Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
"Disabled" doesn't denote damage to units. It shows that the crew is incapacitated. As seen in GURPS Ogre and other sources, every combat unit includes an AI that can undertake routine tasks, and even do a little fighting if need be. A "disabled" GEV is still hovering.
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Here's a collection of AP and terrain-related questions that have come up recently that need to be added as errata and/or FAQ
AUs being affected by spillover from APs (a bug in the Video Game) Quote:
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Q: Spillover fire from automatic road destruction? - Specifically, should friendly units take spillover from a unit in the same hex that is performing automatic road destruction? Clarification from Steve: Quote:
Ramming INF with Ogres Q. Does "ramming" INF count toward the "two rams per turn" limit? A. No Clarification from Steve: Quote:
Q. Can AP guns be used to destroy terrain (auto or otherwise)? According to 7.05.1, AP guns can be used only against INF and D0 targets. Does that also mean they can't be used for destruction of terrain? A. Answer unknown |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Is that second D result only affecting the crew again and this time it kills them, or is it damaging the vehicle only, or is it damaging the vehicle and the crew? Quote from the rules: "A disabled unit cannot fire or move; turn the counter over. If it receives another D result while disabled, it is destroyed." ...the unit is destroyed. It doesn't say the crew is killed and the vehicle is undamaged. It says the unit is destroyed. Which can only happen if the vehicle can also be damaged to the point of then being destroyed. Clearly there is some degree of vehicle damage occurring in a D result other than the crew gets knocked unconscious. The video game has smoke coming off of D'ed units for example. That implies some degree of damage to the vehicle as well as the crew. My suggestion was working within that framework to have a D'ed GEV lose it's ability to have its AI attack and also lose it's hovering ability while D'ed. The not hovering portion of the suggestion was really just semantics used to give a plausible explanation for it. Thus, one can ignore that explanation, but the suggestion to have a variant rule for GEVs that are D'ed not be able to use their AI to attack still stands. If you want to use the variant rule, you can and it changes nothing from the original game because there are still GEVs that use the original rule, in this context the explanation is they would be early Last War GEVs...or even better, lesser skilled GEV Pilots. Then the official GEV Pilots, then the Aces that ignore all D results on them. ;) |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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In Ogre miniatures, the second and higher X's are listed as XX - indicating a direct hit that removes the mini from the board rather than leaving a burned out husk representing a mission kill. In this case 2 D's yield an X rather than an XX - the vehicle is still physically in existence, it's just no longer a useful combat unit. The binary system of a counter being on the board/off the board is a vast oversimplification for gameplay purposes. In real life there's all sorts of things that will cause a mission kill, including just plain dumb bad luck; conversely there's also tons of things crews can do to get around problems and keep a vehicle in operation long enough to complete the mission and/or get home (chewing gum and bailing wire, anyone? :)). I totally get the desire to add more realism to Ogre, if nothing else it's fun to speculate. But from a gameplay standpoint keeping it simple and handwaving the reasons why it works the way it works makes a ton of sense. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Complexity =/= realism, anyway. Even if "D" results represented what Tim wants them to, I see no benefit in adding more special case rules that solve no actual problems.
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
It's been stated before that the game proper isn't representing a real battle, but it is the battle as viewed from afar on the comm-screens at headquarters as the battle unfolds. If so, then individual crews are seldom known, nor are their particular special skills.
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Crfout
"Proposed - that GEV class vehicles, when disabled while on a water hex, are instead destroyed. If the fans stop running, the hovercraft doesn't hover any more. It sinks. " I don't think that a GEV should sink and be destroyed, but like the general concept that Imho may compliment the game. Hence the proposal: * Low ranking pilots operating disabled GEVs cannot use their AI to attack while disabled. (Or this could be early Last War GEVs). * Official disabled GEVs can use their AI to attack while disabled. (Or this Could be mid- Last War GEVs). * Higher ranking GEV pilots (GEV Aces) ;) ignore all D results. (Or this could be late Last War GEVs). As GP mentioned, it doesn't matter what caused the D only that it happened. I agree. This proposal can exist with that in mind. I do like the idea of maybe having early, mid, and late Last War versions of units. Anyways, this is off topic any way, so I'll end my transmission here. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Another possible FAQ/errata: stacking limits and how they are applied to overruns.
