04-24-2012, 10:49 AM | #11 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
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04-24-2012, 10:55 AM | #13 | |
Join Date: Mar 2008
Location: Austin, TX
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
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I'm very much hoping that sales will justify expansions, and those expansions may include rules changes. Provided that the 6e rules are a unified base made from all the previous editions, that should be OK. |
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04-24-2012, 10:56 AM | #14 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
And I assume nothing; that's why I'm bringing it up. Since it's NOT finished yet, it's a LOT easier to have it clarified now, rather than in errata later on.
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GranitePenguin Ogre Line Editor |
04-24-2012, 11:12 AM | #15 |
Join Date: Oct 2007
Location: Negaunee, MI
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
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04-24-2012, 05:06 PM | #16 |
President and EIC
Join Date: Jul 2004
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
The current draft completely drops that section, on the theory that it's too hinky and a scenario can always add specific effects for specific hexes.
Current rule, in pertinent part: 5.082 Effects on GEVs. Because of their speed and vulnerability, GEVs are greatly affected by terrain, as follows. Roads and water aid GEV movement. A GEV which starts its turn on either road or water, and spends the entire movement phase on that road or water, may move one extra hex along that road or water. A GEV also treats rail hexes as road. Note: A GEV cannot start a phase on road and switch to water, or vice versa, and get the bonus. Since a GEV has two movement phases each turn, it can get a bonus twice per turn, and move a total of 9 hexes along either road or water. I suppose I could add a very short mention of the possibility of ramps. 5.082 POSSIBLE MOD Effects on GEVs. Because of their speed and vulnerability, GEVs are greatly affected by terrain, as follows. Roads and water aid GEV movements. A GEV which starts its turn on either road or water, and spends the entire movement phase on that road or water, may move one extra hex along that road or water. A GEV also treats rail hexes as road. Since a GEV has two movement phases each turn, it can get a bonus twice per turn, and move a total of 9 hexes along either road or water. Note: A GEV cannot start a phase on road and switch to water, or vice versa, and get the bonus, unless a scenario specifically designates a hex as containing a ramp or a smooth beach. |
04-24-2012, 05:20 PM | #17 | |
Join Date: Dec 2004
Location: Genoa, NE
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
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S+++ O1() O2+ G+++ S++ RP++ OM() B++ GO() O6e() PO+++ HR/NU- MK3() MK5-- CM-- W() KS+++ based on Michael Powers' message in 2001/gevfeb23.txt |
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04-24-2012, 05:48 PM | #18 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
Quote:
If you are keeping the "stream effect," then you need to flesh out the details concerning what is a stream (eg, just water/clear, water/forest, NOT water/swamp, etc). Hinky is probably as good a word as any to describe that mess. The only way beaches make a difference is in the case where you are still maintaining the "stream effect" rule (ie, beaches would allow you to continue movement as normal, rather than being forced to stop) or if the beach allows for the water bonus to be applied to the adjacent land hex (which is stupid). With the map not having a clear visual definition of a beach, it becomes problematic to tell where the beach is or isn't, so drop the beach and the "stream effect" altogether. Since you are dropping the "stream effect" (the only valid reason to need a beach), the beach becomes irrelevant, so it's unlikely that beaches would even show up in scenario special notes. As for the ramps; as far as I know, there are no examples on any of the maps of roads leading to water. Because of that, I would leave any rules about ramps as special notes in a specific scenario stating a ramp exists at a given hex and provides the road/water bonus carryover. So the upshot of all that, I suppose, is to leave your draft of 5.082 as-is and just leave the ramp/beach stuff out of it.
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04-24-2012, 06:00 PM | #19 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
Quote:
Perhaps remove the ending "or a smooth beach," since there is no clear definition of what a beach is, and it can just as easily be handled by a ramp. I don't see being able to logically connect a road to water with a beach... 5.082 POSSIBLE MOD Effects on GEVs. Because of their speed and vulnerability, GEVs are greatly affected by terrain, as follows. Roads and water aid GEV movements. A GEV which starts its turn on either road or water, and spends the entire movement phase on that road or water, may move one extra hex along that road or water. A GEV also treats rail hexes as road. Since a GEV has two movement phases each turn, it can get a bonus twice per turn, and move a total of 9 hexes along either road or water. Note: A GEV cannot start a phase on road and switch to water, or vice versa, and get the bonus, unless a scenario specifically designates a hex as containing a ramp or a smooth beach. <-- remove this part
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GranitePenguin Ogre Line Editor Last edited by GranitePenguin; 04-24-2012 at 06:20 PM. |
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04-24-2012, 06:33 PM | #20 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: G.E.V. Revision History (and how it relates to Ogre 6e)
Not to muddy this further, but 5.082 also mentions that GEVs can use railroads as roads for the purpose of getting the road bonus. Do we need clarification similar to the road/water for rail/water or road/rail? There are a LOT of places where a hex has both road and rail in the same hex.
Perhaps something like: 5.082 Effects on GEVs. Because of their speed and vulnerability, GEVs are greatly affected by terrain, as follows. Roads and water aid GEV movements. A GEV which starts its turn on either road or water, and spends the entire movement phase on that road or water, may move one extra hex along that road or water. A GEV also treats rail hexes as road. Since a GEV has two movement phases each turn, it can get a bonus twice per turn, and move a total of 9 hexes along either road or water. Note: A GEV cannot start a phase on one extra-hex surface and switch to another, and get the bonus, unless a scenario specifically designates a hex as containing a connecting ramp.
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