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"SJG Ogreverse Dirtside Stats" Topic


11 Posts

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Action Log

21 May 2016 7:05 p.m. PST
by Editor in Chief Bill

  • Changed title from "SJG Ogerverse Dirtside Stats" to "SJG Ogreverse Dirtside Stats"


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Science Fiction

911 hits since 2 Mar 2016
©1994-2019 Bill Armintrout
Comments or corrections?

nukesnipe Supporting Member of TMP02 Mar 2016 6:01 a.m. PST

Just getting started with Dirtside. The only 6mm miniatures I have are for SJG Ogre. Are there any stats out there for these miniatures, or will I need to crunch them myself?

Thanks!

Scott Chisholm

Covert Walrus Supporting Member of TMP02 Mar 2016 11:42 a.m. PST

There's a few about – Andy Cowell will have some, and if not he''ll have a link.

Problem is, a lot of the DS2 players had their sites on AOL and Geocities, so they are few and far between nowadays. However, you could certainly come up with your own stats for the OGRES themselves as the design suggestions for Oversized vehicles are in the rules. And most of the smaller vehicles, really, could use generic stats anyway :)

nukesnipe Supporting Member of TMP02 Mar 2016 12:52 p.m. PST

Thanks. I think I might crunch some numbers this weekend just for grins….

Regards,

Scott Chisholm

emckinney02 Mar 2016 1:55 p.m. PST

If you find links to dead sites, go to archive.org and paste the URL into the Wayback Machine.

Pattus Magnus Inactive Member04 Mar 2016 8:28 a.m. PST

In DS2 "Boom" chits are about 1.5-2% of the chits pulled, and that makes catastrophic damage pretty common. One thing you may want to do is house-rule that "Boom" chits do not destroy an OGRE outright. If you are using the modular/oversized vehicles rules, perhaps rule that a "Boom" wrecks everything in that module. I found that without that house rule OGREs were wiped out too fast to really give the feel of the original (SJG) version. The "Boom" chits apply to regular vehicles as normal – they are meant to be popcorn anyway!

Aside from that, I think DS2 does OGRE pretty well.

nukesnipe Supporting Member of TMP05 Mar 2016 6:02 p.m. PST

Pattus Magnus,

Thanks for the insight. I'm still reading through the DS rules and have just completed the damage section. The BOOM chits did raise my eyebrows.

Regards,

Scott Chisholm

Covert Walrus Supporting Member of TMP06 Mar 2016 12:11 p.m. PST

The rules do cover BOOM results for Oversize vehicles – BOOM chits that take out a module are considered to reduce the vehicle's speed and (obviously) no systems in that module are functioning. It's similar to losing a track unit *plus* a weapon in the OGRE rules themselves.

nukesnipe Supporting Member of TMP07 Mar 2016 6:35 a.m. PST

Covert Walrus,

I've been noodling about having BOOM chits allow the attacker to take out a weapon of his choice in addition to whatever damage the chits do. However, I have no experience with Dirtside….

How difficult is it to rack up enough chits to damage something with Armor 7?

Regards,

Scott Chisholm

Covert Walrus Supporting Member of TMP14 Mar 2016 8:47 p.m. PST

Scott, it depends on the weapon of course, but most guns above Class 5 ( Except HELs ) and the GMS/H *will* crack Armour 7 about half the time on a hit. The probability after Class 3 goes up, due to the number of chits drawn and the chance of getting high numbers in valid colors.

I have seen a Class 2 weapon get a 7 score ( Red 4 and red 3 ) on a large building, but only once in about 4 years of regular DS2 play.

Mad Mecha Guy Sponsoring Member of TMP17 Apr 2016 11:09 a.m. PST

I have got copy of the ditrside FMA & Full Metal Ogre rules if anyone is interested. I copied them from website before it closed.

Covert Walrus Supporting Member of TMP16 Apr 2017 2:18 p.m. PST

Wonder if these would need additions for the new Microworld Superheavy tanks? That SHVY Artillery gun module for example.

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