won't cover the inerease in postage fon large orders, but the handling charge ‘on those orders is proportionally smaller. We tend to favor the 60 cents per mail ‘order charge at this time. (One thing that will be done is to shift ‘as much of our mail to UPS as possible UPS rates will increase with the postal’s increase, but not by as much. The other thing we can do is to agitate with our congressmen to delete the postal mono: poly on all mail classes. The average postal employee with seven years service now makes almost $18,000 annually with their new pay increases, That's what we are paying for and they give bed, slow, inaccurate service. ‘Our readership is changing The Mi croGames are bringing a younger group of readers to THE SPACE GAMER The slick format will give us broader store distribution and bring in many who have ‘been primarily store buyers. Advertising in science and science fiction publications hhas kept a steady stream of sf oriented readers coming. There is less distinction between gamer’s and science fiction fans in gaming than there has been in the past. ‘Our mail shows progressively more accep: tance of gaming by s fans, particulary the younger fans. Gamers also. show ‘more willingness to have TSG run mater ial that would appeal mostly to s- fans. There is a rise of science fiction gaming as an identifiable sub-culture. THE SPACE GAMER seems to be playing a leading role in the development ‘of sf gaming. Consistent attempts to blend a variety of material in our pages is working. TSG still need better and more varied articles to accomplish our goal. TSG wants to be the voice and source publication for science fiction gaming By appealing to a variety of interests and improving quality we'll make it. From the letters we got it appears we are most of the way there already. Despite some delays caused by trying 10 get miniatures and boxed games out, the computer related projects are stil coming. We will be able to offer Micro- Game subscriptions before the end of the year. There will be a computer game up and running before the end of the year. My chaotic accounting and record keep- ing system will be in order by the end of the year. The computer projects will be done even if it means delays to some game projects. The computer is the key: stone of future growth. It needs to come .» Howard ThompsonAvalon didn’t want to fight. ae But that didn’t mean it is couldn’t. As the Terran ag Empire found out — the a hard way — when it tried to invade... Y T H 4 ] They had underestimated THE THE YTHRI is based on Poul Anderson’s Hugo Award- nominated novel, The People of the Wind. THE YTHRI is a game of invasion from space and planetary combat for two to four players. It can turn any science fiction fan into a wargamer — and vice versa. Includes: Rule booklet / 14 x 17’ space map / 17 x 18”’ Avalon map / 242 perforated counters / combat results tables THE YTHRI sells for $8, oF $7 10 TSG subscribers METAGAMING P.O, Box 15346 Austin, TX 78761G.E.U. . , a designer's, ‘The hovercraft jumped and bucked ‘a it made the transition from river surface to shore. Then it was off, speed ing across the grassland at better than a hundred kilometers per hour. To the west was river and dark forest; to the east, the sun was just coming up, dim and. red in an unnaturally dusty sky. To the north, closer every minute, was the target area: depots, communication centers, bridges-still dreaming in the red morning. Asleep, yet waking fast. To the north, alarms buzzed, orders were given, machines growled to life. In a buried command center, an officer cursed and ordered @ cal for reinforcements G.E.V. is the sequel to OGRE. In 2 way, it's a game of OGRE, without the Ogres. . . . a straight infantry/armor game, set in the future. In terms of complexity, it’s a step up. The map is bigger; more counters are involved fon each side; movement is considerably more complicated. But anyone who's played OGRE will recognize the game. I've wanted to do a game like this ever since OGRE came out. | enjoy OGRE-but it only covers one type of situation. The idea of interactions between the “little stuff” fascinated me: are GEVs good against anything except an Ogre? Are infantry good for anything at all except sacrifices? What's the best defensive “line” you can put together with OGRE units? Working out the answers was fun- and, in the process, a new game was designed. As I'd hoped, the addition of terrain effects and detailed overrun i Steve Jackson rules made @ big difference. G.E.V. allows both players 2 wide choice fof tactics-and. the system is flexible enough to fit all kinds of sconarios. One ‘thing didn’t change, though. G.E.V., like OGRE, has a role-playing element. ‘As the attacker, you get to smash, pillage, and burn-but’ you have to conserve your force. As. the defender, you're trying to hold the line with a grossly inadequate force . . . but the reinforce- ments are on their way... Even inside the howitzer’s cabin, the sound was deafening. Outside? It didn't bear thinking about. Captain Vanetti returned his attention to. the screens. He had ten attacking units to deal with five of which were concentrated on his ‘own position-and that was just too many. Sword One wat not only a worth: while target in its own right; it was the keystone of the line the attacking units ‘were trying to breach. Venetti reflected that he really ought to be frightened, The gun’s thunder let up momentarily. In the sudden silence, Vanetti’s gunner grinned. "Two down-ten to gol “Nake that nine,” replied Vanetti. Un- less his screen lied, one of the attacking hovercraft had just gone to e fiery death and the nuclear shells that killed it could only have come from one place. “You got another one!” But, the Combine units were reform ing and coming in. '“Sword One to Shield One. Pull in a bit; they're coming back.”” Because the infantry screon was throe kilometers in front of his howitzer, hhe was still here-but, it was time to draw them in, The terrain here was introduction better for GEVs than infantry; the patches of woods were small and far apart. But his men were holding-so far. "Shield One to