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... yeah, right. ;-)
Full disclosure (that I always lead with for these kinds of things), I started with G.E.V. in 1978 and didn't have Ogre rules until 1986, so I will always have a bias toward G.E.V. rules.
Preferred ruleset: GEV
In a lot of ways, comparing Ogre and GEV rules is like comparing checkers and chess rules. While checkers is "simpler" it's not simplistic; they are just different games. You also have to define exactly what you mean by Ogre or GEV rules (i.e., exactly what parts make it one or the other).
For me that line is:
Ramming vs Overrun
Stacking limits
Mounted INF
Terrain Destruction
Spillover
This is also more a question of terrain choices than the actual rules choices. I prefer the more varied terrain that usually accompanies GEV rules, but the Orange map is not _required_ to use Ogre rules. You can use Ogre rules on a green map, and GEV rules on an orange map (you just usually don't).
I like that INF are more deadly/involved on green maps. The terrain variations on movement and defense add a lot of complexity to the tactics. Making choices regarding stacking or not, trying to "take the hill" with overruns, and rubbling towns out from under units to get a better chance at hitting them make GEV rules a lot more interesting.
I tend to find Ogre rules on the orange map a bit stale after a while; it's great for a quick game, but it's not dynamic enough for me.
That's a must, of course.
This is a terrible comparison. Checkers doesn't have 1/1000 the tactical depth that chess does. Maybe a better comparison would be Chess to Go.
I'll accept that; Go certainly has a much deeper element. It's a classic example of "easy to learn, difficult as hell to master." The only problem with using Go is it's a fundamentally different kind of game. The checkers/chess comparison is just an easy illustration of the idea; it doesn't have to be particularly exact.
This isn't about nitpicking metaphors, though. ;-)
Roads were an addition in the GEV scenarios :)
A. weird
B. where do you draw the line?
You will notice that in my list I did NOT include "terrain effects" as a differentiation between Ogre and GEV rules. Terrain effects are something that should be part of basic rules because they are baked into the map you are using (i.e., movement doesn't magically change just because you decided to add towns and swamps to a map).
It makes sense on a GEV map to:
use Ramming instead of Overrun
have a Stacking limit of 1AU
not allow Mounted INF
not allow Terrain Destruction
not allow Spillover
but it does NOT make sense to ignore terrain.
A link to both rule sets would be cool, so gamers could read up on the various changes.
This isn't a "we are going to give you only one or the other" thread, they are just interested in which ones you like and why. Both are already available in the PC game. You can also see what rules are being used when you start the scenario (it's in the details).
They also link to the PDF of the Ogre Designer's Edition rules in the main menu, but you can find everything under the Ogre Resources page[www.sjgames.com]
I recommend the Quick Reference Sheet in particular as that covers the basics of combat, phases, and has the terrain effects chart.
These two options also greatly affect OGREs replay value. Replay value is a very big deal and a very good thing.
Agree with you completely on terrain being a massive part of tactics and strategy, and how they improve the effectiveness of infantry.
Personally, having played more Ogre, there's a softer spot there for me, but I do thoroughly enjoy the depth that the GEV additions brought to the game and it definitely added to the overall game.
The reason for this thread was to get a bit of buzz going - we'll be releasing the GEV scenarios soon!