Someone brought up the stacking limit of 5, but had an overrun situation where they ended up with 6 GEVs remaining after an overrun (i.e., in apparent violation of the stacking limit). The stacking limit is not an absolute (5.02.2), so having more than the limit is acceptable, but clarification on what that actually means is probably necessary. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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There's a "send feedback" in the settings menu inside the game that should open the correct email address in your local mail client. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I don't think 8.05.2 is correct regarding Ogres not taking damage to treads. What is the justification for this being the case? Why wouldn't the ram be "normal effects" like everything else? For example, if a HVY rams an Ogre, it loses 2 treads, why would an Ogre ramming a HVY during an overrun not also lose 2 treads?
I don't see any valid reason why an Ogre should be able to ram with impunity during an overrun; it's still physically attacking the unit and should take tread damage as normal. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I thought it was because in the simple ramming rule the tread damage is supposed to be defensive. If the defender rams in the Overrun (and they might as well) it has the same result, yes?
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
5.07 Road effects negating terrain.
we've discussed at length that entering a hex with terrain (town, forest, etc) from the edge where a road starts enacts the "along the road" aspect of 5.07, but it's not listed in either the official FAQ or updated in the new draft rules. two questions: 1. Have we officially answered that is the case (i.e., why isn't it in the FAQ/errata)? 2. When are we going to see an updated FAQ/errata so we know what's been included? The draft versions attached to this thread are 3 years old. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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The tan-map Ogre ramming rules reflect the outcome of green-map GEV overrun rules very well for GEVs, MSLs, HVYs, and SHVYs. Using green-map rules the ogre would overrun the hex. (No stacking so) the lone armor unit gets one shot at 1:1 - a one-in-three chance of damaging treads. The overrun ends very soon after when that armor unit is either vaporized by every gun on the ogre, or rammed, for no additional damage to the ogre. The tan map rules assume the defenders would shoot treads, and round (usually up) to the average result. The simpler rules produce nearly identical results (for armor. HWZ are short-changed, INF are merely reduced, but don't do any damage at all.) I like to introduce the overrun rules before spill-over and terrain as a first step from tan- to green-map rules. It's more fun to roll a die than to just check off a box or three. Quote:
Attacking ogres don't get to ram defending units with impunity. All the defenders get to shoot first. That "ram" damage in section 6 is just the lone defender's parting shot. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Personally I think the simplest solution is that a ram is a ram is a ram, and any sort of ram does the same amount of damage (other than Ogre/(or SHVY) on Ogre). Thus a defender ramming an Ogre does the same damage as an Ogre ramming a defender, and it doesn't matter if you're using section 6 or section 8 when you do it. But maybe Steve has a better explanation for why it's currently written the way it is. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
13.02.2 has come up again, and it isn't in the FAQ or Errata docs
13.02.2 Results of river bridge destruction. If a river bridge is destroyed, place a “Bridge Out” overlay on it. GEVs can no longer cross the river surface in that hex – and, of course, units cannot cross the river on the destroyed bridge. For movement purposes, all units treat that hex as the worse of swamp or rubble. For defense purposes, the hex is rubble.What's wrong here and what needs to be clarified is how GEVs interact. I believe the first part about GEVs can no longer cross is misleading and contradictory to the second phrase. It can't both block movement and be swamp to GEVs; it has to be one or the other. I believe the phrase "GEVs can no longer cross the river surface in that hex" should be dropped as it serves no useful function. Having the hex be swamp is sufficiently annoying. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Errata in rules for beaches.
From 2.01.9:I would change this to: From 2.01.9:it's possible (as evidenced by recent BGG conversations) for this to be misunderstood. |
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The "road-enters-water" GEV ramp is a separate rule, right? |
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Another mounted INF clarification appears to be necessary.
5.11.2 ...If the vehicle + infantry combination is fired on, the attacker makes one die roll for each attack on the combination, but calculates the odds separately for the vehicle and all the infantry and applies the results separately.One thing that is missing (in the errata or the FAQ) is whether or not the INF that's mounted gets terrain bonuses for defense. It's arguable that INF defensive bonus comes from their ability to scatter; INF on a tank can't scatter, so they should not get a bonus from the terrain. However, it's also arguable (and from a KISS perspective, easier) that terrain defensive bonuses should apply in all cases, regardless if the INF is mounted or not. I can honestly say I'm divided on which way to go with this. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Hmmm.
An INF rides a HVY into a town hex and they're attacked. The HVY is automatically 2x DEF. The INF is: A. Normal DEF because it can't scatter. B. 2x DEF because it's using the cover the HVY found. C. 3x DEF because it's in a town. There's a case to be made for each of those options. I'd prefer C for KISS. Having a situation where the INF gets less terrain shelter than the tank it's riding feels wrong to me. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I always vote for KISS, even if it's not strictly realistic.