Sword One. Pullback accomplished.” Good. The infantry couldn't chase hovereraft-but they could wait under the umbrella of howit: zat fire, making @ rush impossible. The GEVs could hit them-but only by com: ing within howitzer range. Twice they'd probed at his position and at Sword Two to the west. They'd killed some infantrymen . . . but their own losses had been higher. Then, the thunder began again, and ‘more shells sought the foe. Vanettis eyes went back to the screen, He hed eight Squads left, ranged in a semicircle around his own position. Sword Two had only six-but Sword Two was a mobile unit. Its range was less, but It could move toward-or away from-the action. Vanetti and Sword One would have to sit still for whatever the Combine could dish out, The Combine units were doing their best. Nine globes of light-estimated enemy positions-moved toward the defensive line, Two... three... . suddenly shrank to pinpoints-confirmed sightings. One of his own screening points died, then, and the enemy points slowly diffused again. One suddenly winked ‘out, and another began to blink. Good! Vanetti shot a look “westward” at the lights representing Sword Two's area. He blinked. Then, suddenly, he understood . . . and sweat trickled down his forehead. While his own Units had stopped their side of the attack, Two had not beon so lucky. Only two squads of infantry were stillreporting. Two was intact and pulling back-but there was no way it could escape, At least four enemy GEVs were alive over there, and looking for blood. His own position was better-for the moment. Two active enemy units on his side of the map, one more crippled. ‘And they weren't maving fast enough to escape. Vanetti barked orders into his mike, sending his remaining infantry into action-toward the enemy hovers. "Sword One to Sword Two. Get back this way.” Even as he said it, he knew the order was futile-tracks were just too slow. But it was worth a try. “Leave ours to the iron men. Help Two," he told the gunner. It almost worked. The “iron men” of Shield One climbed all over their three hovers. Sword Two hit one of its own attackers. Sword One crippled another. And three other Combine hovers closed on Sword Two, blew it into superheated gas, and buzzed off toward the north. Seconds lator, the cripple" followed them. “Sword One to Shield One and Shiold Two. Get back here. Form up for defense, centerline 240. They might bbe back.” Then, switching frequencies: "Sword One to Alpha. They're past Us. Sword Two bought it. At least four live ones, coming your way. Good luck.” Then, his duty done, he slumped in his chair. Sword One had accounted for three enemy GEVs and come through lunseratched. But, it couldn't follow the battle. Even if the hovers turned south again, they wouldn't come this way-not with an open spot just to the Vanetti began to allow himself to hope. He just might live to see tomor- Vanetti was VERY lucky. The scen: ario could have been Breakthrough or Raid-each starts out with a force of Combine GEVs moving north-but, either way, the defending sereon is in docp trouble. There's really no way to build 2 secure defensive line with a handful of armor and 20 points of infantry. But, it’s intresting to try. One of the best ways is the one just described-a couple of howitzers or mobile howitzers, sit: uated to take advantage of streams and forests, with the infantry in front. The invading GEVs can’t get within firing range of the howitzers without over: running the infantry. They can’t go around the infantry without taking unacceptable losses from the howitzers And they can't snipe at the infantry Uunhindered; the howitzers’ range is too Jong. What they do, of course, is concen: trate on one point, overload the defenses locally, and break through-but it takes a while, during which time reinforcements will keep coming. Of course, the armor in the screen doesn't have to be howitzers. Either heavy or missile tanks will work-and you get twice as many units. However, it becomes absolutely vital to make good use of terrain in setting up your defensive line-otherwise, the GEVs will get in the first shot and cripple you. TERRAIN The treatment of terrain in GEV. is abstract-though certainly not more so than most wargames. Terrain affects both movement and combat in a fairly standard fashion. GEVs are the most strongly affected by torrain; favorable terrain (roads or water) speeds them even (woods or ‘them drastically and more, while bad swamp) slows can even disable. To allow Ogres to be used in G.EV. scenarios, terrain effects for Ogres aro given. For the most part, Ogres ignore terrain. Swamp, however, is anathema to Ogres; they can get STUCK. Heavy Tanks have most of the same movement abilities as do Ogres-reasonable, sinco the Ogre is just a highly-evolved Heavy. One provision-the ability of Ogres and Heavies to totally ignore woods and streams-Is definitely unrealistic. There would be some effect, even though “woods” is taken to mean fairly light forest, and streams are small. However, heavy and supercheavy armor ought to be able to treat such obstacles fairly lightly-and, for game purposes, the best way to show that proved to be the simplest. As a result, heavy tanks~ (and Ogres, if you have them) are most effective behind streams and in woods, which is just where the GEVs are least usoful-which can have a number Of interesting tactical ramifications. Towns slow movement but provide defensive bonuses for all units. Demol ished town hexes (and there are a lot of those, especially in the Raid scenarios) have the same effects on both movement ‘and combat-another inaccuracy in the interest_of simplicity. Actually, en area of demolished buildings should provide slightly less cover (for armor, anyway) and impede movement more. The added complexity didn’t seem worth it, terrain INFANTRY One of the most depressing features of OGRE (realistic, but depressing) was the way the infantry units died, and died,and died. Sometimes they made all the difference (to me, one of the marks of a good OGRE player is the way he handles his infantry), but even when they saved the day, they were cannon