With the release of Pocket Ogre, Steve Jackson Games gave fans a classic version of the old sci-fi tank game, with retro counters, retro map, and retro price. And it comes with plenty of counters to play the scenarios in the rulebook or to create your own.
There's talk of releasing the sequel to that game, GEV, in a similar format, but with the price adjusted for inflation to around ten bucks. So what counters should they include in this edition?
Since Pocket GEV will cost about what it cost to make Pocket Ogre, the sequel probably will include the same type of components as the earlier game: two die-cut counter sheets, a map on non-glossy paper, and a rulebook. To further keep costs down, I'm going to assume that SJG will use the same die pattern they employed to cut the Ogre counters, giving us 70 chits per sheet.
So with 140 counters, the game needs to include enough of each unit type to play all the scenarios included in GEV. It also needs to include all the units introduced in the original rules: light tanks, mobile howitzers, and trains. I also want to bring in a couple of units introduced in later supplements that don't require any new rules: light GEVs and superheavy tanks.
Taking all that into account, here's my suggested counter manifest (per sheet) for the proposed Pocket GEV:
UNIT BLACK WHITE OTHER
OGRE MK IV - - 2*
CMD POST - - 3**
TRAIN - - 2***
L TANK 2 4 -
H TANK 5 4 -
SH TANK 1 1 -
MSL TANK 3 3 -
LGEV 4 2 -
GEV 8 6 -
HWZ 1 2 -
MHWZ 2 1 -
INF (3/2) 2 3 -
INF (2/1) 4 5 -
*Black on one side, white on the other.
**CPs Alpha, Beta & Gamma; black on one side, white on the other.
***Gray; the first train counter has M0/1 on one side and M2/3 on the other; the second has M4/5 and M6/7.
So multiply the above by two, and that's the counter mix for my hypothetical GEV. With this loadout, a single copy of the game gives you enough of the specified counters to play all the advanced scenarios that came in the original GEV rules. It also includes the same number of Ogre counters as the first edition. Since we can't change the shape or size of the counters (we're stuck with the template from Pocket Ogre), the train requires a slight workaround: use two counters with the same speed to represent the train taking up two hexes.
Granted, there are not a whole lot of the newer units, but there are enough to give players some options. And at $10 apiece, a second copy for more counters isn't unreasonable. I think this roster will work, but I might have missed something. What units do you think Pocket GEV needs more (or less) of?
Sunday, May 10, 2015
Sunday, May 3, 2015
More Ogre reinforcements
Some additions to my Ogre/GEV forces--on the miniatures front and in the way of counters. First, these die-cast vehicles from the old Kenner Mega Force line will serve as cruise missile crawlers. I already have some of these in use, and I think I will strip and repaint my newest models in a different color for use by opposing forces. Anyone else incorporate toys into their minis games?
Next, these old-school counters writ large. These classic-style pieces for the Ogre boardgame are one inch on a side and meant for use with the large hex maps from the new Designer's Edition. However, I have a couple of paper maps from the out-of-print Deluxe Ogre and Deluxe GEV minis sets, and the counters will fit with those maps as well. Just like the pocket edition of the game, but bigger!
So I will be able to play Ogre in a variety of formats. Now to line up an opponent for a game. ...
Next, these old-school counters writ large. These classic-style pieces for the Ogre boardgame are one inch on a side and meant for use with the large hex maps from the new Designer's Edition. However, I have a couple of paper maps from the out-of-print Deluxe Ogre and Deluxe GEV minis sets, and the counters will fit with those maps as well. Just like the pocket edition of the game, but bigger!
So I will be able to play Ogre in a variety of formats. Now to line up an opponent for a game. ...
Sunday, April 26, 2015
My old-school collection grows ...
Even though I'm a fan of early Dungeons & Dragons, my entry into the game was via the Holmes basic set, followed by the hardback Advanced D&D books. It wasn't till decades later that I found some of the original supplements (in good condition) in a used basic set purchased from a hobby store.
Now my collection is closer to completion. I was able to acquire a copy The Underworld & Wilderness Adventures, the third volume of the original edition of Dungeons and Dragons, as well as the second supplement, Blackmoor, both for a reasonable price.I already have the other supplements--Greyhawk, Eldrich Wizardry, Gods Demigods & Heroes, and Swords & Spells. So to round out my colletion of original D&D books, I need to track down the first two volumes; Men & Magic and Monsters & Treasure.
