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Old 06-02-2012, 01:43 PM   #31
offsides
 
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Default Re: Comments on 6-1 Rules

Sections 10-13:

10.04 Recommend moving the paragraph "The SP number for buildings refers to their current SP, not the original." down one paragraph after the terrain modifier paragraph so that all building/SP-related info is in one place.
Also recommend changing second sentence of the the asterisk'd note to "A D result has no effect on immobile CPs,..." since an MCP can still be D0.

13.01.2 Looks good. Combined with overruns negating road bonus for participants, I think this closes the loophole. One suggestion: Add "A damaged hex is not further damaged by overrun combat; only normal fire can destroy it." at the end to indicate that an overrun in a damaged hex doesn't turn it to rubble.

13.02.2 says "GEVs can no longer cross the river surface in that hex," but it also says "For movement purposes, all units treat that hex as the worse of swamp or rubble." Does that mean that GEVs treat it as swamp/rubble, or are they barred from entering the hex altogether. Also, could they run parallel to the bridge without penalty but not be able to cross it? That last bit is probably too fiddly to put in at this point, but it makes some sense...

13.04 Can mines be placed in a hex with a bridge but not on the bridge, so that they don't destroy the bridge when they go off? Obviously not on the middle hex of a large bridge, but on the others?

13.07 Does an X result on a disabled SHVY kill it (since it disables an already disabled unit), or is the only way to kill a SHVY to either roll a 6 or roll a 1-2 3 times (kill both guns, then kill it completely)?
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Old 06-02-2012, 01:49 PM   #32
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Default Re: Comments on 6-1 Rules

Quote:
Originally Posted by Macunaima View Post
My point isn't about whether or not a SHVY can ACHIEVE 100kph: it's whether or not it routinely runs about in straight lines at 100kph on the battlefield.

Now, if you can present a source which shows tanks doing anything like that under combat conditions, that would be more to the point.

As Kevin points out, this means that the most hightech tank on the planet today moves and fights at about 1 hex a turn. At four minutes a turn, we're talking tanks several times larger than an M1 moving and fighting at 3 to 4 times faster.
I think this discussion has moved beyond the scope of this topic and should be either tabled or moved to a new topic. In any case, I think SJ may just end up invoking Bellisario's Maxim: Don't examine this too closely...
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Old 06-02-2012, 02:15 PM   #33
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Default Re: Comments on 6-1 Rules

SCENARIOS

General comments: I think that given the Factions note, all scenarios that don't have counter-specific sides should be faction-neutral, and not reference any faction or color for maximum variety.

BREAKTHROUGH and RAID BREAKTHROUGH has no references to factions or colors, which makes sense since it could be played either way. However, the victory conditions list Combine and Paneuropean. RAID does list "Paneuropean (blue counters)" and "Combine attacker", as well as listing them in the victory conditions. Since RAID is effectively a sequel scenario to RAID, I recommend removing all references to factions from both scenarios and just going with attacker and defender.

RECON IN FORCE The only references to factions are "Combine hovercraft" in the intro paragraph and "defending player (blue)" in setup. I recommend removing the underlined parts to make it faction-neutral.

THE TRAIN There's a reference to the "Combine-controlled" area, but no mention that the attacker is the Combine. Also, the defender is listed as "use the blue (Paneuropean) counters", so I would recommend changing the first sentence of the second paragraph under Setup to "The attacker uses the red (Combine) counters, and gets 12..."

CASEY JONESKI Since both THE TRAIN and THE LAST TRAIN OUT reference blue (Paneuropean) counters being needed for the train counters, this scenario should as well for consistency. Same goes for referencing the attacker as red (Combine).

THE LAST TRAIN OUT Same issue with referencing the red (Combine) counters as THE TRAIN.

"NUTS!" Again, I'd remove the faction references, although this scenario is unique enough that it might be OK to leave them in.

GENERAL SETUP RULES AND VICTORY POINTS

Victory Points Given that Marine Engineers (and who knows what else) may come along at some point and cost something other than 4 VP, I suggest you change it to "Marines, Heavy Weapons Teams and Combat Engineers: 4 points."