fodder. It doesn’t work that way in GEV. The reason? Simple. In OGRE, the in: fantry were in a very bad position-terrain with few hiding places, and a very thick: skinned opponent covered with AP guns. G.ELV. gives the infantry the benefit of some “traditional” infantry abilities. To me, this makes sense. A lot of things will change in a hundred years .. . but if we're still using infantry, we'll still be using them to take and hold ground. In- fantry aren't fast; they don’t have long: range weapons. But, they can go nearly anywhere, and they're hard to kill. GEV. simulates. this in two ways First, the infantry can enter absolutely any terrain on the map. . . even water, ‘though they can’t fight while “swim: ming’ in their suits. Furthermore, they get the best defensive bonus for terrain doubled defense in wood: or swamp, and tripled in towns. ‘Second, of course, is the overrun rul This cuts ‘two ways, and both are good for infantry. Ina defensive role, the it fantry can spread out in a line to stop enemy movement; any unit which tries to move through (overrun) that hex will be fired on before it can fire. In an offen: sive role, two or three squads of infantry ‘can move onto a single enemy atmor unit; ‘the enemy unit will fire first and get some of the infantry, but the infantry will almost certainly finish off the armor unit (unless it’s @ Heavy Tank) when they fire «and since overrun fire takes place dur ing the movement, the attacking infantry will get @ second chance to fire, after wards. In EITHER case, the attack strength of infantry units is doubled in overrun attacks, reflecting the increased utility of infantry weapons at close range. We toyed with the idea of increasing ‘the range on infantry weapons-allowing the infantry to fire on all non-Ogre units at a twohex range, while retaining the fone-hex range against enemy Ogres. However (though this satisfied everyone who enjoyed seeing the infantry clobber tanks), it took some of the flavor out of ‘the game. With the present rules, infan: try has to keep to cover and do its fight: ing at close range. When it does, it’s deadly. (One other rule that didn’t make it into the final G.E.V. package was “special ist” infantry: engineer units and heavy- weapon teams. The engineers would have had the ability to blow bridges (or construct pontoon bridges) at need; ‘the heavy-weapon teams would probably hhave had the ability to act (once) like missila tanks, as far as attack ability ‘went, after which they would be replaced by regular infantry counters. Either type would also have the ability to take over enemy installations under certain circum: stances (though, if a heavy weapon unit, which has expended its missiles is re: placed by a regular counter, it shouldn't lose its special knowledge! Small pro lem.) However, we simply couldn't work the special infantry types into the ‘counter mix without taking out too many of the other units-so this idea was knocked out fairly early. It may surface ‘again, in an expansion sot, ‘THE NEW UNITS Three new unit types are presented in G.E.V.: the Light Tank, the Mobile Howitzer, and the Ogre, Mark IV. The Light Tank was originally devel oped for OGRE. It didn’t survive the first few rounds of playtesting, though it proved to be the least useful unit type, and there were enough different kinds ff units without it. However, by cutting down its defense slightly and making it cost only half as much as the other tank types, it became a viable unit for G.EV. The Light Tank has a movement of 3- the same as a Heavy. In all other ways, it ie like a GEV: its attack strength, ‘and range are 2. However, a player can take two light tanks instead of one “armor unit.” Thus, the strategies, based on large number of relatively cheap units, become possible. The Mobile Howitzer was definitely 2 case of “popular demand."” Practically everyone who wrote to comment on OGRE suggested adding a long-range unit with some movement ability. As first playtested, the MHWZ had the same defense (D1) as the howitzer. After play: ‘testing, its defense was increased to 2. Since the MHWZ gives flexibility to @ defense, and can be used in an attacking role if necessary, it is generally more use- fule than the regular HWNZ; the two cost the same. Occasionally, its two extra hexes of range make the regular howitzerthe better choice-such as when enough ‘other units are available to guard the howitzer’s own position. The Ogre Mark IV specifications are listed in G.E.V. Rules for playing Ogres are NOT iven, except where they inter- act with new rules (such as terrain) Thus, G.E.V. does NOT duplicate OGRE, ‘but builds on it. However, if you already have OGRE, and use Ogres in G.ELV., ‘the Mark IV’specification given will make sense 10 you. ‘The Mark 1V is a “raider” type unit. ‘A mark IV, though fully as expensive a8 a Mark V would not be able to stand up to the V in a slugging match. The IV's advantages Iie in speed (it starts with Ma ‘movernent) and range (it carries 20 missiles, fired from “missile racks." “Okay, Beautiful. Do your stuff.” “Beautiful’-more formally known as Unit 11, 22nd. armored, Thicd Army Paneuropean-didn’t respond. Heavy tanks don’t talk. Her commander had never quite seemed aware of that Nobody was likely to criticize him, ‘though. A man who had been through an even dozen firefights without serious in- jury was a man deserving respect. The fourteen silhouttes in a neat row on the turret elevated him to near-godhood. Even if he di talk to the damn tank. “All right. Get us behind that wall.” He was addressing the driver, now. Corporal Paskos didn’t question the command. If the commander thought that little wall would help, he could have it “Are they in range yet?” “Not yet,” replied the gunner, “visual any second, unless these are ghosts here NO! Commander!” But it was too late. The two GEVs bounding madly over the top of the hill had been firing for a full halt-second be: fore they cleared the crest. Certain of the tank’s position to within a hundred yards, they sprayed the entiro area with death. Standard operating procedure. Out of a dozen shells, one was _well-aimed. Beautiful