Ground Zero | |
The following was posted to Andrew Green's (sadly now defunct) Ground Zero OGRE page. Its got some good stuff in it and I am pleased to be able to host it for him. All of the following is his work from the…
Ground Zero Design Center
Welcome to the Design Center. Below are listings for several new units I have concocted as well as some new optional rules with which to play them. So click on the links below to jump to that section of the document. I would love any feedback you may have regarding the material posted to this page. Just e-mail me your comments. Well, have fun! This section has two parts:
New Armor Units
Main Battle Tank - I always thought the heavy tank was a little short ranged. I guess since an Ogre carried a bigger brain and was able to handle the plethora of variables in trying to hit a target on the Ogre battlefield it thus achieved a greater effective range for its main battery. But what if someone took a heavy and swapped out it main weapon and put in a lighter, less powerful system but with enough extra fire control functionality that the effective range was 1-2 kilometers longer than the original heavy tank's main weapon? The end result: the Main Battle Tank (MBT). With similar defensive and movement capabilities, the MBT is designed to engage heavy tanks at 1:1 odds from longer ranges. The MBT may also be a better bet against an Ogre - MBTs have a 3 hex range, and can target Ogre secondaries at 1:1 odds. Multiple MBTs are required for 1:1 or greater odds on Ogre primaries.
Another effect of the MBT on play is the fact that for 1 superheavy tank, you can get two MBTs. So instead of 2 seperate 3/3 attacks in one hull, there are two 3/3 attacks in two hulls. Even though the superheavy has a defence of 4, two hulls is more flexible. Well, tell me what you think:
Main Battle Tank (MBT), 3/3, D3, M3
The MBT is to be considered a heavy tank for movement purposes. It costs 1 armor unit and 6 VPs for its destruction.
Medium Tank - A fast moving tank destroyer. An upgunned light tank with a more powerful engine, more efficient suspension, and an articulated hull. The articulated hull is hinged carapace which allows the tank to move over terrain features without too much resistance. So instead of rising up an incline and flopping over the crest, like any tracked AFV, the articulated hull allows the medium tank to conform to the rise and let it "flow" over the rise. This prevents exposure of the thin armored underbelly of the tank and allows it to fit more snugly into a hull-down position. Both facts help offset the relatively fragile articulated hull. When combined with a "jack" turret (a turret which can be extended up out of the hull into the air using a telescoping turret basket.
The end result is a tracked vehicle that has the same effective defence rating as a light tank, but costs twice as much. This is due to the increased speed and longer ranged weapon. The medium tank is good for harrassing Ogres (not as good as a GEV, though) and other slow-moving armored formations. It also makes for a more mobile defensive unit against a force of GEVs if the defender has no hover units of his own.
Medium Tank, 2/3, D2, M4
The medium tank is to considered a light tank for movement purposes, with the following exceptions: 1) The medium tank may ignore streams in its movement as would a heavy tank. 2) When a medium tank enters a swamp hex, it is disabled on a roll of 1 only. If not, it may continue to move if it is not disabled. Remember, everytime it enters a swamp hex, it must roll 1d6 to see if it is disabled. These movement advantages reflect the superior agility of the tank's suspension. The medium tank does not have the mass to bull its way through forest hexes, like a heavy or superheavy tank, so it suffers the same penalty as would a light tank. It costs 1 armor unit and 6 VPs for its destruction.
Mobile Motar Unit - If the large immobile howitzer is considered to be a sniper rifle, and mobile howitzers a carbine, then the mobile mortar unit (MMU) is the sawed-off shotgun of the three. More mobile than the MHWZ, but shorter ranged and with a weaker attack strength, the MMU is intended to bring a heavy, longe-range attack quickly to the front. MHWZs tend to be tied to the road nets, and missile tanks have a smaller punch at a shorter range. The MMU can travel as fast as a missile tank, but has a strong enough attack for 1:1 odds attack vs. a superheavy tank safely out of range. The MMU's faster speed also allows it to fall back quicker than a MHWZ when facing an Ogre, allowing for a longer engagement time before the Ogre's missiles catch up to it.
The MMU uses a shoot and look system similar to the sound sensing anti-armor systems of today's military which float over the battlefield to identify targets before attacking. With a large projectile that has enough stealth, ECM, ECCM and aquisition sensors to have effective fire control, the MMU's payload sacrifices strength for effectiveness.
Mobile Mortar Unit, 4/6, D2, M2
The mobile mortar unit is to be considered a light tank for movement purposes. It costs 2 armor units and 12 VPs for its destruction.
The following units are to be used in conjunction with the Combat Engineer infantry unit, below.
Combat Engineering Vehicle - Tracked - a stripped down superheavy hull equipped with towing gear (see the Ogre Reinforcement Pack, section 4). The CEV-T can perform bridgebuilding and rubble-clearing functions on its own. It can also transport combat engineer infantry squads along in order to help with engineerng functions. Although lightly armed for such a large vehicle, the CEV-T still posesses a tough hide to protect its crew and CE infantry compliment from hostile fire. A very useful unit to have.
Combat Engineering Vehicle - Tracked, 2/2, D3, M3
The CEV-T has 15 tread units for towing purposes and can tow any unit a tow gear equipped superheavy can. In addition, the CEV-T can carry two squads of infantry, not limited to combat engineers. The infantry rides, fights, and defends as they would in a GEV-PC. They must dismount in order to contribute to an engineering job. The CEV-T moves as would a heavy tank. The CEV-T may perform the engineering functions described on the CEV Function List, below. The CEV-T costs 2 1/2 armor units at the beginning of a game and is worth 15 VPs for its destruction.
