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⟦12614940a⟧ TextFile

    Length: 1222 (0x4c6)
    Types: TextFile
    Names: »ogre.strategy«

Derivation

└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987
    └─⟦this⟧ »EUUGD18/General/Ogre/bugfixes/ogre.strategy« 

TextFile

From mcvax!seismo!harvard!wjh12!genrad!john Tue Nov 27 18:45:35 1984
Relay-Version: version B 2.10.1 6/24/83 (MC830919); site turing.UUCP
Posting-Version: version B 2.10.2 9/3/84; site genrad.UUCP
Path: turing!mcvax!seismo!harvard!wjh12!genrad!john
From: john@genrad.UUCP (John Nelson)
Newsgroups: net.games
Subject: Re: Ogre strategy
Message-ID: <513@genrad.UUCP>
Date: Tue, 27-Nov-84 18:45:35 GMT
Article-I.D.: genrad.513
Posted: Tue Nov 27 18:45:35 1984
Date-Received: Thu, 29-Nov-84 03:17:54 GMT
References: <771@milo.UUCP>
Reply-To: john@genrad.UUCP (John Nelson)
Organization: GenRad, Inc., Bolton, Mass.
Lines: 10
Keywords: Ogre

I find that the best winning strategy is to put your capital in one corner,
set up several howitzers in strategic locations and then provide several
missle tanks or GEV's near the front.   You don't want the Ogre to take
out your howitzers with missles.  

Take out the missles first, then the Main batteries.  Leave the secondaries
alone, and attack the treads.   If you can get some mobile units BEHIND the
ogre, all the better (he will either move away from them, allowing multiple
attacks, or he will waste time attacking them, giving your howitzers time
to beat on the treads.)