disappeared in a gout of red fire (On board the lead GEV, eyes and machines reported the same news. Dé nite visual contact with an enemy heavy. Then, a fireball. The two hovercraft fed down the hill, their paths diver ing slightly. The lead gunner turned his scope on the spot where the heavy had been, to see if a mopup was required, ‘Aboard Beautiful, the gunner's ery hhad been the last word spoken. Then the fenemy shell had hit-not the tank itself, but the wall in front. Two meters isn’t much... but the difference between a contact nuclear blast and one two meters away was enough. Beautiful’s BPC hide was blast-burned and rock-pelted, but un- broached. Her erew, though Inside, no one moved. BPC armor and cast circuitry can take more punishment than aman. A long time (to the tank) ‘went by with no new orders from any of the three crewmen . . . no perceivable action at all. A second after the shell hit, {an orange button lit by each of the three men. None of them punched it. None of them did anything at all. With tho mechanical equivalent of 2 shrug, Beautiful took matters into her ‘own hands. A pressurized tank jutted stimulants into the ventilation system. ‘As for the situation outside Seventeen units were within sensor range; an additional twenty-three were Included in the latest date pulse from CP Beta, Eleven were known hostiles. Two of those were immediate targets; Beta’s pulse listed them as hostiles, they were within mutual firing range, end they didn’t respond to Beautiful’s own |FF. They were, in fact, the two attacking GEVs. ‘As the BEV’s gunner focused on the blackened Heavy, he muttered under his. breath. The armor looked intact. Better put a couple of rounds into it, just to be safe. As his hand tightened on his firing control, he realized that the “dead” ‘tank’s main gun was tracking him ‘The other GEV skewed to the side 2s its companion fireballed. None of the ‘crew had seen what happened, but the enemy heavy was once again putting out ‘a whole spectrum of jamming. The GEV's side gun opened up and her turret, swung around, Beautiful rolled to the side. Her short- range radar showed an obstruction to the left; she was programmed to take advantage. Her jamming devices went fon and off in random patterns, sending messages and images designed to fool ‘every type of sensor up to and including the human eye. The surviving GEV was in full flight now. Whether its gun was being con- trolled by human, computer, or both, it wasn't hitting. Shells exploded in all directions, but none came within twenty meters. Even the humans inside could hhave taken that, Beautiful hardly noticed. Her own gun came to bear, fired, fired again Inside Beautiful, the commander woke and shook his head. “Paskos! Ferguson!" He looked at his sereens, and shook his hhead again. No enemy units within six Klicks?““Paskos, make for 1412. We may still be able to do some good.” He hit switches to transfer gun control to his ‘own position; Ferguson had a concussion, Back at base, he would order the main- ‘tenance men to put the new kill-silhou: ettes in a new column, just as though the tank had had a different commander. Beautiful had gotten those two on her STACKING AND OVERRUNS One of the basic simplifications (read: shortcuts) in OGRE is the one-unit-per hex rule. | felt (and still fee!) that this is justifiable, especially on a nuclear bat-tleground. However, it’s not physically impossible to get units closer together . ‘and each hex on the G.E.V. map repre: sonts considerably more area. So stacking fs allowed-up to five units per hex-wivh the provision that, if one unit in the hex is fired on, other units in that hex also suffer an attack at reduced strength and effect. I's not illegal to stack-but it's often unwise, If you have to concentrate Yyour force into a small area you'll do so- but, just like @ real field commander, ‘you'll be biting your nails at the thought of what @ concentration of nukes could do to your units. Of course, if you can stack with friendly units, you ought to be able to move in on enemy ones. | threw out the OGRE concept of “ramming” here, thus cccssioning the only real discrepancy between the games. (Everything else in OGRE can be taken as « special case of the G.E.V. rules.) The result was a some: what complex, but realistic, set of over: run rules. (However, if you think they re complicated, you should have seen the FIRST draft! Alexander Epstein, one of the playtesters, suggested a better way to do it; the final rules are a eross between his suggestion and Lynn Willis’ Close Assault rules from OLYMPICA, with further simplifications.) Basically, any units can move onto any other units, thus oceasioning an over- run attack. Combat occurs immediately. All defenders fire once; all surviving attackers then fire back . . . and so on, Luntil only one side remains. Because of the deadiiar nature of close-range combat, all "D"" results count as “"X"" (no units are disabled, they're destroyed instead) and both infantry and Ogre weapons fire at double strenath. Overrun combat has one further aspect-which I'm really pleased with, because it adds another science fiction element to the game. If an already: abled unit is overrun, it is NOT auto: matically eliminated; it attacks at half strength and defends normally. This is because EVERY vehicle is assumed to have an on-board computer. Not intel gent, not en Ogre, not smart enough to maneuver or fire over long distances ‘without a human commander. But, smart enough to take control of the vehicle and attempt to defend itself while the crow is out of commission. (I imagine that the tank designers of 2085 would tout all their armor as being capable of “fully automatic", unmanned operation: 1 also expect that, under combat condi tions, relatively inexpensive computer “brains” would perform only about as well as the rules reflect. Ifa /ittle compu: ter could replace a_man, there'd be nothing out there but Ogres.) John DeVries was no soldier, but his reflexes were excellent. When he heard the explosions behind him, he pulled the car off the road, slewed it around, and killed the motor almost without