Friday, 22 September 2017
SJG Ogre Miniatures Wargame
This piece is going to be a criticism of the Ogre Miniatures wargaming rules by Steve Jackson Games. If you've followed my blog for any length of time it should be obvious that I have played a fair few game of Ogre/GEV, and have a sizeable collection of the miniatures.
The picture above is proof of that.
Let me start by stating the obvious, the board-game is a classic. Now that has been said let me explain what makes the rules for playing using the miniatures less than a fully satisfying miniatures playing experience.
It's quite simple really, the photo above is almost the perfect illustration of the problem–range to move ratio. It doesn't matter what ground-scale conversion one uses: one inch to the hex, two inches, three or even four the problem remains, and the larger you go just makes other things more difficult too, like the size of the table need to play on.
In Ogre, units move one to four or more hexes per turn. The range of the weapons is one to three hexes, with specials like howitzers being an exception, and cruise missiles of course, which in my experience are scenario specific. Also, in Ogre terrain blocks, as in costs movement points to cross, but line-of-sight is is irrelevant to targeting an opponent, as it is abstracted as a defence bonus.
So what's the problem?
When the distance you can move a unit is as great or greater than the range you can shoot, what you have is a high level (more abstract) game, and miniature wargaming tends towards a lower level (less abstract) game. The move to range ratio is a big issue here, because it just doesn't give the feel of a miniatures game.
As a player of miniature wargames I want tactical problems arising from terrain blocking line-of-sight and manoeuvre, which is why I use my miniatures as tokens on a hex map board.