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ie, they should get the defense bonus of the vehicle they are riding (option B). |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I've got another "missing" rule:
Terrain Effects Table errata: What are the terrain defensive bonuses for static HWZ? It's stated as 2x in 7.14.2 since it falls under "all other units", but it's not actually listed in the terrain chart; mostly because HWZ don't move). |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Rules Errata request:
Change "8.06 Movement and stacking before overruns"to "8.06 Movement and stacking during overruns"There's a lot of confusion about stacking limits post-overrun because of the poor naming of this section. Seeing "Before" implies there's a different section for "during" or "after." Changing it to "during" should make it more likely for people to find general stacking limit details. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Pulling this thread up to the fore.
Is there any update on the LAD (Light Artillery Drone) rules? I have the 2016 file that SJG released, but can't see anything recent in the archives in terms of discussion of the unit. Mainly I'm asking this: If the LAD is set someplace at game beginning, palletized as a potential defensive unit, do you just say "I am activating these now", or do you roll a die for activation (1-3 = no, 4-6 = yes)? Begin the game with them already emplaced and activated? If palletized and they automatically set themselves up, I am thinking that they start setting up on their Turn 1, and can fire on their Turn 2? Thoughts? |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
These are the most current LAD rules: http://www.sjgames.com/ogre/new-units/lad.html
And yep, it looks like you just say "I am activating it" at the beginning of your turn. It will spend that turn unpacking itself. You can fire it next turn. No die roll for activation - a palletized LAD isn't disabled and trying to recover. it's just folded up. The rules text could probably make this a little clearer, but this is almost certainly how it works - basically steps 2 and 3 of the unloading and setup process. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Leonidas needs help here. I am having an issue with SHVY Tanks. I see that multiple D results have no effect. However, if a SHVY Tank (disabled in the previous turn) gets a disabled result as a side outcome on his optional damage chart (and not on the standard CRT), I should just ignore it? And the SHVY tank will recover as nothing has happened. I understand that multiple or subsequent D results on CRT do not are ignored and the SHVY tank will recover based on the timing of the first D result. However, a disabled status on the optional damage chart can happen only after a X result which allows to do the second roll on the optional damage chart. Are these situations always treated the same?
Second issue about troop transport. I am wondering if it would make more sense if the INF could dismount the vehicle on any adjacent hex, and then stop. Any thoughts on this? Many thanks. Leonidas |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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As for the INF dismounting; INF are able to dismount at any time during the transport's movement, as long as the INF have not also mounted in the same turn. There is nothing that says INF have to ride a unit its full movement before dismounting; they can get off at any point. From a scale perspective, think about how having them dismount to an adjacent hex would allow too much movement. They could ride a SHVY for 3 hexes, then dismount into a fourth hex, effectively doubling their movement. That also means they would be jumping an additional 1.5km away from the unit they were riding, which doesn't make sense. Dismounting is meant to be "getting off the unit in the same hex" which is a lot more reasonable; especially since dismounting takes all their movement for the turn to do it. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Thank you very much. You understood my issue correctly, despite my poor English.
Maybe something on 13.07 colud be added to clarify that a second disable on the SHVY has no effect, notwithstanding the source (CRT OR optional damage table) and will not delay the SHVY’s recover in any way. But maybe it’s just me having hard time to deal with it. Thank you also for the clarification on the INF trasport. You are right, and I used the rule right. it’s just that I love marines, and I wanted to boost them up a little bit. Thanks again. It’s the second time I am having isdues with the SHVY, but I wanted to be extra sure! |
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I was reminded of this when I got a notice from W23 of an updated "Scenario Book 2" a few days ago. |
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Two quick questions:
A) Can howitzers intercept cruise misdles? B) Can cruise missiles fly over crateers in the Ogre map? My guesses are: A) Yes B) No Any advice is more than welcome. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I am sorry. Another question please!
