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-   -   Official Rules Update and FAQ (Draft versions 1.01 - June 21) (https://forums.sjgames.com/showthread.php?t=126734)

TheAmishStig 08-13-2018 11:33 AM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
Quote:

Originally Posted by GranitePenguin (Post 2202125)
Movement is movement, and combat is combat. Rams happen during movement (even overrun rams are during movement), don't confuse the issue. :-)

It's actually irrelevant in any case. What's important is _when_ it occurs. Regardless of it being during your movement phase or your firing phase, it still happens during your _turn_. The only thing that matters is the "after a full turn" before it recovers. The net result is the same, even if you try to muddy the waters nitpicking over whether a ram is combat or not (which it isn't).

So I had it right, worded it poorly, got confused by the correction, made the problem worse by overthinking it, and now we're back to where we started.

Yup, it's Monday.

GranitePenguin 08-13-2018 11:38 AM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
Quote:

Originally Posted by TheAmishStig (Post 2202126)
Yup, it's Monday.

You got that right. Monday the 13th; that's a thing, right? :-)

TheAmishStig 08-13-2018 12:27 PM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
Quote:

Originally Posted by GranitePenguin (Post 2202128)
You got that right. Monday the 13th; that's a thing, right? :-)

If it isn't, it should be! ;)

Tom H. 08-13-2018 01:49 PM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
Quote:

Originally Posted by GranitePenguin (Post 2202107)
It seems the simplest fix to this is to replace "another" with "a"
A disabled unit cannot fire or move; turn the counter over. If it receives a D result while disabled, it is destroyed.

Yes, I agree.

ColBosch 08-13-2018 09:05 PM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
That sounds good.

Mack_JB 08-31-2018 10:15 AM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
I'll drop this here.

I just noticed that in the Battle Box Rules (Page 26, on both PDF and printed versions), on the SHVY record sheet, the text says 2 AP, yet the artwork shows four check boxes.

Tom H. 08-31-2018 10:33 AM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
Quote:

Originally Posted by Mack_JB (Post 2206369)
I just noticed that in the Battle Box Rules (Page 26, on both PDF and printed versions), on the SHVY record sheet, the text says 2 AP, yet the artwork shows four check boxes.

That is the miniatures version of the SHVY after conversion to inches . . .

Sorry for being a wise *ss. That looks like a good observation.

offsides 08-31-2018 10:49 AM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
Quote:

Originally Posted by Tom H. (Post 2206371)
That is the miniatures version of the SHVY after conversion to inches . . .

I was thinking it was just the marketing materials to sell the SHVY as being more powerful than it really is... :P

ColBosch 08-31-2018 12:02 PM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
Quote:

Originally Posted by offsides (Post 2206375)
I was thinking it was just the marketing materials to sell the SHVY as being more powerful than it really is... :P

That's what we need, a more-powerful SHVY.

offsides 08-31-2018 12:31 PM

Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
 
Quote:

Originally Posted by ColBosch (Post 2206383)
That's what we need, a more-powerful SHVY.

Oh, I totally agree. But can't you just see whoever was building the original SHVY doing a dog-and-pony show for the brass, showing that picture and saying, "It's our answer to the Mark I. We added a second main gun to compensate for the lack of AI, which should make up for those deficiencies." And then later, when it actually goes into production, "Well, it turns out that we really needed a full AI to handle that many guns, so we had to strip off 2 of the AP to make it all work..." :)


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