VP for Destroyed Ogres Whether you adjust the actual points values or not, normalize this table to correspond to the Ogre Equivalents in 13.07.
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Old 06-02-2012, 02:40 PM   #34
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Default Re: Comments on 6-1 Rules

5.07.1 Looks tidy. Do you need that comma after overrun?

5.11.3 Mount/dismount sequencing for infantry.

Quote:
To mount a vehicle, an infantry unit must spend its entire movement for the turn.
I think that one (crazy) reading of that sentence might conclude that INF had to move 2 before mounting.

Do you mean: "To mount a vehicle, an infantry unit must not move on its own during the turn (or phase)." ?

Can infantry mount during the GEV movement phase (so long as it sat still during regular movement)?

Quote:
The infantry unit may dismount in any hex of the vehicle’s movement on any turn thereafter, but may not move “on its own” on the turn it dismounts, or mount and dismount on the same turn.
So the infantry mounts and rides, rides, or rides and dismounts. If the infantry hops on a GEV-PC during regular movement, they can't dismout during GEV movement. Is that the intent? Or should it be "phase"?

Do dismounts only happen during that player's movement phase? Or whenever the player likes? Can INF overrun (during the other player's movement) dismount? If they are stuck in a truck?

Quote:
Infantry may fire normally on the turns it mounts and dismounts.
Can INF fire normally during turns it rides? Maybe needs a cross-reference to 5.11.1 ?

Last edited by dwalend; 06-02-2012 at 02:56 PM. Reason: Found 5.11.1. New questions.
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Old 06-02-2012, 02:50 PM   #35
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Default Re: Comments on 6-1 Rules

Spellcheck results - not much (bravo!)...

CASEY JONESKY The word "emplace", while technically correct, feels archaic. Perhaps replace it with simply "place".

That's it - everything else that got flagged is either a proper noun, a non-standard word that's spelled correctly, or a technical term. Impressive!
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Old 06-02-2012, 03:22 PM   #36
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Default Re: Comments on 6-1 Rules

Quote:
Originally Posted by offsides View Post
Spellcheck results - not much (bravo!)...

CASEY JONESKY The word "emplace", while technically correct, feels archaic. Perhaps replace it with simply "place".

That's it - everything else that got flagged is either a proper noun, a non-standard word that's spelled correctly, or a technical term. Impressive!
"Emplace" has the specific connotation of something that requires some construction to put in place. So one can emplace a laser tower or a howitzer, whereas one might place one's troops along the ridge line.

English is a weird language, which is why I love it. :)
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Old 06-02-2012, 03:30 PM   #37
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Default Re: Comments on 6-1 Rules

General Setup Rules and Victory Points, section on Victory Points:

Quote:
Specialist infantry count double.
Marines are the only specialist infantry in 6e. Maybe "Marines count double." would suffice.

(The section on Creating New Scenarios is particularly well-written, BTW.)
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Old 06-02-2012, 04:39 PM   #38
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Default Re: Comments on 6-1 Rules

Quote:
Originally Posted by dwalend View Post
Marines are the only specialist infantry in 6e.
Not necessarily...

<grin>


And I couldn't agree more with offsides scrubbing of the faction names in the scenarios. Attacker and Defender, or Player 1 and Player 2 gives much more freedom with all the forces that are being arrayed in this game.

D.
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Old 06-02-2012, 04:41 PM   #39
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Default Re: Comments on 6-1 Rules

Quote:
Originally Posted by dwalend View Post

Marines are the only specialist infantry in 6e. Maybe "Marines count double." would suffice.
Unless, as we say with movies, "I smell a sequel!" The use of "specialist infantry" would allow for later additions of engineers, etc.

Edit: or what Wolf90 said...

Last edited by gamerrev; 06-02-2012 at 04:45 PM. Reason: Somebody posted good stuff before I finished typing...
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Old 06-02-2012, 04:44 PM   #40
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Default Re: Comments on 6-1 Rules

Quote:
Originally Posted by gamerrev View Post
Unless, as we say with movies, "I smell a sequel!" The use of "specialist infantry" would allow for later additions of engineers, etc.
Later? No, now:
Quote:
Originally Posted by 6/1 Rules, p. 2
If your gamebox has a special seal, you have the Kickstarter edition, which includes three exclusive sets of counters, including some units that were only added as Kickstarter stretch goals, such as the Vulcan, the Combat Engineers, and the Heavy Weapons Teams.
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