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Old 02-26-2006, 06:34 PM   #31
CombineGeneral
 
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Default Re: The unofficial new units thread

I did, I got a value of 6.6667, close enough to 6 for government work.

Reduce the movement to 2/2 and you get a cost of 5.8666, which also works if you want to get the cost under 6 pts
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Old 02-26-2006, 07:00 PM   #32
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Default Re: The unofficial new units thread

Quote:
Originally Posted by CombineGeneral
I did, I got a value of 6.6667, close enough to 6 for government work.

Reduce the movement to 2/2 and you get a cost of 5.8666, which also works if you want to get the cost under 6 pts
You should at least always round up for custom designs. It's far too easy to game the formula even with this safeguard.
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Old 02-27-2006, 05:27 AM   #33
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Default Re: The unofficial new units thread

Alrighty then, reduce the movement of the Macabee to 2/2, then it works under the 'always round up' rule you propose
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Old 02-27-2006, 04:01 PM   #34
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Default Re: The unofficial new units thread

I'd rather be 3/1 than 2/2. Does that affect the formula cost?

2/2 - any unit with strike radius of 4+ can hit you back, which is everything but infanty. All armor units have 1 up on you because they all have a 5+ strike radius.

3/1 - same strike radius as tanks, but now infantry can hit you back. A better place to be overall IMHO.
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Old 02-27-2006, 05:37 PM   #35
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Default Re: The unofficial new units thread

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Originally Posted by piningforthefjords
I'd rather be 3/1 than 2/2. Does that affect the formula cost?
Neither is a legitimate GEV speed, but if you must allow them then 3/1 would be cheaper unless you have two times or more attack strength as defense strength.
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Old 02-28-2006, 08:41 PM   #36
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Default Re: The unofficial new units thread

Quote:
Originally Posted by piningforthefjords
Originally I was going to jam all 6 missiles into a Mark I chassis, but after reading the last few posts that may be too much firepower for the treads. I've got a mark I silouette on the counter (sans turret) for now.
Well I don't know about game balance in the miniature/board game, but according to GURPS: Ogre, removing the main turret and ammo then adding 6 missile tubes will DROP the mass of the unit by a few tons.

I love Gurp: Vehicle Builder
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Old 02-28-2006, 10:15 PM   #37
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Originally Posted by Jalinth
Well I don't know about game balance in the miniature/board game, but according to GURPS: Ogre, removing the main turret and ammo then adding 6 missile tubes will DROP the mass of the unit by a few tons.
It's lighter now is it? What to do with the extra capacity? I see.... a mini bar, jacuzzi, girls, sunroof, girls...
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Old 03-02-2006, 12:47 PM   #38
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Default Re: The unofficial new units thread

Extended Range Ogre Main Battery: ERMB - Attack 3, Range 4 (8"), Defense 4. Basically it trades firepower for range. What do you think?

Last edited by DSumner; 03-07-2006 at 09:37 PM.
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Old 03-02-2006, 06:50 PM   #39
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Default Re: The unofficial new units thread

The more range the better - a long range main has gotta be worth more points, even if the attack is a bit less.

I think the range 3 secondaries on the Nihon Ogres would add alot to the Ogre - the more I play the more I lean towards range vs attack power (GEVs are a good example of this).
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Old 03-02-2006, 11:11 PM   #40
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Default Re: The unofficial new units thread

Quote:
Originally Posted by piningforthefjords
I think the range 3 secondaries on the Nihon Ogres would add alot to the Ogre - the more I play the more I lean towards range vs attack power (GEVs are a good example of this).
I have a list that includes the long range secondaries and other gizmos for your Ogres here.

http://www.io.com/~hcobb/gev/2001/gevnov02.txt

Should I add these to my javascript form?
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