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rating
Ludopedia
7.0
rating
BGG
Our Verdict
Perfect for wargame enthusiasts who enjoy tight tactical gameplay and asymmetric combat.
Highlights
- Fascinating asymmetric combat
- Deep terrain rules
- Fast and intense matches
- Classic game design
Keep in mind
- CRT learning curve
- Dated aesthetics for some
FOR GENRE FANS
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If you love the 'David vs. Goliath' vibe, G.E.V. is exactly what you're looking for. This classic serves as the direct sequel to Ogre, expanding upon everything that made the original special. The scale is stepped up here: the map is larger and the terrain rules are far more detailed, forcing you to think strategically about where to position your units to avoid becoming an easy target. The game maintains its tactical core but brings a greater ambition to the battlefield simulation.
At the heart of the experience is the G.E.V. (Ground Effect Vehicle), a super-fast craft capable of gliding over the surface, ignoring many obstacles that would stop any other army in its tracks. The challenge lies in the asymmetry: on one side, you have the raw power and mobility of the G.E.V.; on the other, the strategy of those trying to bring down this giant using siege tactics and clever positioning. The movement point system and the Combat Results Table (CRT) provide that authentic 'old school' wargame feeling, where every die roll can completely shift the tide of the mission.
Originally released as part of the Metagaming MicroGames series, G.E.V. proved that you don't need a massive box to achieve depth. Later, Steve Jackson Games reissued the title, including bundles with Ogre and adjusting the counter mix. It's a game of risk management and map control, perfect for those who enjoy fast-paced military simulations that don't sacrifice tactical complexity. If you want to feel the tension of commanding an elite force in a sci-fi setting, G.E.V. delivers the perfect blend of nostalgia and strategic challenge.
At the heart of the experience is the G.E.V. (Ground Effect Vehicle), a super-fast craft capable of gliding over the surface, ignoring many obstacles that would stop any other army in its tracks. The challenge lies in the asymmetry: on one side, you have the raw power and mobility of the G.E.V.; on the other, the strategy of those trying to bring down this giant using siege tactics and clever positioning. The movement point system and the Combat Results Table (CRT) provide that authentic 'old school' wargame feeling, where every die roll can completely shift the tide of the mission.
Originally released as part of the Metagaming MicroGames series, G.E.V. proved that you don't need a massive box to achieve depth. Later, Steve Jackson Games reissued the title, including bundles with Ogre and adjusting the counter mix. It's a game of risk management and map control, perfect for those who enjoy fast-paced military simulations that don't sacrifice tactical complexity. If you want to feel the tension of commanding an elite force in a sci-fi setting, G.E.V. delivers the perfect blend of nostalgia and strategic challenge.
GALLERY
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Mechanics
Categories
Families
Publisher
Metagaming, Steve Jackson Games
Designer
Steve Jackson (I)
Artist
Brian Wilson, Dave Martin, David R. Deitrick, Denis Loubet, Philip Reed, Winchell Chung
Is the game hard to learn?
It has the complexity of a classic wargame. If you've never used a Combat Results Table (CRT), it might take a few extra minutes, but the logic is quite intuitive.
How long does a game take?
Usually between 60 to 90 minutes, which is quite fast by wargaming standards.
Do I need to have played Ogre first?
It's not mandatory, but it helps to understand the design philosophy, as G.E.V. expands on concepts introduced in the first game.
How many people can play?
It's focused on 1 or 2 players. It's a pure strategic duel.
What's inside the box?
Basically the hex map, unit counters, and the rulebook.