Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Board and Card Games > Ogre and G.E.V.

Reply
 
Thread Tools Display Modes
Old 06-24-2014, 10:12 AM   #11
dwalend
 
Join Date: Oct 2005
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by Talorien View Post
The most illuminating conversation I've had about this with Steve is that, thematically, grouping literally represents "these guys are together over here, and those guys are together over there" in the 1.5-km wide area.

...

- Gameplay-wise, it is simple and clear to resolve (it avoids the kinds of rules tangles involving 5.11.3 which Kevin has brought up)

TLDR: I'm pretty sure that Steve never intended infantry not on the same vehicle to be able to group defensively
Then we're probably good with the rule-change plus a sentence somewhere that infantry riding a vehicle use the same die even for spill-over.

Poor infantry. Dead men on leave.
dwalend is offline   Reply With Quote
Old 06-24-2014, 06:13 PM   #12
ColBosch
 
ColBosch's Avatar
 
Join Date: May 2007
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by dwalend View Post
Then we're probably good with the rule-change plus a sentence somewhere that infantry riding a vehicle use the same die even for spill-over.

Poor infantry. Dead men on leave.
And, traditionally, why you don't put infantry on top of vehicles in combat. To me, this has been one of those "charging uphill against entrenched defenders" sorts of situations.
ColBosch is offline   Reply With Quote
Old 06-25-2014, 05:46 AM   #13
Talorien
Former Ogre Line Editor
 
Talorien's Avatar
 
Join Date: Dec 2011
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by dwalend View Post
Then we're probably good with the rule-change plus a sentence somewhere that infantry riding a vehicle use the same die even for spill-over.
I don't think 5.11.2 applies to spillover. The operative words are "fired upon", which I think means the same thing as "declared one of the counters to be the target of the attack" in 7.12. In other words, 5.11.2 allows more than one counter (the vehicle and its riders) to be the "target of the attack" given in 7.12.

This is probably worth an FAQ entry to 5.11.2.
Talorien is offline   Reply With Quote
Old 06-25-2014, 09:34 AM   #14
dwalend
 
Join Date: Oct 2005
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by Talorien View Post
I don't think 5.11.2 applies to spillover. The operative words are "fired upon", which I think means the same thing as "declared one of the counters to be the target of the attack" in 7.12. In other words, 5.11.2 allows more than one counter (the vehicle and its riders) to be the "target of the attack" given in 7.12.

This is probably worth an FAQ entry to 5.11.2.
That matches my reading, but doesn't fit the reasoning above. Also, saving some die rolls in a big spill-over will speed up the game.
dwalend is offline   Reply With Quote
Old 06-25-2014, 12:21 PM   #15
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Can the grouping text apply to groups of vehicles also for towing or open topped vehicle transports? (Which trains ought to be anyway.)
__________________
-HJC
hcobb is online now   Reply With Quote
Old 06-26-2014, 09:09 AM   #16
Talorien
Former Ogre Line Editor
 
Talorien's Avatar
 
Join Date: Dec 2011
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by dwalend View Post
That matches my reading, but doesn't fit the reasoning above. Also, saving some die rolls in a big spill-over will speed up the game.
To be specific, the new FAQ for 7.12.1 applies (i.e. how infantry are grouped), but 5.11.2 doesn't apply.

Basically, spillover is random enough that it can affect a vehicle and its riders differently, whereas the area of effect for direct fire is large enough that it affects a vehicle and its riders in equal intensity (though not in equal effect, due to possible different defense values).
Talorien is offline   Reply With Quote
Old 10-05-2014, 04:21 PM   #17
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

What happens if an Ogre overruns a disabled LGEV and the defending unit fires on treads?
__________________
-HJC
hcobb is online now   Reply With Quote
Old 10-05-2014, 04:46 PM   #18
selenite
 
Join Date: Jan 2005
Location: Fort Worth, TX
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Round down. On a 5 or 6 the LGEV will destroy zero treads.

DE 7.10: "the target of the attack gets the benefit of the rounding-off."
selenite is offline   Reply With Quote
Old 10-05-2014, 05:09 PM   #19
GranitePenguin
 
GranitePenguin's Avatar
 
Join Date: Sep 2006
Location: Plainfield, IL
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by hcobb View Post
What happens if an Ogre overruns a disabled LGEV and the defending unit fires on treads?
Quote:
Originally Posted by selenite View Post
Round down. On a 5 or 6 the LGEV will destroy zero treads.

DE 7.10: "the target of the attack gets the benefit of the rounding-off."
Actually, that's not how that works, but the end result would be the same (zero treads lost).

The rounding referred to applies to the _ratio_ being rounded down, not the attack strength, so the question being asked is actually "When something that is disabled that has an attack strength of 0.5 in an overrun (eg, LGEV), how many treads are lost?"

Since treads are a _fixed_ 1:1 ratio, the LGEV would still have the same odds of hitting, but it would not do any damage because you can't blow off 1/2 a tread.
__________________
GranitePenguin
MIB #2214
GranitePenguin is offline   Reply With Quote
Old 10-06-2014, 07:31 AM   #20
offsides
 
Join Date: Jun 2008
Location: Cheltenham, PA
Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

An alternate solution would be to round down on a 5 and round up on a 6 (or to generalize it using the Ogre Minis CRT style in case it's needed anywhere else, round down on an X and round up on an XX (for those unfamiliar with the Ogre Minis style CRT, the lowest value X on the normal CRT is a single X (killed but leave a wreck), and all higher values is XX (killed and remove from the field of play)).

Of course the best solution is to not let your LGEVs get disabled and overrun... :P
__________________
Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division
offsides is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:19 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2019, vBulletin Solutions, Inc.