thinking. ‘Then he curses himself bitterly. "Cease fire," indeed, He had probably just gotten himself killed-and his family, too, From the back seat came a chorus ct questions. “What's happening, Papa? Are we there yet?” His wife, white-faced, soothed the children. Then @ plume of dust appeared on the road-moving the way they had been traveling, and growing. “Look! A Con: voy!” cried the older DeVries boy, ex: cited, Military convoys were great fun to the eight-year-old; sometimes the soldiers were friendly, The “convoy” whipped past, ignoring the little civilian vehicle canted on the roadside. Six hovereraft, with Combine markings. It wasn’t a terror-raid, though, fr they would have fired on the car Minutes passed Then the sky lit to the north, toward town, and DeVries understood why the GEVs hadn't bothered to shoot at them. They had had bigger game in mind. "Quick, love, get the kids out of the car. We'll head for those trees over there.” She stared at him, uncomprehending. Leave the car? “They'll be back.” PLAYTESTING G.EV. underwent the most thorough pre-publication playtesting of any Meta- gaming game to date. In addition to the local (Austin) group of playtesters, copies were sent to about twenty in- dividuals or groups around the country for “blindtesting’-that is, playtesting without the (dubious) benefit of per sonal contact and discussion with the designer. Most of these were people who had_written articles or comments about OGRE, of such 2 nature that we thought they. could make worthwhile ‘contributions to anew game in the genre. The playtesters, almost without ex ception, did an excellent job. They had been given a mass of material to work with and examine (the first packet sent out contained a complete dratt of the game; a supplementary packet about ‘a month later contained changes, ad: ditions, corrections, and suggestions of the playtesters themselves). | was pleased (and relieved) when the letters began to come back in, and it became clear that most of the rules were being read the way | had intended. In some cases, of course, they weren’t-and_ that dicated where to rewrite. However, the playtesters did more ‘than just point out the weak spots in the writing. They were also quite up-front whenever they felt something ought to be changed. Quite often, | found myself in agreement. (Occasion: ally, of course, | thought they were ruts.) On the whole, though, this experience left me sold on the merits of detailed10 playtesting. Certainly, the playtesting ‘added to the time and expense of finish- ing the game. On the whole, though, I think it was worth it; the efforts of the playtest groups made G.EV. a faster, clearer, and more realistic game. | appreciate it. SCENARIOS G.E.V. includes four scenarios, each with several variants (including Ogre variants, naturally!) Each of the four is different. CEASEFIRE COLLAPSE is a straight slugging match. The players have equal forces; the objective is simply to do as much damage as pos- sible to the enemy. This game could easily be adapted to a much bigger map- say, a Panzerblitz or Strategy | hexsheet- or a dorityourself terrain map. This is a good scenario for sharpening your ‘general tactical ability. THE TRAIN is also a slugtest; typ- ically, it starts with an incredible ham- mer-blow attack against a heavy defense, and the rest of the game is mopping up by one side or the other. Since the important question is the survival of the train, though, neither player can afford to spend too much attention on the wholly military objective of de- stroying enemy armor. The attacker needs a good balance between heavy units (to smash the defender’s combat capability) and GEVs (to harass the train, cut the track, or both). The defender needs to be everywhere at ‘once; if he is willing to accept heavy losses, he can win, RAID got the most playtesting here in Austin-probably because it’s a lot of fun. Originally, this one was titled “Atri city.” The name's changed; the game is the same. Basically, a force of GEVs comes on the bottom of the map. Their objectives: destruction of bridges, town hexes, command posts, and any enemy Units that get in their way. The de- fending force is pathetically weak but reinforcements come in every turn Typically, 2 RAID game goes through the following stages: (1) Tho attacking units enter the board, pick up a few easy targets, and begin probing assaults against the defending screen, (2) The defending screen is bypassed, for collapses, or both, taking a few GEVs with it More town hexes get blown away. If the attacker handled his units well enough, he can retire at this point with a marginal victory-but usually, greed will overcome pru dence, (3) The defender begins to organize his reinforcements. Since both the type of unit and the place are randomly determined, he ever gets what he wants-but sometimes, as the song goes, he gets what he needs. You may wind up with a few infantry Units far away from the action- but, once in a while, you'll get @ missile tank in just the right place to waste a GEV that was miles away from any other de- fender. It evens out. (4) At least half the attacking units are gone; the defender has whip. ed his random reinforcements into some kind of shape. The GEVs ate going after a major town complex somewhere on the board, and the defender is sweat: ing blood. (6) All of a sudden, thore are only a few attackers left. They still have superior mobility (unless the defender picked up and kept @ number of GEVs himself), but to attack any futher targets is to court destruction. This is the point where a wise attacker runs for it RAID scenarios are the longest, but probably the most challenging, BREAKTHROUGH js an interesting situation. The attackers’ objective is not combat-it is simply to get as many units a: possible through the enemy lines and off the board to the north, as quickly as possible. Thus, the attacker can win by avoiding combat. This is a good game because it teaches an important lesson: a military operation does not necessarily call for immediate, bloody confrontation. It's important to be able to pick your time and place-which is