06-19-2012, 05:05 PM | #101 |
Join Date: Jun 2012
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Re: Comments on 6-1 Rules
Question: If players choose to use the (fast, simple) Ramming rules on the GEV map (where stacking is allowed) how does 6.06 Reducing Infantry work? If there are 15 squads of infantry divided into 5 3/1 units is EACH unit reduced by one strength point OR is only 1 strength point lost regardless of how many squads are stacked in the hex?
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06-19-2012, 06:00 PM | #102 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Comments on 6-1 Rules
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__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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06-19-2012, 06:43 PM | #103 | |
Join Date: Jun 2012
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Re: Comments on 6-1 Rules
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I like your solution to the problem! If players have the option of using the simpler ramming rules on the GEV map they should also have the option of using the simpler stacking rules as well. Somehow it never occurred to me to play the basic "Mark III attack/Get the CP" Ogre scenario on the GEV map using the Ogre rules (but with the addition of terrain effects). |
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06-19-2012, 06:49 PM | #104 | ||
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Comments on 6-1 Rules
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Quote:
__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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06-19-2012, 06:51 PM | #105 |
Join Date: May 2012
Location: Bradenton, FL
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Re: Comments on 6-1 Rules
For me, I would simply roll 1D6 and count down the stack (rerolling on any number that does not apply) to see who is the unlucky recipient of the Ram attack. My reasoning is this: someone is going to get smushed and there are a lot of variables that are unseen by the players given the game-scale. Game mechanics-wise, it is simple and effective, allowing play to move on almost without pause.
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06-19-2012, 06:55 PM | #106 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Comments on 6-1 Rules
Quote:
__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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06-19-2012, 07:29 PM | #107 | |
Join Date: Jun 2012
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Re: Comments on 6-1 Rules
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Personally I've always found the the GEV Overrun, Stacking & Spillover rules to be a bit of a hassle. It would be nice to have the option of using the GEV map without them. Of course all of the GEV scenarios assume you're using these rules. Perhaps in the future Steve could author a few GEV scenarios that use just the basic OGRE rules? |
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06-19-2012, 10:09 PM | #108 | |
Join Date: May 2012
Location: Bradenton, FL
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Re: Comments on 6-1 Rules
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My 'in-universe' justification for the random roll is that instead of a single target in a hex (as in Ogre), there are now up to five elements. They will all be scattering to beat the band and it will be a toss-up who the Ogre manages to catch due to vagaries of terrain, human crew experience, initial element placement within the hex, and pure, unadulterated luck on the part of both parties. Think of it as a chance to add a little spice into the game. The mixing of two rulesets makes it already an odd duck, so why not have some fun with it? |
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06-27-2012, 04:27 AM | #109 |
Join Date: Sep 2005
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Re: Comments on 6-1 Rules
Being a tad lazy in not reading through 11 pages of rules walls so please forgive me if already covered...
In the optional rules could the AU values of other units be listed underneath the Ogre ones (or listed in with the unit descriptions rather than bedding in with the unit descriptions). Also could a AU equivalent be included for things such as laser turrets and towers (they're in Ogre Miniatures) and possibly for super command posts over normal CP. This would make scenario designing a lot easier for those who wish to do so...... Chris |
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