Combat Engineering Vehicle - Hover - a very large GEV chassis outfitted with powerful engines and various engineering apparati, the CEV-H can go where the CEV-T can't: water. CEV-H's can build bridges out over water hexex, where as the CEV-T must restrict its activity to the shoreline. The CEV-H has more room to carry CE squads, but all this comes at a price. CEV-H's are more expensive than CEV-T's, and they cannot tow units at all.
Combat Engineering Vehicle - Hover, 2/2, D3, M2/2
The CEV-H moves as would a GEV and is affected by terrain as would a GEV. They may carry up to 3 squads of infantry like a GEV-PC. Any mounted CE infantry must dismount in order to contribute to an engineering job. The CEV-H may perform the functions described in the CEV Function List. The CEV-H costs 3 armor units at the beginning of a game and is worth 18 VPs for its destruction.
CEV Function List
1) 2 turns to build a bridge hex/hexside. This number can be reduced by either adding additional CEVs or CE infantry squads. Two CEVs can construct/repair a bridge hex/hexside in 1 turn. A CEV and 1 squad of CE infantry can do the same in 1 turn as well. CEV-H units may build bridges out over water hexes, and can only be assisted by CE squads in the water with it.
2) 4 turns to clear a rubble hex. This number can be reduced as well. Two CEVs reduce the time to 2 turns, 3 CEVs reduce the time to one turn. A CEV and 1 squad of CE infantry clears the same hex in 3 turns, 1 CEV and 2 CE squads 2 turns, 1 CEV and 3 CE squads 1 turn to do the same. Using these rules as a guideline, you can come up with a time to clear a rubble hex if you have a combination other than stated above. The minimum time to clear a rubble hex is still 1 turn, and stacking limits must be observed. CEV-H units may clear water hexes cluttered with downed bridges as if it was a clear hex with rubble in it. The old bridge must be cleared before a new one is built.
3) CEVs can repair 10 SPs of a building per turn per vehicle. Again, combinations of CE infantry and CEVs can add more SPs per turn to a building.
4) CEVs can repair or build roads or railroads. It takes one CEV one turn per hex in clear terrain, 2 turns per CEV in town/forest, 3 turns per CEV in swamp hexes. Additional CEVs and CE squads will reduce this time by one turn per additional vehicle/squad, with a minimum of 1 turn. Rubble hexes must be cleared before any roads or railroads can be built through the hex.
5) Any CEV can act as a security screen for CE infantry squads and may continue to work on the engineering job while screening.
New Infantry Units
Missile Infantry - Each squad attacks at range 2 instead of 1. Similar to regular infantry in all other respects. Each squad of missile infantry (1/2, D1, M1), is traded at a 1:2 ratio (1 squad of missile infantry equals 2 squads of regulars).
Marine Missile Infantry - As above, except with the benfits in the water environment that regular marine units enjoy (see the Shockwave expansion set). Each squad of marine missile infantry (1/2, D1, M1 (marine)), is traded at a 1:3 ratio.
Combat Engineers - Acts as marine infantry, except that engineers can repair destroyed bridges and clear rubble. Each squad of combat engineers requires 3 turns to rebuild a bridge per hex (or hexside) of bridge length. Time to rebuild is proportional to the number of squads on the job. Two squads fix a 1 hex bridge in 2 turns, 3 squads can fix the same bridge in 1, etc. The minimum time to fix one hex(side) of bridge is 1 turn. It takes 1 squad of engineers 6 turns to clear a rubble hex, 2 squads 4 turns, 3 squads 1 turn. The minimum time to clear a rubble hex is still 1 turn. Engineers can also repair 10 SPs of a building per turn per squad.
Engineers can also repair roads and railroads. One squad per hex per turn is required to fix roads and railroads in clear hexes. One squad can do the same job in forest and town hexes in two turns, swamp hexes in three. Additional squads will reduce this time by one turn per additional squad, with a minimum of 1 turn. Rubble hexes must be cleared before any roads or railroads can be built through the hex.
Engineers cannot attack while repairing, and must also remain stationary until the job is done. If attacked, they must stop working in order to defend themselves. They must then start the job over. If losses occur among the engineers while doing a job, recalculate the new time to completion and start the repair job over. This takes into account the risky and exposed mission combat engineers have. As long as someone is shooting at them, they can't do the job.
In order to prevent this, one can designate a security detail to protect the engineers. This detail can be any unit type. The detail screens the engineers from attack. As long as a designated security detail is in the same hex as the engineers, the engineers can then keep on the job while the detail screens them. Only spillover fire can hit the engineers, but losses may set back the completion time.
Engineers may also conduct demolitions. One squad can destroy one bridge hex(side) per turn if they remain immobile and do not attack. Engineers can defend normally while engaged in demolition operations. One squad can also reduce the strength of a building by 15 SPs per turn (you can destroy something a lot quicker than building it). Towns and forest can be reduced to rubble in two turns using one squad. Two squads can do the same in one turn. Roads and railroads can be cut in turn using one squad.
Combat engineer squads (1/1, D1, M1 (marine)) are traded at a 1:4 ratio.
Please let me know what you think of this unit type and its effect on game play.