11-17-2018, 01:58 PM | #11 |
Join Date: Jun 2007
Location: Hex G1-1508
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Re: Operation Newspaper
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11-17-2018, 03:52 PM | #12 |
Join Date: Jun 2010
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Re: Operation Newspaper
Battlefields will give you even more "map-halves" to play with!
D.
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10-28-2020, 01:54 AM | #13 |
Join Date: Oct 2017
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Re: Operation Newspaper
When setting up the buildings for this, do the distance requirements (7+ hexes, 0-1 per column) also apply to the lasers and towers?
Setting up randomly for the 2-handed solitaire added a few other questions. 1) Can a building be in or near one of the Combine entry hexes? 2) Are the lasers and towers also supposed to be random? I manually edited some after having all of them on one map, and then having a laser turret in the forest. |
10-28-2020, 10:22 PM | #14 | |||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Operation Newspaper
Quote:
Use the appropriate yellow “? BUILDING” counters from Ogre Designer’s Edition to represent the various lasers, laser towers and buildings. These counters are set up anywhere on the combined maps, with the following restrictions: Quote:
Quote:
The player sets up the buildings upside-down and randomly, except for the laser towers and lasers
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GranitePenguin Ogre Line Editor |
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10-31-2020, 03:57 AM | #15 |
Join Date: Oct 2017
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Re: Operation Newspaper
Thanks. Played it (solitaire) today, and have some other questions/comments.
Are non-combat units like Trucks "armour" for the purposes of setting off the alarm if adjacent? If a LGEV ends turn within 3 hexes of a building, will that result in an alarm roll on the next turn as well? I thought yes - it will be moving within 3 hexes that turn, but perhaps not in the specific case when it is exactly 3 away and moves out. Since so much of the LGEV power vs buildings is in the overrun, it seems trivially best to put most buildings into forest or town, especially the reactors and Laser Towers. (This also halves the regular attack making it unfeasibly slow to attack SPs/reactors). On entry hexes - the west one is restricted by the town hexsides without roads (surprised it's not S1-0413), and the central by the southern GEV. This isn't insurmountable, on my setup I still wanted to come in the centre and stay our of range of the GEV. Exit is much easier on the west (S1) as the vast majority of reinforcements arrive in the east. Given the descriptions of points for fire into towns (and rubbling) and the bridges, I assume optional rule 13.01 for destruction of terrain is otherwise off, but 13.02 for bridges is on. And not strictly about this scenario: Do unescorted Trucks just all die in overruns or is there a bag limit per MP like with buildings? I guess so, if they took spillover they would also go splat. Do I have the overrun/GEV/Terrain rules right with this summary? LGEV moves in, roll for disabling (if forest), then do one combat round (2 shots * 1 str * 2 overrun * 2 building / 2 terrain = 4 damage) and can't do any more, for lack of MP. After overrun, can attack with the normal shot (1 *2/2 = 1 damage), but if there are multiple LGEVs they would spillover onto each other. Next turn can do another round, but no roll for disable. A very cool scenario overall. I kept bouncing between feeling invincible and trapped. I think if playing it 2p I would want to have the setup planned ahead of time. Or could have two people send each other setups for the solitaire mode, Gratuitous Space Battles style! Final result 326 - just barely acceptable. One LGEV was in a town and one hex from escaping, but two GEVs caught it and only one missed. Had it escaped, that almost pushes to the next level from the IDs and its 20 points! I definitely bit off more than I could chew. Probably could have escaped with 6-8 going west at the cost of a little less destruction, after they started getting caught they didn't really earn many points. |
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