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View Poll Results: So what about that Ninja, hey? | |||
Leave it as is in Ogre Minis. | 53 | 36.05% | |
Add a hairy "stealth" rule and increase the point value. | 37 | 25.17% | |
I'm going to playtest some before I answer. | 35 | 23.81% | |
I am a pirate. I do not play with Ninjas. | 22 | 14.97% | |
Voters: 147. You may not vote on this poll |
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04-06-2008, 11:35 AM | #21 | |
Join Date: Sep 2004
Location: The North American Combine
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Re: Ogre Minis Revision Issue: Ninja
Quote:
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"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" |
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04-06-2008, 02:03 PM | #22 | |
Join Date: Feb 2008
Location: Sydney, Australia
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Re: Ogre Minis Revision Issue: Ninja
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04-06-2008, 03:02 PM | #23 | ||||
Join Date: May 2007
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Re: Ogre Minis Revision Issue: Ninja
So now some insight to my twisted logic for the "Hairy Stealth Rule" (HSR) to prove it really wasn't insane ramblings at some gawd-awful hour of the morning ;^D
Jamming requires power, and the kind of Banzai Jamming (multiple types of jamming) the Ninja would be kicking out is going to use up a lot of power and this is going to limit the range it is effective at. In the 6" AoE, the Ninja has the upper hand in the EW battle. By jamming communications and targeting computers, drones producing holographic images (fooling the Mk 1 Eye-ball!) and false echoes, etc, etc, the Ninja can disrupt the coordination of the units in that area. Beyond that 6" AoE, a balance returns to the EW battle. Against the incoming rounds, the jamming and the additional point defense weapons combine to give the Ninja the -1 modifier for the 1-1 and 1-2 attacks. The additional point defense can be overwhelmed by the combined efforts of multiple firing units, something that cannot occur in the 6" AoE, or units with higher strength attacks (representing more incoming rounds). I see the Ninja more akin to the B-2 Stealth Bomber. Using RAM coatings, IR dampening and the like, it "shrinks" the effective range of detection systems. At an operational level, it becomes all but invisible and can maneuver in between the gaps created. On the tactical level, the Ninja has to rely on its armored hide, jamming and point defense systems. To represent this, I would like to add this the the HSR: Quote:
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04-08-2008, 10:04 AM | #24 |
Join Date: Dec 2004
Location: Lake Zurich, IL
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Re: Ogre Minis Revision Issue: Ninja
I have always seen the Ninja rules reflecting the impact of electronic countermeasures on board. In my mind it is not an issue of can a Ninja be seen, rather it is an issue of the ECM being able to divert incoming ordinance guided by a guidance package on board the attacking units.
From a common sense standpoint though, maybe infantry (with the exception of Heavy Weapon Squad missiles) should be immune to the bonus. We should strive to keep things simple.
__________________
"If you are going to kick authority in the teeth, then you might as well use two feet." -Keith Richards |
06-12-2008, 09:14 PM | #25 |
President and EIC
Join Date: Jul 2004
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Re: Ogre Minis Revision Issue: Ninja
And it's quite possible that Ogreverse tanks can launch decoys, as a modern sub or airplane can, that will mimic its signature. With the right assumptions about holography, an AFV in cooperation with even a single drone could create a duplicate visual image somewhere else. Combine this with armor that mimics the appearance of what's on the other side . . .
(Note: The warranty on smart armor that mimics the appearance of what's on the other side is voided by mistreatment. Mistreatment includes driving your AFV where people can shoot nukes at it. In other words, yes, I do see the problem here. I'm just waving my arms and making stuff up. They pay me for that.) |
06-13-2008, 03:05 PM | #26 |
Join Date: May 2008
Location: Philadelphia, PA
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Re: Ogre Minis Revision Issue: Ninja
Seems to me that elegant simplicity being the rule with OGRE/GEV, the stealth effects should be limited to the best observations along those lines. Since I can remember these rules suggestions off the top of my head, they must be simple!
So how about: * -1 to all attacks * No combined attacks * Neither apply in overruns. Anyone should be able to remember that. Also, it means that at point blank, all the electronics in the world aren't going to fool the people shooting "over open sights" or "using iron sights" so to speak. I hate rules that have exceptions, like "no combined attacks within 6 inches" which means combined at greater than 6 and not within 6. Since overruns are already have their own rules, it's not hard to simply remember the stealth aspects do not apply and the overrun is "normal" per the rules. Also, this encourages players to use their Stealth Ogre...stealthily, not overruning things left and right. Finally, one way to offset the 50% reduction in 1:1 attacks against the treads caused by the -1 would be to simply have even fewer treads, say 32 tread units, going down at -1" for the loss off every 4. For the board game, this would translate to going down 1 hex for every eight lost. |
06-14-2008, 06:31 AM | #27 | |
Join Date: Sep 2004
Location: The North American Combine
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Re: Ogre Minis Revision Issue: Ninja
Quote:
__________________
"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" |
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06-17-2008, 10:56 AM | #29 |
Join Date: Jun 2007
Location: Temporal flux
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Re: Ogre Minis Revision Issue: Ninja
I'm pretty sure someone would notice an ogre rolling down the street. Would it give out candy too? I want some!
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06-17-2008, 02:25 PM | #30 |
Join Date: Apr 2008
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Re: Ogre Minis Revision Issue: Ninja
I'm obviously expanding discussion on Toltrin's OT offering but an Ogre would be classified as my favorite "Japanese oxymoron", as a Sumo-Ninja. It would remain stealthed by exterminating any witnesses, of course. 8^)
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