what BREAK— THROUGH is all about. If you have two game boards (or take careful notes about what units leave the map and when) you can combine BREAKTHROUGH and RAID. Use the RAID victory conditions only. Use the BREAKTHROUGH setup with 16 GEVs; GEVs [and defending units) leaving the map to the north immediately enter the RAID scenario, The RAID defense is set up as for the 12GEV game, and reinforcements do not begin fon the RAID map until turn 8. Thus, the sooner the attacker can get his units ‘onto the northern map, the more damage he'll be able to do. The maps should be arranged so that one is directly to the north of the other, with the roads con: necting. The river will not connect; no matter. The BREAKTHROUGH de- fensive setup is placed on the southern board, and the RAID defensive setup fon the northern one. All units may move freely between boards. Defenders may escape from the N, E, or W side of the northern board. Attackers may escape only from the S side of the southern board. Of course, any number of other sce narios can be concocted. One letter | received suggested a scenario in which a damaged Ogre is moving slowly back toward friendly lines; a relief force is ‘coming out to escort it in, and an enemy force is coming to finish it off. That can be interesting. We also had fun with a RAID varient using Heavy Tanks, instead fof GEVs, A force of Heavies makes 2 bad enemy, grinding across and through the streams and forests toward your vulnerable areas. Interestingly, where the best tactic or a GEV group is to bunch up and hit one weak area, a Heavy Tank force seers to do best by coming in along a broad front and smashing everything in its way. Look out for infantry, though; a Heavy ean sometimes live through an overrun, but it can’t dodge it. Hit the infantry, before it hits you!CHITIN: 1, the simulation of the bat- tle between two small hives for the Varo (food) harvest, evolved from the tactical development of the strategic level game, HYMENOPTERA. — When Howard Thompson decided against combining strategie and tactical formats, it became Microgame no. 2. (I guess he figured “Why waste good brain power?") One of the CHITIN player's main problems is Basics, and the problem with Basics is Plunges. The minimum of Plunges (in existing scenarios) is 8 strength points. Basics have a defense of 1. Add that Plunges can quickly and eas- ily reach the basics with their Megahex movement, and you've got trouble, Dur- ing a few of my earlier games, both my ‘opponent and myself would destroy each other's Basics, and end up fighting the battle with completely disrupted forces (which allows for litte, if any fighting) With Basics, there are three options, basi cally (no pun intended. . . Woll...) One, they can be left in the open, in which case you can write off the game. Second, Warrior units can be sot in hexes adjacent to the Basic. This works well against Plunges, but later, in the end ‘game, the mobility of your forces is re- stricted. And, unless you completely surround your Basic (a losing proposi: tion), @ couple of Tetmagants or Renders can easily get to the hole and do the Basic in. The third alternative, the one | have had greatest success with, Is to stack twounit Phianxes and Gantuas and the Basics. This gives Basics a good defense, doesn’t restrict the speed and mobility (of your forces, and allows one to commit the Basics’ combat potential with less tisk. Also, with the Basics actively invol: ved in the battle, there is tess chance Of units needing to go outside command control. The commanding unit goes with them, It could be argued that this arr- angement will restrict the Gantuas and CHITIN: I another took David Norwood Phlanxes when making 2 charge attack. However, as far as movement goes, there are few instances (at least in my case) Of the need for a charge attack at six hhexes distance. Most of the battle (and therefore, charge attacks) take place in the center of the map, with the forces in close proximity. But, if itis necessary to move six hexes (or, in any case, si ‘movement points) distance to perform a charge attack, it is a simple matter to break up a Termagant mandule and have the two Termagants provide temporary cover for the Basic until the Gantuas can ‘again provide more substantial cover (that is, if the Gantuas are still around when your opponent finishes with them). There is one other plan that | have seen at various times in TSG. It involves placing your Basies in the woods and thus halve the attack strength of enemy Plunges. But again, there is no defense against land Units and actually, very little against Plunges. A full Plunge force will still get (at least) a 4 to 1 attack, and that's enough to do the job on a lone Basic. ‘And what happens if you need command control in a hex whose forest hexes are not readily aocessible? On the subject of Plunges there is one general rule, get as many as you are al: lowed. ‘The player with the most Plungas will begin the game with an advantage in air superiority. 1 will go into the rea- sons that this is such a problom later. This question of air superiority is also the reason a player should never separate Plunge forces into separate Megahexes. If done, your opponent can move his Plunges into the Megahex with the smaller force and wipe them out (or hurt them some). This may give him the aforementioned advantage in air forces, and with that advantage (and the im: proved combat odds that come with it) he can erode your Plunges away. This ‘can be quite a problem, With the basics or now reasonably secure from Plunges, the Plunges’ main mission is no longer one of Basie suppression. (No longer may they rey upon the practically defenseless Basic. Now, thoy earn an honest living) ‘They are _more concerned with main: taining air superiority; covering important Megahexes from enemy Plunge attack (such as the ones through witich workers are traveling), along with a minor skir mish or two in @ heavy battle. Thus it ‘can be seen that without Plunges, workers are prey to the enemy Fliers. At the same time, his workers have practically frea run of the field, Keeping Plunges Unified