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Article #839

Re: v01i099: ogre - tank warfare in the 21st century

#839
From: Alexander Dupuy
Date: Tue, 28 Jul 1987 20:23
60 lines
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The game Ogre (which I had no trouble compiling) is really wonderful; bringing
back the memory of many hours spent playing the paper version.  However, there
is an inconsistency in the electronic version which I can't figure.  Lacking a
copy of the paper game, I can't go to the rules.  Perhaps someone (the author?)
who does can advise.

This version of ogre(6) allows you to place the Command Post in a crater.  This
is an extremely effective defense technique, since it is no longer possible for
the Ogre to ram the CP (you can't enter craters, right?).  You can just blast
away at the batteries and missiles, and once those are gone, take your time at
finishing off the treads for the win.  You don't even need to take out the
anti-personnel guns.

In fact, if the CP is in a crater, once the batteries and missiles are gone,
you cannot lose the game.  The best the Ogre can hope for is a stalemate, by
destroying any infantry with AP, and destroying any armor by ramming (not easy)
before all its treads are gone.

In fact, it is even possible to place the CP on top of another unit (or units
of infantry), even though placing units on top of the CP is disallowed.  This
is definitely an inconsistency.

Although I haven't yet beat the Ogre without placing the CP in a crater, the
poor checking on CP placement would seem to be a bug.  If in fact it violates
the rules, here is a fix:

*** init.c.dist	Mon Jul 27 20:28:10 1987
--- init.c	Tue Jul 28 16:08:05 1987
***************
*** 112,118 ****
  		break ;
  			
              case CP:
!                 if(cp_set) {
                      bad_char = TRUE;
                  }
                  else {
--- 112,118 ----
  		break ;
  			
              case CP:
!                 if(occupied(a, b) || blocked(a, b) || cp_set) {
                      bad_char = TRUE;
                  }
                  else {

Some other trivia; there is a sequel to the Ogre game called G.E.V. which pits
"defenders" against defenders (no ogre).  I don't recollect it fully, but I
seem to remember that there were some additional armored unit types.
I believe that it was only in G.E.V. (and the re-release of Ogre) that the
second movement phase of GEVs was reduced to three hexes in order to bring it
more into line with other units (in the original Ogre, GEVs moved 4 + 4).

If anyone could send me details, I would be happy to implement the extensions.

@alex
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Path: arc1-ca.pugleaf.net!utzoo!mnetor!uunet!seismo!columbia!amsterdam!dupuy
From: dupuy@amsterdam.columbia.edu (Alexander Dupuy)
Newsgroups: comp.sources.bugs
Subject: Re: v01i099:  ogre - tank warfare in the 21st century
Message-ID: <4855@columbia.edu>
Date: Tue, 28-Jul-87 16:23:18 EDT
Article-I.D.: columbia.4855
Posted: Tue Jul 28 16:23:18 1987
Date-Received: Thu, 30-Jul-87 01:27:13 EDT
References: <1414@tekred.TEK.COM>
Sender: nobody@columbia.edu
Reply-To: dupuy@amsterdam.columbia.edu (Alexander Dupuy)
Followup-To: comp.sources.bugs
Organization: Columbia University Computer Science Dept.
Lines: 60
Summary: Inconsistency in Ogre game rules