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"Ogre Miniatures, Second Edition" Topic


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649 hits since 3 May 2018
©1994-2018 Bill Armintrout
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cloudcaptain03 May 2018 11:35 a.m. PST

Got this KS related email today:

Ogre Miniatures, Second Edition
Posted by wolf90 (Collaborator)

So you've received your pile of Ogre Miniatures Set 1 but feel too confined playing on the Ogre Sixth Edition map? It's time to break free of those artificial constraints and wage your wars across your entire tabletop! We are pleased to announce that we are launching a Kickstarter for Ogre Miniatures, Second Edition next week. You read that correctly next week!

Beginning on May 7, you will have the opportunity to support the completely revised and updated Ogre Miniatures, Second Edition. Beautifully illustrated with photos of Ben Williams' gorgeous miniatures, it is the definitive guide to miniature play for Ogre. This will be available as both a digital product as well as hardcopy. There will be support material to go with the hardcopy version in the form of targeting templates, record cards and more. Stretch goals may advance this additional material even further!

Did you miss out on Ogre Miniatures Set 2? There will be options to add either Battle Box or the Many Minis box to your pledge as well. After all, if you're going to have the beautiful new book, you need an obscene amount of miniatures, right?

The first edition of Ogre Miniatures was the winner of The Origins Award for Best Miniature Rules of 1992. I think this edition is even better! Come see for yourself next Monday as we launch the Kickstarter for Ogre Miniatures, Second Edition. Please note this campaign ends May 25, so don't delay! See you next week!

- Drew Metzger

jfleisher03 May 2018 1:17 p.m. PST

Looking forward to this!

peterx Supporting Member of TMP03 May 2018 3:55 p.m. PST

Oh boy!

billthecat03 May 2018 6:45 p.m. PST

I recently tried to get into OGRE, but found that most units can move further than they can shoot… it was so weird that I gave away all my miniatures (3 boxes of set 1) and decided to start writing my own 'dropzone commander' inspired rules… which will never be finished of course.

Anyway, this is great news for OGRE fans and hopefully brings the game into the actual table-top-miniatures-game that it deserves to be! (if you are into moving 4" and shooting 2"…)

Parzival03 May 2018 9:13 p.m. PST

most units can move further than they can shoot

They can do that in Real Life, too. A tank can move much further than the range of its gun, even if the range is in miles, otherwise, you wouldn't bother to put the gun on a mobile platform. (Heck, even an infantryman can move much farther than his rifle can shoot.)The operative difference isn't the distance, it's the time. Given enough time, any tank, or any infantryman, can easily outdistance even the maximum range of its weapons.

Let's say a turn in Ogre is the equivalent of just 5 minutes of real time. Assume also a top speed of 100mph for a standard heavy tank (move 3, range 2). (Yes, that's fast for a tank, but this is the future). In that five minutes, the tank can move roughly 8.35 miles in real distance. This means that a hex is slightly under 3 miles, for an effective range of roughly 5-6 miles for the gun. Sure, the gun hits that 5 mile distance in handful of seconds when fired, not 5 minutes, but the time scale of the game clearly isn't based on firing time but movement time, which is an abstracted representation of the time it takes for any given unit in the game to alter its location in a tactically significant manner and then acquire a firing solution on its target. It's not a real time, real distance simulation, but a tactical time, tactical distance simulation. It only feels"odd" because you're assuming an instantaneous time frame, not a tactical one. The tanks and shells aren't in a race. But if they were, the shell would win the speed race, but the tank would win the distance one.

robert piepenbrink Supporting Member of TMP04 May 2018 3:37 a.m. PST

Well, I'll probably buy. But the new Ogre product I wanted was Combine vehicles.

jfleisher04 May 2018 12:57 p.m. PST

Combine vehicles (Ogre Miniatures Set #3) should be in the Kickstarter after this one…

Personal logo miniMo Supporting Member of TMP04 May 2018 5:10 p.m. PST

Yup, I expect Combine vehicles will be next before transports and other odds and ends.

Dragon Gunner05 May 2018 10:13 a.m. PST

On the comments Kickstarter for #2 they mentioned Combine basic vehicles will be next. I am wondering how many Kickstarters we will see before we get all the different vehicle variants. I am hoping they do one big Kickstarter and not drag this out for years…

Ghostrunner05 May 2018 5:16 p.m. PST

Figure at least 2 more. Depends if they roll things like laser turrets into one of the combine sets as an add-on buy. I doubt laser turrets and transport trucks would be much of a kickstarter on their own.

billthecat05 May 2018 9:06 p.m. PST

Hmmm…. Interesting Parzival. I guess that explains it.
I suppose I could accept it then as a hex and counter game, but I suppose the 'weapon range' to 'miniature scale' is still a problem for my literal miniatures-gaming mind…
Anyway, just my 0.02…. I hope this relaunch causes many OGRE miniatures games to be played and enjoyed!

Personal logo miniMo Supporting Member of TMP05 May 2018 9:19 p.m. PST

Consider the minis to be correct scale for the holograph display board in your Command Post! They image them bigger than the scale of the display map you know!

And yes, there is much Ogre enjoyment going on.
: 3

DesertScrb06 May 2018 9:10 a.m. PST

billthecat, you can always use Future War Commander rules with the Ogre minis--the FWC rulebook even has stats for PanEuropean and Combine forces.

And Parzival, you're close on the game's scale: Per the Ogre rulebook, each turn represents around four minutes of time, and each hex is about a mile across. So that heavy tank is going about 45 mph.

Parzival06 May 2018 9:51 a.m. PST

Hadn't read that deeply, so thanks, DesertScrb!

I also want to see the Combine forces offered; my old metals are starting to feel seriously outmanned! laugh

(But if this keeps up, I may have to do a Kickstarter to pay for my Ogre Kickstarter pledges!)

Russ Lockwood06 May 2018 10:33 a.m. PST

>operative difference isn't the distance, it's the time.

True. Mostly, unit moves farther in a turn than it can shoot, defenders get one shot as the attackers close. If a unit moves less distance than it can shoot, defenders get two shots (or more, depending on distances and time) as the attackers close.

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