will maintain the combat odds at 1 to 1, and neither you nor your oppo- rent will attack unless you feel lucky . . (or desperate, About the best strategy in CHITIN: 1 Is to win the initial die roll (to determine who goos first and from which side). If by chance (or whatever method you use) you do win, pick first move. This will allow you to be the first to reach the ‘A’ chit, regardless of approach side. Using Termagants will enable you to reach the chit in two tums if lucky, three if not. (Being lucky would be starting from the side bordered by the ‘2000" hexes. For those with the second edition, this would be the side with the CRT.) This side is best because there are fewer River and Rough Terrain hoxes between you and ‘the center of the field, But if your oppo- nent has played a few times (or reads this article), don’t count on starting there. Even if you start from the other side, you will be adjacent to the ‘A’ chit in two turns and your ZOC will prevent your opponent from gaining control of it. ‘Sometimes you lose the die roll. (Too Often it seems to me.) If you do lose the throw, and find yourself moving second, choose the side bordered by the "2000" exes. This will allow you to get your forces into the battle more quickly. With12 some luck, you can get a retreat result against the covering units, and gain con: ‘ol of the coveted ‘A’ chit. A good tac: tic would be to split up your forces and attack your opponent from two sides. To cover his workers approach, he will have 10 set up a three-sided defense and he'll be spreading himself thin. Of course, there's no law that says you have to go after the ‘A chit. If you soe your oppo: nent is committing most of his forces +0 gaining the ‘A’ chit, you can maneuver, to the side and go after one of the three chits on his side. This will put you ahead by ten points and if you escape without too many casualties, you'll be okay. ‘At one time I tried a strategy similar to the GEV strategy in OGRE. That of using primarily one type of unit. Some: how it didn’t work out quite as well as in OGRE. The only one that partly worked was the _all-Termagant/Low Render strategy. The way | had it fig ured, the Termagants and Renders could advance at top speed, get into my oppo: nent’s territory, and tie up his Warriors ong enough to give my workers a chance to grab the harvest. My entire force would then make a hasty “advance to the rear”. Flawless, huh? What | failed to consider was the high attrition rate my forces would undergo. The strategy worked the way I planned, but the heavy casualties my opponent inflicted nearly negated the lead | had. The all-Gantua/Phlanx strategy is a whole ‘nother story. With this strategy, | chose one mandule of Termagants in addition to the Phlanxes and Gantuas. | figured the Termagants could cover the 'A chit while the slower units moved up. knew the Termagants were going to get slaughtered, but | figured they would last until my Gantuas and Phlanxes got there. They would then, with a few well- timed charges, go through my opponents smaller forces like a juggernaut, and leave his smaller force of Phlanxes and Gantuas overmatched. ‘Sigh* Again, things didn't work out the way | planned. Remember those Termagants that were supposed to last until the Gantuas arrive? They didn’t. They were wiped out in the first attack. By the time my Gantuas arrived ‘and got through my opponents front line forces, his workers had the chit and were gone. The main reason for my Terma sgant’s short life span was that there was nothing protecting their flanks. My op: ponent was able to bring to bear a large force of Termagants and Renders and se: cure @ 5 to 1 attack (automatic elimin: ation for the defender). Usually | would have other forces on the covering unit's flanks thus forcing my opponent to spreed his forces over a larger area. This proves, 1 guess, that general imix of forces is best in CHITIN: 1. You need fest (although weak) units to give you a quick (but temporary) control Of the area in question, and strong (yet slow) units to back up and reinforce your foothold. Then you need the Plunges to give you control of the air, Workers to do the {get this, now) work, and your Basics to keep everybody organized Of course, whatever method you use to get your Workers in control of the har vest, there still ramains the problem of getting them safely away with it. The main headache is the Termagants. and Ronders who can, unless blocked, easily run down the slower Workers and put thom to the sword, so to speak. An effec: tive tactic arises from the fact that by the time you're about to run, the battle has broken up into three main skirmishes, ‘those being over the A, C, and F chits. In order to cover my Workers’ retreat, | extend the flanks of my three forces and form a solid line. The whole line then re: treats in front of my Workers. Admitted: ly, the line is relatively weak and will suffer casualties, but it usually will serve the purpose of giving the Workers ‘time to escape with the Harvest. I'd like to say a few words about the second edition of CHITIN: 1, Both the map and rulebook have been changed somewhat. One is the color of the map. Ithas gone from the cream-color and blue map of old to a sort of . .. uh... green. This, in itself isn't too bad, but the CRT ‘and adds table have both been shrunken. This, ‘combined with the darker color, make them harder to read than the ori ginal map. The CRT, adds table, and CHITIN: 1 logo have been removed from cone side, also. “But David,” you may ask, “with one CRT shrunken and the ‘other removed, what has been done with all that space?” Our friends at Meta gaming have (bless them!) enlarged the individual hexes. No longer must you fight to position your forces. You just Zip them right in there. (In the process Of enlarging the hexes, a row of hexes hhas been knocked off of either side, Other than this, however, the terrain is unchanged.) ‘The rulebook has undergone the same sort of superficial change. The content has remained the same, but the package is different. Where 1 was somewhat critical of the map, I can only praise the rulebook. The paper it