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- #! rnews 79813
- Path: van-bc!ubc-vision!uw-beaver!cornell!rochester!seismo!rutgers!clyde!watmath!utgpu!utfyzx!sq!hobie
- From: hobie@sq.uucp (Hobie Orris)
- Newsgroups: comp.sys.amiga
- Subject: Amiga Ogre (Part 1/2)
- Message-ID: <1987Feb22.121102.9310@sq.uucp>
- Date: 22 Feb 87 17:11:02 GMT
- Reply-To: hobie@sq.uucp (Hobie Orris)
- Organization: SoftQuad Inc., Toronto
- Lines: 1386
- Checksum: 11937
-
- # Amiga Ogre Part 1: The object
- # This file contains the following:
- # Instructions - How to play
- # ogre.info.uue - uuencoded icon for the game
- # ogre.uue - uuencoded game object code
- #
- # Note: To use the help option in the game menu, the file
- # `instructions' should be in the volume `Ogre:'
- #
- : To unbundle, sh this file
- echo x - instructions 1>&2
- cat >instructions <<'@@@End of instructions'
-
- OGRE 2086
- ---------
-
- Introduction
- ------------
-
- Ogre is a game of tactical ground combat in the year 2086. In this
- advanced age, the Ogres are giant cybernetic tanks, each prodigiously armed
- and possessing a limited self-awareness, allowing them to do their own
- tactical planning. Their weaponry includes long-range missiles, heavy main
- batteries (`hellbores'), smaller, secondary batteries (`infinite repeaters'),
- and short-range anti-personnel weapons. The actual configuration of these
- weapons depends on the type of Ogre. In the game, Ogres Mark III and Mark V
- are represented.
-
- The other combatants on this future battlefield include rapid-fire
- howitzers, heavy tanks, mobile missile launchers, GEVs, and infantry wearing
- powered armor. The GEVS (short for Ground Effects Vehicle) are armed and
- armored hovercraft which can strike their targets and retreat before the
- enemy has a chance to retaliate.
-
- The game pits an Amiga-controlled Ogre (naturally) against a human
- opponent who has control of a mixed force. The goal of the Ogre is to
- destroy the human command post by fire or by stomping on it. The goal of
- the human (this means you!) is to prevent this by immobilizing the Ogre.
- I say `immobilize' because there is no way to actually destroy the Ogre;
- even when all of its individual weapons systems are destroyed, it can still
- move and can still crush things, including command posts. Therefore, all of
- the Ogre's treads must be eliminated.
-
-
- Starting the Game
- -----------------
-
- To start the game, type `ogre' (assuming it's in your current directory.)
- or click the Ogre icon from Workbench. At this point, the game loads and
- sets up the playfield. The map key is as follows:
-
- 7 - clear terrain
- * - crater
-
- Craters are impassable to everything. Clear terrain is, well, clear.
-
-
- Sequence of Play
- ----------------
-
- A. Human Deployment
-
- B. Ogre Movement
- C. Ogre Combat
-
- D. Human Movement
- E. Human Combat
-
- F. Repeat steps B-E until someone wins.
-
- These items will be presented in order:
-
-
- A. Human Deployment
- --------------------
-
- After the map is displayed, the cursor is left sitting in the middle of
- the map and a message is displayed indicating how many armor and infantry
- units are left to place, as well as the command post (CP). To place your
- units, move the cursor to the desired location and press the key for the
- type of unit you wish to put there. Only one unit may be placed in a single
- location. The operative keys are:
-
- Cursor movement:
-
- w e
- \ /
- a - s - d
- / \
- z x
-
- The `s' key is for `sit', which is not used for deployment, but is used
- later in the movement phase.
-
- The gadgets in the lower right of the screen perform the same function
- as these keys.
-
- Unit Placement:
-
- To place a unit, press the letters used for displaying the unit type or
- select from the Deploy menu. The following notation is used to indicate the
- capabilities of the units:
-
- a/b Mc Dd
-
- where `a' is the unit's attack strength, `b' is the range, in spaces, of the
- unit's weapon, `c' is its movement, in spaces per turn, and `d' is its
- defensive strength.
-
- Unit Abilities Description
- ------------------------------------------------------------------
- C (0/0 M0 D0) - Command Post. Only one of these can be placed
- per game. It is suggested that it be placed
- well to the rear (the right side of the map.)