Thursday, April 23, 2015
OGRE Pocket Edition counter mix
For future reference and for creating scenarios, here's a list of the counters that you get for your three bucks in the ziplock-bagged OGRE Pocket Edition. There are 140 counters total--70 each on two identical sheets. Each sheet break down as follows:
White (PanEuropean/defenders)
Black (Combine/attackers)
Double-Sided
White (PanEuropean/defenders)
- 5 HVY TANK
- 5 GEV
- 4 MSL TANK
- 4 HOWITZER
- 7 INFANTRY (3/2)
- 4 INFANTRY (2/1)
- 1 CP
- 3 MCP (D2, D1, D0)
Black (Combine/attackers)
- 5 HVY TANK
- 7 GEV
- 5 MSL TANK
- 2 HOWITZER
- 5 INFANTRY (3/2)
- 3 INFANTRY (2/1)
Light Gray (third force)
- 2 MCP (D1, D0)
Double-Sided
- 2 OGRE MARK III (white/dark gray)
- 1 OGRE MARK V (white/dark gray)
- 2 OGRE MARK III (black/light gray)
- 1 OGRE MARK V (black/light gray)
- 2 CP (D0) (black/white)
That's a lot of counters, more than enough for the standard kill-the-command-post games. So what scenarios come to mind with all these units, especially the conventional forces?
Friday, April 3, 2015
OGRE expansion in the works
In an update to their Kickstarter page, SJ Games announced they're working on a survey to determine the contents of the expansion to OGRE Designer's Edition that was promised as a stretch goal during the funding campaign that would include "new units and at least one map."
No one's asked me, but here's what I'd like to see in an expansion:
No one's asked me, but here's what I'd like to see in an expansion:
- New maps--either the remaining unpublished two maps from Ogre Battlefields or some new terrain (desert, islands, arctic, etc.)
- Overlays--some large terrain pieces (7-hex city and water) for those of us who didn't get the Kickstarter-only terrain sheets
- New units
- Infantry--Engineers and Rangers were both left out of the retail version of the Designer's Edition, and so were Heavy Weapons squads
- Vehicles--Missile GEVs and Heavy GEVs were both featured in Barbarians at the Gates, so I don't know if it would be feasible to reprint them in an expansion. Maybe some naval units ...
- Ogres--I got enough Ogres.
- Scenarios--some sort of linked campaign would be nice
Friday, March 27, 2015
Trafalgar refought
There weren't quite as many ships in our refight of the battle, but we did have over a dozen players commanding 17 or so sailing vessels.
I captained the Bucentaure, an 80-gun French ship.
We played a speeded-up version of the game, with automatic damage (the to-hit rolls slow a big game down) with the opportunity to roll for criticals. We maybe had one or two--mostly fires.
It was a fun game, with a lot of fog of war as ships carried out their written orders--sometimes to the detriment of the rest of the fleet.
The French and Spanish lost three or four ships, the
In the end, the
Sunday, March 8, 2015
Reluctantly crouched at the starting line ...
Last week a few of us from Lone Star Historical Miniatures got in a game of Circus Maximus. While originally a board game, this is one of those sets of rules that lends itself easily to minis play. There were just three of us, so we each took a pair of chariots for a two-lap race.
This game's not just about speed and driving skill--when passing someone, you can choose to ram their chariot or use your whip against the other team. Bumping another competitor can damage one or both chariots, and causes the target to fall back.Of course, if you take damage there is a chance you'll wreck. During this race, each of my chariots received a little damage; to avoid flipping over, I just needed to avoid rolling snake eyes. So of course I rolled a two. Both times. One other driver crashed as well. The overturned chariots remained on the track as obstacles, while the horses kept galloping around the hippodrome.
This player-vs.-player aspect is fun, as you can improve your position in the race, or just screw over your opponent for fun.
We played on a large board, using 15mm minis. Below are three drivers in the time out area, after flipping their chariots and letting go of their horse teams (you can let the horses drag you across the finish line, but that's not advisable unless you're very close to the end of the race).
In the end, Joe, who had lost one of his chariots, finished first with his remaining racer. Circus Maximus is a fun game, especially on a large board. It's even better when you have a large number of competitors, like I've seen at Millenniumcon.
What other board games look good with minis?
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