Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site dartvax.UUCP Path: utzoo!watmath!clyde!cbosgd!ihnp4!zehntel!dual!amdcad!decwrl!decvax!dartvax!chuck From: chuck@dartvax.UUCP (Chuck Simmons) Newsgroups: net.games Subject: Re: OGRE strategy (spoiler) Message-ID: <2613@dartvax.UUCP> Date: Tue, 4-Dec-84 21:22:12 EST Article-I.D.: dartvax.2613 Posted: Tue Dec 4 21:22:12 1984 Date-Received: Thu, 6-Dec-84 07:42:17 EST References: <673@sjuvax.UUCP><329@rna.UUCP> Organization: Dartmouth College, Hanover, NH Lines: 22 > - The first howitzer takes care of the Ogre's missile: it shoots one > down one and is itself zapped by one. > - The other howitzers take the main batteries (usually one shot) and > the secondary batteries (often the hardest part). > - Infantry are most useful in distracting the Ogre, leading it off > and buying precious shots at the secondary batteries and treads. > - The missile tanks are most effective after the secondary batteries > are gone, since before that the Ogre easily removes them. These comments are based on one night's experience with Ogre, so I may not know what I'm talking about. I believe that howitzers are too precious to allow the Ogre to blow one away with a missile. Put a tank way out front and let the Ogre waste a missile blowing it away. I also put a clump of Howitzers near the front. First I take out the Ogre's missiles, then the main batteries -- I can usually get these on my first set of shots. I now go after the secondary batteries on my second set of shots. Note that the Ogre has not yet got close enough to my Howitzers to fire at them. Finally, I blow away the beasts anti-personnel guns and swarm on him with my infantry. Once the Ogre's guns have been wiped out, it is basically defenseless and it is just a matter of time before the infantry kills it. dartvax!chuck