-
- H (6/8 M0 D1) - Howitzer. This is the most powerful offensive
- unit but very vulnerable to attack, due to its
- immobility and weak defence. Note that a
- howitzer is worth TWO armor units for deployment
- purposes.
-
- T (4/2 M3 D3) - Heavy Tank. This is a well-rounded unit, except
- that, the range of its gun requires it to get
- pretty close to an Ogre in order to fire. Ogres
- tend to stomp on heavy tanks that get too close.
-
- M (3/4 M2 D2) - Missile Tank. Although slow-moving, the missile
- tank can outrange all but the Ogre's most
- powerful weapons and still keep out of the way
- of the Ogre's crushing treads if the Ogre has
- been slowed down by damage.
-
- G (2/2 M4-3 D2) - GEV. The GEV is built for speed. It has light
- armor and armament, but moves TWICE per turn;
- once before combat, and once afterwards,allowing
- it to move in, fire, and get out of harm's way.
- A pack of GEVs can surround an Ogre, concentrate
- their fire and then scatter, leaving the Ogre
- with few targets of opportunity.
-
- I (*/1 M2 D*) - Infantry. Unlike armor units, infantry can with-
- stand losses and still function as a unit. The *
- indicates the current strength of the unit. A
- full squad has a strength of 3, but squads of 2
- or 1 are allowed. To select a full squad, hit
- `I' or `3'; for a lesser squad, `2' or `1'. The
- menu selection for infantry is for a full squad.
- As the squad sustains losses, it will be reduced.
-
- O several - The Ogre. The Ogre has many different weapon
- systems, each of which has its own attack, range
- and defence. Its movement is 3 at the beginning
- of the game but can be reduced to 0 by tread
- damage.
-
- As you select units, the count at the bottom of the screen is reduced.
- You must deploy your full complement of units before play can begin. At this
- point, a display of the Ogre's weapons and treads is printed on the bottom
- of the screen. Each line has the format,
-
- Main Batteries: 1 (4/3 D4)
-
- where `1' is the current number of functioning batteries, 4/3 is the attack
- strength and range of the weapon, and D4 indicates it has a defense strength
- of four. As the Ogre sustains losses, the number is reduced, until there
- are none left, at which point the line will no longer be displayed.
-
-
- B. Ogre Movement
- ----------------
-
- The Ogre enters on the left side of the map as soon as deployment is com-
- plete. Its initial movement allowance is three spaces, but on the first
- turn it moves only one. If there are units within range of its movement,
- the Ogre will run them over, with a fifty percent chance that the unit will
- be destroyed. This type of overrun attack is resolved immediately and does
- not require that the Ogre fire any of its weapons.
-
-
- C. Ogre Combat
- --------------
-
- After moving, the Ogre will fire some or all of its weapons at whatever
- targets are in range. It will attack a target more than once if the first
- attack fails to destroy the target. The Ogre comes equiped with missiles
- which can be fired only once. After being fired, they are removed from the
- Ogre's status display. The Ogre's anti-personnel weapons can only be fired
- at infantry type units.
-
- There are three possible results of Ogre combat: no effect, disable, and
- destroy. A no effect result means that the target can fire and move
- normally in the human turn. Disablement has different effects on infantry
- and armor units: a disable result against an armor unit causes the unit
- to be re-displayed in lower case and it can neither fire nor move for the
- next turn; an infantry unit has its combat strength reduced by 1 and the new
- value is displayed. On a destroy result the target is eliminated and removed
- from the display.
-
-
- D. Human Movement
- -----------------
-
- When all Ogre attacks have been resolved the cursor is positioned on each
- movable (non-CP and non-howitzer) unit in turn, the message, "Move ..." is
- displayed and the player is free to move that unit up to the limit of its
- movement allowance. The movement keys are described above; `s' is used to
- indicate that the unit is not to be moved. Again, the arrow gadgets let you
- move units and the `S' gadget is for `sit'. If you do not wish to move a unit
- its full movement, press `s' or click the `S' gadget when you are done. Note
- that the map simulates a hexagonal grid, so that there are six possible
- directions of movement. The following example illustrates an important fact
- for calculating ranges:
-
- 7 7 7 7 7 7
- 7 7 7 T 7 7
- 7 7 7 G 7 7
- 7 7 7 O 7 7
- 7 7 7 7 7 7
-
- The GEV is adjacent to the Ogre, so the range between them is one space; the
- heavy tank, however, is two spaces away (one to the GEV and one to the Ogre).