During overrun combat, INF attack value is doubled for eack infividual squad. Doesn’t this mean that if INF targets Ogre’s threads it does double damage? Many thanks. |
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How about this one: In overrun combat can a 3INF stack combine fire against ogre treads? I think no - all INF fight separately. |
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Any armor unit with attack strength 3 or more ........ 11 or above Quote:
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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B) Yes. Terrain has no effect on flying Cruise Missiles. (Cruise Missile Crawlers, on the other hand, cannot enter/cross a crater) Quote:
D. |
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D. |
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Many thanks for your answers! |
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Single-INF shots blur out a run of bad luck better, but that's just a stats class filtered through my superstition. |
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At the end of 8.04 - "Units can combine fire, or fire in succession on one target, just as in a regular attack, as long as no unit fires more than once per fire round." Defense *is* every unit for themselves, though. For example, each INF squad is an individual; they can't combine for a defensive bonus. |
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All tread attacks are individual attacks, always. It just happens that in an overrun, all INF are single squads. |
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D. |
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Ok. I’ll stop derailing. I have anothe question, please. What happens to standard howitzers D1 if deployed in a town hex? Do they become D2? |
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D. |
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Single units can’t combine attacks. INF are a bit of a special case as the squads (up to three) are considered a single unit. So you can have 1,2 or 3 squads in the same hex fire together. You can’t have more than three combine, though. |
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Ok I am talking about the links in the first post of this thread. Quote:
So my question still remains, Was there ever an update to the: Ogre Designer's Edition - Rules Update v. 1.01 - 21 June 2014.pdf or even better and update to the ODE Rules manual to include the updated rules. Sorry for the delay in responding to the replies. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Here is the latest, most up-to-date, definitive rule set. This takes the Ogre Designer's Edition rulebook, corrects the errata, and adds all of the new material.
D. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I can't recall where I snagged it, but the "Battle Box" rules are now available online, and are the latest and greatest revision to all the rulebooks.
[whoops, ninja'd by the Line Editor hisself!] |
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I'm under no illusions that it is completely perfect. We've added way too much new material for there not to be at least the possibility of some overlooked fringe case that was missed. I think we've covered everything, but I won't be shocked to find out I'm wrong. We will be printing this rulebook again for Battlefields. That gives us another opportunity to correct anything y'all find. We constantly strive to be better; if you all can help us do so, great! D. |
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Later, BlackHat |
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I see a 3d cardboard radar dish; rules 3.06.
Was there a 3d radar dish? What counter sheet was that? |
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http://www.sjgames.com/ogre/resources/ |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
(face palm)
Yep. D. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
A couple of things to ponder with all the new additions in ODE.
Now that there are rules for reloading Ogre external missiles, should there be a different notation for fired external missiles vs. destroyed external missiles? Easy enough to put a house rule in, but should it be explicitly written out in the rulebook? In a campaign type scenarios, shooting at empty missile tubes might be worth doing to further hamper an enemy Ogre? If so what would be the defense factor for an empty external missile tube? Secondly with the advent of record sheets for superheavy tanks and other specialized units with 1 shot special firing capabilities and other capabilities (here's looking at you Marine Engineers) , is it time to add unique identifiers (i.e. a number like 101) to counters in a future printing? How do folks distinguish superheavy tanks and other units now? |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
When I play with Mk 1s, which have the same problem, I tend to go with "the one on the left flank", "the one in the middle" and "the one on the right flank."
Probably not scalable to an entire company though. :) This is where the numbered counters would come in handy. |
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For tracking specific units I was lucky enough to get my hands on the Black Rose counter set from ODE, all of which have a name. In situations where I absolutely have to be able to tell them apart [such as fielding a swarm of superheavies with partial damage rules], I'll use those counters to remove ambiguity. Since that's not an option for everybody, and if I ever end up in a situation where both sides have a swarm like that...I'd get a bunch of sharpies or highlighters in different colors, and color in the edges of the counters. That way on the partial damage sheets I could write "Red", "Blue", "Green", etc. Also prevents the headaches of having to write on already-tight counters, or the potential that the writing [or daub of paint, or whatever] would wear off over time. HWTs have a 'fired' status on the reverse. Can't swap them straight-up for a 1/1 infantry counter because of tracking VP of units destroyed, but it's easy enough to put the HWT Fired counter under an Infantry counter to note which one it's moving with. |
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
(There's nothing like receiving a new supplement, Ogre Mini Set 2, to get you back into a shelved game.)
Rules Question: Is a unit that is disabled due to terrain destroyed when it receives its first 'D' combat result? |
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From my reading, I thought the rules could be a little ambiguous. Referring to the latest Ogre Battle Box Web Rules: Page 16 indicates that the destruction occurs "if it receives another D result while disabled." "Another D" could imply the first disable needed to be combat result induced. Also, the bottom of page 11 reinforces the fact that in general how a unit becomes disabled may matter. Note: I use my original Designer Edition rules, but noted that the above references did not change between the versions. |
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