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Old 01-23-2015, 09:18 AM   #1
Oinkinator
 
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Default The 1-2 Problem

It seems that their should be a way to fix the gap between 1-2s and 1-1s it seems like a superheavy in a city with D10 fired upon by say, three missile tanks, 9 attack, should get a one to one.

I think the simplest way would be a little bit of calculator use. Take the attack and divide it by defense, then look at the resulting percentage if it is ABOVE 80% it becomes a 1-1.

So a 3 to 4 is 75%, a 4 to 6 is 67%, and 4 to 5 is a 80% all not enough.
But, those like 9-10 90% and 5-6 83% are now 1-1s.

I think this system would even out the combat results table in those various circumstance where the amount of attack really should have a 1-1 role
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Old 01-23-2015, 09:50 AM   #2
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Default Re: The 1-2 Problem

Punching a hole 90% through armor doesn't really count.
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Old 01-23-2015, 01:14 PM   #3
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Default Re: The 1-2 Problem

I'm not a fan of extra rules just to close edge cases, especially when the rules are working as intended. "Round in favor of the defender" is a pretty solid and basic rule.
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Old 01-23-2015, 01:20 PM   #4
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Default Re: The 1-2 Problem

As with all these various edge cases, I'm a big fan of the original Ogre premise, that is, KISS
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Old 01-23-2015, 01:27 PM   #5
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Default Re: The 1-2 Problem

Best way to avoid rounding down your attacks is to add more LGEVs to your forces.
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Old 01-23-2015, 02:02 PM   #6
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Default Re: The 1-2 Problem

Yes that is a good point. I have found them as a efficient way to assist around the battlefield, though if they separated from each other they die very quickly.
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Old 01-24-2015, 12:56 PM   #7
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Default Re: The 1-2 Problem

Quote:
Originally Posted by Oinkinator View Post
Yes that is a good point. I have found them as a efficient way to assist around the battlefield, though if they separated from each other they die very quickly.
If on average you get two or three shots from each on average, you should feel pretty good. They often distract from harder hitting units, draw bigger guns, and punch above their weight. SJ described using units in Ogre as eating popcorn, and LGEVs are a great example.
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Old 01-24-2015, 01:36 PM   #8
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Default Re: The 1-2 Problem

One area I found them efficient was in the basic scenario surprisingly enough. Using them to slowly take out the Ogre's treads early on and then finish it off with some Howitzers or Superheavies.
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Old 01-24-2015, 07:44 PM   #9
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Default Re: The 1-2 Problem

I want to hear from somebody who's lost playing Advanced Ogre defense w/40 Lt Tanks and 15 Infantry sections.

(Yes, it's on topic because Ogres have a bunch of 3-point attacks that round down vs. D2.)
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Old 01-24-2015, 09:35 PM   #10
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Default Re: The 1-2 Problem

Here's what I am doing about that problem, Henry.

Yes, things did become biased against the ogre with the "new" (or newer) popcorn units.

To even things up a bit, I add in drones.

Every Ogre can run as many drones as its mark number. Drones are 1-2-1-3/4 robotic units: basically LGEVs that don't disrupt and must stay within 5 hexes of their controlling Ogre.

Only self-aware ogres can use drones, so there's your rationale for why they aren't used in the "earlier" scenarios.

I guess you could also experiment with light tank style drones, too. Basically, any half-cost armor unit.
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