- In other words, horizontal and diagonal spaces are adjacent and vertical ones
- are not.
-
- When all eligible units have been moved and there are units close
- enough to fire on the Ogre, the combat phase begins.
-
-
- E. Human Combat
- ---------------
-
- The cursor is automatically positioned to each unit eligible to fire and
- the player is required to select a target at which to fire. Each weapon
- system of the Ogre and its treads are targets. As units are allocated for
- firing at a particular target (eg. the main batteries), the odds of the
- attack are displayed next to the line describing the target. For example, if
- a missile tank (attack 3) is allocated to fire at a secondary battery
- (defense 3) the odds 1-1 are displayed. If a howitzer (attack 6) is then
- allocated, the odds are updated to 3-1 (3 + 6 = 9 versus defence 3). You can
- allocate as many units as are within range to attack a single weapon system,
- or you can type `r' (for resolve) to carry out the attack immediately.
-
- Attacking the Ogre's treads is a different process. All attacks
- against treads are automatically at 1-1 odds and are resolved immediately
- as each unit is allocated. If the attacker scores a hit on the treads, a
- number of tread points equal to the attacker's strength are destroyed,
- whereas other targets are attacked individually (eg. if the above-mentioned
- 3-1 attack on the secondary batteries is successful then one battery is
- destroyed). The number of treads an Ogre has affects its movement. All Ogre
- types start with a number of treads (45 for Mark III, 60 for Mark V) and a
- movement allowance of three. When 1/3 of these treads are destroyed the
- Ogre's movement drops to two. When 2/3 are destroyed it drops to one. When
- all are destroyed, the Ogre is immobile and you win.
-
- Needless to say, the more attacking strength used against a target, the
- better your chances for destroying it. However, odds in excess of 4-1 are
- treated as 4-1, so allocating 20 attack points against a secondary battery
- (6-1) is no better than allocating 12 attack points (4-1).
-
- The keys used for allocating an attack are:
-
- Key Specs Description
- -------------------------------------------------------------------------
- m (6/5 D3) - Missile. Remember, Ogre missiles are one-shot
- only.
-
- b (4/3 D4) - Main Battery
-
- s (3/2 D3) - Secondary Battery
-
- a (1/1 D1) - Anti-personnel weapons. Can only be fired at
- infantry.
-
- t (-/- D1) - Treads. These are weapons only to the extent that
- a mobile Ogre can overrun enemy units.
-
- r - Resolve. All attacks currently allocated are
- carried out.
-
- p - Pass. Save this unit to fire later on in the
- phase. This is useful if you want to combine
- the fire of two units which do not fire in
- sequence.
-
-
- The Target menu allows you to select targets as in the above table.
-
-
- Self-Destruct
- -------------
-
- This is an optional rule included in the Steve Jackson Microgame, but not
- in the original Unix version of Ogre. I put it in just to be mean.
-
- If the Ogre has its treads reduced to zero but is within four spaces of
- the human command post, it will detonate its atomic pile, eliminating itself
- and everything within four spaces. All armor units five spaces away are
- disabled by this blast. An Ogre self-destruction results in a drawn game
- since it will only self-destruct if it is within 4 hexes to the command
- post.
-
-
- Credits
- -------
-
- The concept of the Ogre-style war machine originated in the Bolo stories
- by Keith Laumer. These ripping good stories are available in the anthologies
- "Bolo", published by Berkeley, and "Rogue Bolo", published by Baen Books.
-
- The game Ogre was originally published as a paper board game in 1977 by
- Steve Jackson Games. It is widely regarded as a classic war game and spawned
- a series of expansion games by Steve Jackson called GEV, ShockWave, and
- Battlesuit.
-
- The computer game Ogre was written for Unix by Michael Caplinger of Rice
- University in 1982 and released to the public domain over Usenet. The game
- was ported to the Amiga by Hobie Orris (me) in 1986 and distributed to
- anybody who wants it.
-
- Comments, criticisms or enhancements are welcome.
-
- Hobie Orris
- 9 Ferrier Ave. uucp: utzoo!sq!hobie
- Toronto, Ont. ci$: 73657,1573
- Canada
- M4K 3H5
-