08-31-2018, 09:04 AM | #181 |
Join Date: May 2018
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Re: The "right" value for a SHVY?
At some point we may want counters that have printed unique identifiers for Superheavies so we can track more easily against record sheets for partial damage.
We can now mark up our counters and paint our minis, but might be something to consider in a future printing. In non-Ogre scenarios, where Super Heavies have immunity against single units with attack factors < 3 seems a bit over-powered. Right now 2 GEVs will always lose against a Superheavy if the Superheavy gets off the first shot. Situations where "always occurs" takes the joy out of the game. I think considering bringing back a 1-3 column were 6 is a D result might help balancing the Superheavy against other units. It'll also help lone infantry squads in desperate attacks against heavy tanks. Last edited by pzmcgwire; 08-31-2018 at 09:50 AM. |
08-31-2018, 09:14 AM | #183 |
Join Date: Oct 2014
Location: St. Louis, Missouri
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Re: The "right" value for a SHVY?
Will do! Going there now.
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08-31-2018, 09:47 AM | #184 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: The "right" value for a SHVY?
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I have a feeling that this is one of those things that may become a "standard" house-rule, but never quite make it into the official rules, if only because adding it yields a lot of situations where it becomes an edge-case/exception. Although I suppose it's no worse than the fact that a 3-1 or better is an auto-kill for single INF and disabled armor due to having no NE results. I think I'm gonna have to think on this more, and probably do some playtesting with it in real-world situations. I honestly cant tell how much of my ambivalence is simply inertia over changing the CRT vs. actual KISS issues...
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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08-31-2018, 10:12 AM | #185 |
Join Date: May 2018
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Re: The "right" value for a SHVY?
The original CRT pre-dated Superheavies and everything that came after the original Ogre/GEV games.
A 1-3 column would give even a lone infantry squad or light GEV (if that light GEV lets itself be caught!) a chance when being overrun by a Superheavy. As a 4 decade old design, there's opportunity to make some changes if it improves game play and interest. The addition of dire roll modifiers (DRMs) for the Ninja and Ranger Battlesuits also could mean extending the CRT results ranges from 1-6 to lower and higher numbers (e.g. 0- and 7+) so maybe that lone Ranger squad in the open can have a chance of surviving an attack at 3-1? Again these may not be KISS-able , but could make game play more interesting. |
08-31-2018, 10:59 AM | #186 | |
Join Date: Jan 2005
Location: Minnesota
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Re: The "right" value for a SHVY?
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Pity we can't pick scenarios in the videogame, doing some test Ceasefire Collapse games with a few units held out to simulate the higher cost would be a decent check on the value. |
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08-31-2018, 11:24 AM | #187 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: The "right" value for a SHVY?
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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08-31-2018, 01:51 PM | #188 |
Join Date: Jan 2005
Location: Minnesota
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Re: The "right" value for a SHVY?
Putting tanks in the back corner is easy. That's how I make it a fair fight against the AI.
The hard part is waiting for a matchup hoping to get Ceasefire Collapse against an experienced player. The videogame randomly selects the scenario and players are first come first served. |
08-31-2018, 02:47 PM | #189 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: The "right" value for a SHVY?
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GranitePenguin Ogre Line Editor |
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08-31-2018, 08:12 PM | #190 |
Join Date: Oct 2005
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Re: The "right" value for a SHVY?
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