Monday, October 31, 2022

Ogre & Modern Combat: Thoughts RE: Turn Sequence, p1


The perfect illustration of worst-case "overrun" scenario... a Mark V! 
A Classic Cover - and awesome re-release of the game...

This is part of my tinkering with the "Alpha-Strike" issue in Ogre.  While it is a great game and a classic, the move-shoot mechanic results in some situations that make no sense [withdrawing units never get to take a shot at pursuing enemy] and are unrealistic [the defense pretty much always gets a shot in before a maneuvering attacker].  But what to do about it?

First, I wanted to see if I could make it work as it is, and dig into the issues a bit.

Training setup below. The well-defended PanEuro CP is lodged behind a crater with 14 Armor Units plus Infantry.  The attacking forces have 14 Armor Units and are in an attack formation that I figure may well become 'standard' for me. The key is the range/move combo, combining for total Threat Distance.  So if Mv=2 and Range=4, then TD=6.  The most vulnerable units in a an Alpha-Strike mechanic game are the ones out front.  The question is always the counter-strike.  So, if the enemy moves forward and hits us, are we at the correct TD to crush them back.  Basically, it is a situation of a Forlorn Hope for the defense every time - you pretty much have to have some sacrificial units out front, sort of a combo "LP" [Listening Post] and Forward Guard.  They will likely die.

Below, all Combine units have moved onto the map a full move.  The GEVs haven't gone farther as they want to stay under the protective umbrella of the - slow but lethal - Mobile Howitzers.  The PanEuro player has one Infantry Squad in cover to screen the front.  Uncertain if that is a good idea with these mechanics except that GEVs can't just drive thru them.

Below, the forward lines. Attacker has to take a counter-Alpha Strike from the PanEuro player.

This is the forward Lt. Tanks moving up.  At 4-6 [2-3] they need to at least whack a couple of GEVs...

OK, that didn't work out so well, so I'm re-orienting the defense a bit.

The Howitzers are taking out a few GEVs now that the defense is farther back.

The remaining four are trying to keep up some pressure.

The GEVs begin to by-pass but snipe at the screening infantry...
And are very successful - infantry are wiped out!

Counter-strike from PanEuro takes out half the GEVs...
...but the slogging PBI advance and engage, supported by the Mobile Howitzers and Missile Tanks....
...resulting in the PanEuro left crumbling completely.

Phase 3: the attackers draw out the last desperate defenders with strong Infantry supported by Mobile Howitzers.
...which quickly envelope the porous Paneuro defenses...
...soon, nothing is left except the PanEuro howitzer and two Infantry Companies.

The Howitzer must decide between immediate threats - infantry and GEVs - or the Mobile Howitzers, which will likely shell it to pieces.

Marauding GEVs envelope and take out the Howitzer.

The infantry and Mobile Howitzers finish off the infantry.

While this attack worked, It is always hard for me to get my head around the Alpha-Strike mechanic.  It is so counter-intuitive to modern warfare, that it almost makes no sense and negates a great game.

Generally speaking, modern warfare is so fast, and weapons so lethal, that:
- the shooting needs to be either simultaneous or 
- something has to give advantage to the defender, old-school.  
Hard to decide which - this needs more investigation!

The Ogre system is just a blast from the past!  I'm heavily invested in it, but in my elder years I'm wondering about the Alpha-Strike.  It's not realistic in modern war, and I don't see that changing in the future.  The new 6th Ed. Over-run rules add some possibilities, so I'm going to investigate a balance between maneuver and fire by changing the turn sequence a bit.