06-02-2012, 06:06 PM | #51 | |
Join Date: Apr 2012
Location: Chicago, IL
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Re: Comments on 6-1 Rules
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06-02-2012, 06:12 PM | #52 | |
Join Date: Nov 2010
Location: Arizona
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Re: Comments on 6-1 Rules
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Seems to me that road cut markers would be redundant, and I'd personally rather have more terrain overlays anyway.... |
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06-02-2012, 06:33 PM | #53 | |
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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06-02-2012, 06:37 PM | #54 |
Join Date: Nov 2010
Location: Arizona
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Re: Comments on 6-1 Rules
Exactly, according to the rule regarding units specifically attacking the road in the hex with the intention of cutting it, the road is cut but the other terrain in the hex is unaffected. Which is why that rule tells you to "place a terrain overlay of the same terrain in the hex but covering the road." Which no longer exists, obviously. And which also seems like a more elegant solution than littering the map with road or rail cut markers.... ;-)
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06-02-2012, 06:44 PM | #55 | ||
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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06-02-2012, 06:56 PM | #56 | ||
Join Date: Apr 2012
Location: Chicago, IL
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Re: Comments on 6-1 Rules
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Steve -- there are a lot of moving pieces here. Maybe 11.04.2 would benefit from a numerical example or two (HVY overrunning structure, Ogre overrunning structure in forest). |
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06-02-2012, 07:01 PM | #57 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Comments on 6-1 Rules
Call the two rule sections "Basic Overruns" and "Advanced Overruns" and fold in the OGRE rules about Ogres overruning infantry into "Basic Overruns".
How about reducing building SP damage to just the attack strength normally and doubled in overruns with a note that is on top of the doubled attacks that infantry and Ogres get. So a platoon of infantry can then do 12 SPs per overrun round, times two shots per overrun, times two overruns per turn or 48 SPs damage per turn. Ogres are even worse of course, but not as cost effective.
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-HJC |
06-02-2012, 09:17 PM | #58 |
Join Date: Jun 2012
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Re: Comments on 6-1 Rules
3.04 Typo? Change to :There are several types of Ogres.
11.01 Typo? Paragraph refers to CP's from Ogre and G.E.V. games. Are CP unit really coming from these games? 13.01.1 Not clear. Does the unit attack every turn and get a roll every other turn or does it attack every other turn and if so can it do anything on the other turns. 13.01.3 Wording. Change wording "Any unit may attack a road or railroad in the same hex..." because 'spending its attack" is odd terminology and perhaps unclear. 5.11.3 Wording. Change wording: "An infantry unit may not move on the turn in which it mounts or dismounts a vehicle. The vehicle's movement however is not restricted by infantry riding, mounting or dismounting. The vehicle must be in the same hex as the infantry unit in order for the infantry to mount or dismount. Infantry may NOT mount and dismount in the same turn. Riding Infantry may fire normally on the turns it mounts and dismounts. 13.04 Question: Does a defender/owner of Mines have to reveal (ie roll for) mines or may the owner wait for a better target. Or perhaps there are 'dumb' mines and 'smart' mines. Dumb mines must roll whenever a unit enters. Smart mines are less likely to indentify a target as hostile but can be discriminatory - thus have a smaller chance of being activated but are not required to roll. (This can make mines a bit more interesting and does result in the funnel effect where all units run through the hole) |
06-03-2012, 12:05 AM | #59 | |
Join Date: Nov 2010
Location: Arizona
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Re: Comments on 6-1 Rules
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06-03-2012, 12:06 AM | #60 |
Join Date: Apr 2012
Location: Chicago, IL
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Re: Comments on 6-1 Rules
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