02-08-2019, 11:00 AM | #11 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: D0: Streamlining the rules
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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02-08-2019, 12:10 PM | #12 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: D0: Streamlining the rules
What about an X from any single A3 (single as in a single attack, whether it's combined units or not)or higher? That way, a 3-INF or MSL or higher can do it
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GranitePenguin Ogre Line Editor Last edited by GranitePenguin; 02-08-2019 at 12:21 PM. Reason: clarify "single" |
02-08-2019, 02:22 PM | #13 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: D0: Streamlining the rules
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I'm really not sure how to solve this one, because on the one hand you're absolutely correct about needing a way to do exactly what you're suggesting, but on the other it's a new mechanic for what's somewhere between an edge and corner case, at least in terms of how often it's likely to come up. But I don't have a better idea either... (Well, I do, but Car Wars metal armor mechanics don't really help in Ogre... :P)
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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02-08-2019, 02:46 PM | #14 |
Join Date: May 2007
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Re: D0: Streamlining the rules
In my Ogrezine II article, "The Dragon and the Daimyo," I have a special rule for the Dragon ultra-heavy tank that differentiates between "major" hits (main and secondary batteries plus exposed missiles and missile racks) and "minor" hits (AP and tread units). That said, I am hesitant to add more special rules to the Vulcan.
I believe that any "X" result against a Vulcan should destroy its exposed cargo. For me, this satisfies all of my requirements for new rules. KISS: It's super-simple, and is close to the "cargo is destroyed when the carrier is destroyed rule;" basically, if you roll an X against a unit, any cargo it might've been carrying is also destroyed. Reality check: we're talking about a nuclear explosion just a few meters away. The spillover rules shouldn't apply, since those simulate units which could be a kilometer or more away from each other, even if still in the same map hex. Try The Stupid Strategies: exposing a unit carrying critical cargo to enemy fire is a serious blunder, and should be discouraged by the rules. |
02-08-2019, 02:49 PM | #15 |
Join Date: Feb 2016
Location: Lancaster, PA
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Re: D0: Streamlining the rules
Which brings up a quick food for thought question:
If a unit is immune to D results, does it count as a hit? If no, that suggestion is already RAW and may just need reworded slightly...
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Andy Mull MIB Agent #0460 Ogre 134th Battalion Lancaster, PA Imgur: https://agent0460.imgur.com/ |
02-08-2019, 02:55 PM | #16 |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: D0: Streamlining the rules
As currently written? It's unclear. My updated version explicitly requires an X, partially to solve this problem.
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
02-08-2019, 02:56 PM | #17 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: D0: Streamlining the rules
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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02-08-2019, 03:06 PM | #18 |
Join Date: May 2007
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Re: D0: Streamlining the rules
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