05-18-2018, 09:09 AM | #21 | |
Join Date: Oct 2005
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Re: Self Destruct Optional Rule?
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But ogre does have some dumb luck situations. HWZ, MHWZ, and cruise missiles all have that feel for me. It's not to my taste - part of my overall approach is to roll attacks frequently to minimize luck's influence. However, some Ogre fans love that luck aspect. A quarter of the defense force vs a MkI is all about coin tosses to take out the MkI's MB before it zaps your last GEV, but can make for a fun 10 minutes. I have more fun playing it four times than just playing once. |
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05-18-2018, 09:40 AM | #23 |
Join Date: May 2012
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Re: Self Destruct Optional Rule?
I suppose that's not even a corner case, where you need to take X treads off or lose the game next turn...
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05-18-2018, 09:55 AM | #24 | ||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Self Destruct Optional Rule?
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GranitePenguin Ogre Line Editor |
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05-18-2018, 11:04 AM | #25 |
Join Date: May 2007
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Re: Self Destruct Optional Rule?
One of the big problems I have with BattleTech - which I also love - is that there are too many mechanics that allow for instant kills of units. That lack of "critical hits" is one of the things I most like about Ogre. A couple of good dice rolls will destroy some defenders or a couple weapons on an Ogre, but rarely does it mean that you're packing up the game early.
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05-18-2018, 12:36 PM | #26 |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Self Destruct Optional Rule?
Over the years it's been demonstrated repeatedly to me that not counting the effects of luck on the die roll, the basic Ogre scenario is pretty much perfectly balanced. As an example, a game I refereed at a con nearly 17 years ago that I still remember vividly ended like this:
CP is in the back right corner. Mk III with 1 tread, N AP guns (probably all of them, but I can't remember for certain) and no other weapons is 2 hexes away crawling down the edge. Defender has 1 GEV left (and no other units), in range to attack. Attacks the treads and rolls a 1, causing the Ogre player to rejoice and the defending player to sag. Suddenly he brightens up a little, and with his GEV 2nd move he rams the Ogre, destroying its last tread for the draw. The only units left on the board are the CP and an immobile Ogre with only AP guns, 1 hex out of range. If that's not a perfect draw, I don't know what is. And while I've certainly seen plenty of runaway games, as long as the dice don't disproportionately favor one player or someone uses terrible tactics, it's usually close.
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
05-18-2018, 12:42 PM | #27 | |
Join Date: May 2012
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Re: Self Destruct Optional Rule?
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LTs weren't quite as good vs HVYs in GEV scenarios because of their worse movement class. |
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05-18-2018, 01:19 PM | #28 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Self Destruct Optional Rule?
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6.07.3 Ramming by GEVs. GEV units (GEVs, LGEVs, and GEV- PCs) may not ram on the second movement phase if they attacked on that turn.All that really means is to get a sure hit on the treads in that scenario, you'd just ram and call it a day.
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GranitePenguin Ogre Line Editor |
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05-18-2018, 01:24 PM | #29 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Self Destruct Optional Rule?
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GranitePenguin Ogre Line Editor |
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05-18-2018, 01:40 PM | #30 |
Join Date: Jun 2012
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Re: Self Destruct Optional Rule?
The vulnerability of LGEVs in trade for their increase attack numbers is further evidence of how well balanced Ogre/GEV really is.
I think that is why I still enjoy the game so much. It remains a contest of player skill and there are a huge number of possible configurations to play in. |
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