is printed on is the slick type, like WarpWar and subse quent MicroGames. The cover painting is of a Plunge poking a Gantua’s eye out, while the Gantua makes a futile attempt to grasp and crush the slender form of the Plunge. (You may recognize this as Paul Jaquay’s cover from TSG no. 14.) The inside front cover {also by Jaquays) shows the inside of a hive as a group of Flyers {not Plunges, though) launch themselves for a raid. A train of bugs climb a winding staircase to the opening in the roof while two of the Flyers settle a minor dispute. The original front cover (that of one bug Warrior slitting the Throat of another) is now on the inside back cover.Date: 4/18/2132 Location: Somewhere in the Middle East (possibly Israbie). TBUTiny Bopper 1): TB1 reporting to BCPC (Bopper Control & Production Complex). Acknowledge contact. BCPC: Contact acknowledge. Proceed ‘with scouting reporting. TBI: Southern area barren except for an abnormally large object moving at high speed in a northerly direction. Advise of further actions. BCPC: Close to determine type and in- tention, Have closed to within 6 kilometers. GLUT (Great, Large Unidentified Tri via) appears to be a much larger ver~ sion of a BB (Big Bopper). GLUT still advancing in a northerly direction at high speed. Advise of further action, 18 BCPC: Close in closer to further de- seribe. TBI: Have closed to within 4 kilo: meters. GLUT appears to have 2 large batteries, 6 smaller batteries, 12 bat twries even smaller, and 6 missiles GLUT has proceeded with hostilities by opening fire upon me. Advise of further actions BCPC(To all units except TB1): Report ‘to BCPC for re-programming immedi ately, BCPC(To TB1): Continue observation. TB1: Am hit, am hit, am hit, am hit static BCPC(To newly programmed units): Go ‘out and destroy your assigned piece of armanent. Units then advance toward GLUT and are wiped out faster than BCPC can build new ones. The BCPC, seeing the GLUT cut through his units like a knife through butter, orders them to fall back and de- fend the BCPC. The BCPC then comes under fire and seeing that the situation is useless, gives out its last command: “de. fend to the death, to the death, to the death .. static For all you confused people out there, the GLUT was an Ogre Mark V. Know: ing this, you can construct many hypo: thetical situations by combining OGRE and RIVETS into one game. To com. bine the two games you need the follow: ing: Rule Changes For ORATS (OGRE, RIVETS, and Trivia Spliced) ‘Changes to OGRE: 2.016 Mise. Terrain. The map used is the RIVETS map and some changes are needed: Swamp & Forest are con. sidered craters to the Ogre, and rivets are treated as clear to the Ogre. a3 ENCOUNTERS GNLIKELY KIND Mike Crane 4,02 Turns. The turn sequence is now: Ogre Moves Osre Fires Control Factor Chock Move Missites/Units Builds Now Programming Combat (By RIVETS) 6.02.03 Unit Strengths. All RIVETS Units use RIVETS rules for strengths. 6.05 Ogre Movement Points. Due to the ‘change in scale, the Ogre’s movement hhas been changed as reflected by the revised Ogre record sheet (10.0). 6.101 Antipersonnel. Antipersonnel may also be used against the BCPC, 10.0 Ogre Record Sheet. Movement and ‘weapon ranges have been revised to reflect the change in scale, 6 missiles (6/8; 03) 000000 2 main battery (4/5; D4) 00 6 secondary battery (3/3; D3) 000000 12 antipersonnel (1/2-only against BCPC; D1) ‘000000000000 ‘60 movement (00000 00000 (movement drops to MS) (00000 00000 (movement drops to M4) (00000 00000 (movement drops to M3) (00000 00000 (movement drops to M2) (00000 00000 (movement drops to M1) (00000 00000 (movement drops to MO) ules Changes in RIVETS 5.00 Turns. es. See 4.02 in Ogre rule chan- 8,01 & Missiles. Movement romains the same but AM and AA types are elim: inated. AG missiles now have a strength of 3 attack points. Note’ Ogre weapon systems count as a sep arate unit for Rivet programming pur: poses. This means that each Rivet type must be reprogrammed from at tacking Rivet units (of which there are no enemy rivets) to attacking one Ogre weapon system (missiles, main and secondary batteries, antipersonnel, and movement). To play out Close Encounters of the Unlikely Kind do the following ‘The RIVETS player starts out on the northern board section, and has a su: perior complex and 15 starting units, one ‘of which must be a TB and 10 of which ‘must start on the southern board aden. None may start inside the BCPC. ‘The Ogre player has a Mark V, and starts off the southern board edge. Vie: tory conditions can be determined by the players, but a basic set of vietory condi tions a Complete Ogre Victory: Oare de- stroys BCPC and escapes off map edge Ogre Victory: Ogre destroys the BCPC and is destroyed. Rivet’s Victory: BCPC survives, Ogre destroyed, and 15+ units survive. Ugg this as a basic: system, many scenarios can be devised. What’ would have happened if a force of Rivets at- tacked @ human CP? What would have happened if some units had survived and had tried to take over a BCPC, maybe ‘even with the help of an Ogre or a rival BCPC? The possibilities are endless.1a ADJUSTED ORC RULES Paul C. Wagner Anyone reading the article entitled “Ores and Their Weapons” in No. 15, probably discovered that the Ores were given quite a number of advantages with nothing lost in return. Unfortunately, this made Ores rather overpowering oppo. nents and turned them into frustrating rather than challenging opponents. to fight. The author of the aforementioned article should be brought to justice for this, and I'd like the chance to turn my: self in and explain. | truly wanted the Ores to be worthy opponents, but | now think that some rules were overdone and others not thoroughly explained. If the editor would please give me space, 1'l rectity the errors ‘ORC MAIL (armor) Drop it. This stuff is just too powerful, and there's no way to adjust it for a really decent solution, | was trying to give the Lesser Ores a break, as they soem con stantly to be whipped by man oppo: nents, However, outfitting Greatar Ores in this same armor makes them horren:
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