Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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The whole point is if you risk disabling a unit by driving it into dangerous terrain, it is more likely to be destroyed by an attack on the following turn. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Clever engineers can make one part do several things at once in a machine. SJ's game rules are much the same.
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
More and more, it does appear that the intent is that being disabled by terrain does make a unit vulnerable to a 'D' combat result. (I checked the Ogre Miniature rules for comparison, and while not unambiguous, it seems to align more.)
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There is at least a distinction in the type of disable for purposes of recovery from the condition. |
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)
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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If it was "lose your next turn", a SHVY that disables itself ramming is subject to two unanswered attacks by the opponent, not one (as is the intent of the rule -edit) |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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The basic intent of a unit being disabled is to give the opposing player _one_ full turn to have an opportunity to take advantage of it being disabled (i.e., shoot at a disabled unit, which is an easier kill). |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Each attack is discreet. It's more about how an individual attack's results are applied to a unit in a particular state at the time of that attack. A unit that is undamaged that receives a D becomes disabled. That same unit (that is now disabled) is attacked again and receives a D result is destroyed. This is identical to the case where a unit that is already disabled is attacked. The intent is that any disabled unit (regardless of how it was initially disabled) that receives a "D" on a combat roll is destroyed. The phrase "another D" is a shorthand for "a disabled unit receives a D result on the CRT," not literally only "a second D result on the CRT." 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. |
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)
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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). |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Yup, it's Monday. |
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)
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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)
That sounds good.
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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. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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Sorry for being a wise *ss. That looks like a good observation. |
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)
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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)
What nobody knows is that the project that ended up as the SHVY started as a GEV-PC sometime prior to the Battle of Montreal.
https://www.youtube.com/watch?v=aXQ2lO3ieBA :D |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I don't even have to look at that clip to know it's from Pentagon Wars. :D
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Same here, ColBosch!
My regular Ogre opponent worked for FMC at that time -- he says if you mentioned that movie at work, bad things happened to your career. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I couldn't find answers to these questions in the rulebook:
1. Can you ram an armor unit protected by a revetment? If so, what effect (if any) does the revetment have on ramming? 2. How many times can a Superheavy Tank ram in a single turn? 3. Rule 6.01.1 says an Ogre can ram "up to two non-Ogre units per turn" while rule 6.02 says that when ramming "If the armor unit is not destroyed, the Ogre may expend one more movement point, stay in that hex, and ram again." Does ramming the same armor unit twice in a row count as ramming one non-Ogre unit or two? I'm guessing the answers might be as follows: 1. Yes, but it costs an extra movement point to ram a unit in revetment (as is the case with an Ogre reducing infantry in an entrenchment). 2. Since the rules say a Superheavy Tank rams "as if it were an Ogre Mark I" I assume it can ram up to two non-Ogre units a turn if it has the movement points to do so. 3. I always assumed ramming the same unit twice in the same turn counted as ramming two non-Ogre units (no further rams allowed). |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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I'm also not sure where you are getting the "Ogre reducing INF in an entrenchment comment costing an extra movement," there's nothing like that in the rules that I can find. What rules are you looking at? An Ogre is not going to care about a ditch. Quote:
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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)
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6.02 - is specifically "Ogres ramming armor units." This does not apply because 6.07.1 exists; which calls out explicitly what a SHVY does when ramming. 6.03 - Ramming CPs and Buildings - again, is not called out because SHVYs are explicitly defined within it. The table in 6.03 states how a SHVY behaves while ramming, which is explicitly a different line item than how an Ogre behaves. 6.04 - Movement after ramming - The omission of this in 6.07.1 points out yet another limitation of how a SHVY is not an Ogre; it gets only one ram per turn because 6.04 is NOT included in 6.07.1 The rules are being very particular when defining what "ram as an Ogre" means. If they had left the explicit callouts out of 6.07.1, then there would be room for interpretation to be more broad; but the fact they picked only those two (6.05 and 6.08), excluding the rest, is significant and means the rest do not apply. |
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)
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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)
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The SHVY caveat can be "the SHVY is like an ogre," instead of "the SHVY is special in this other way, too." That 1:1 is a severe disincentive. An X is the end of the SHVY. A D means that disabled SHVY will not be shooting or ramming anything next turn, and will draw a lot of fire if there are enemy units around to take advantage. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
OK, I see your points and don't disagree. In fact, I think that the solution to this is actually even simpler. Just remove the parentheses at the end of the first sentence of 6.07.1 (see 6.05, 6.08). By eliminating the callout, you simply state that SHVYs ram as though they were a Mk I, which implies that other than anything explicitly stated differently in the rest of the section, all other 6.XX rules that apply to a Mk I also apply to a SHVY. Meaning that it has the same rules other than the addition of suffering a 1-1 attack on itself when it's the attacker, and the rule about mounted infantry dying automatically rather than by die roll*. Which is probably what the intent was all along. (In fact, that actually makes the first sentence of the second paragraph of 6.07.1 unnecessary, though the second paragraph still is.)
* Upon re-reading 6.01.2, it's clear as mud exactly what's being discussed. Vehicles that ram while carrying INF don't suffer a die roll against them EXCEPT for SHVYs, therefore there is no die roll to affect the vehicle and INF per 5.11.2 (and said die roll is irrelevant for SHVYs as the INF die automatically). Not to mention INF riding on non-Ogres are explicitly covered in each of 6.07.X. So 6.01.2 only applies to INF riding Ogres. Which do suffer N dice of damage to treads, but there's no attack roll to apply to the INF. So the rule doesn't really make any sense. I'm not quite sure how to fix it, especially since I would say that INF riding on an Ogre should be a bit better protected than those riding on smaller vehicles - especially the big Ogres. Perhaps each squad takes a 1-2 attack with separate die rolls, giving a 33% chance of killing each individual squad? It's a corner case in any event, but the rule as written doesn't make sense to me. Am I missing something? |
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)
“3.02.2 Heavy Weapons Teams (HWT). Specialist battlesuit
squads. An infantry squad armed with a portable one-shot missile. Each Heavy Weapons Team may make a single “heavy weapon attack” at Attack Strength 3 and Range 4. Once this attack is made, flip the counter to its “Fired” side. The heavy weapon may not be fired while mounted (5.11.1) or on the turn the Heavy Weapons Team dismounts (this is an exception to 5.11.3). The heavy weapon attack does not double in overruns. A Heavy Weapons Team has an inherent Attack 1 at Range 1, which can be used both before and after firing the heavy weapon. Treat this like a regular infantry attack. This inherent attack cannot be used in any Fire Phase or overrun fire round where the heavy weapon attack is used. Heavy Weapons Teams are deployed in special scenarios. Players can mutually agree to allow Heavy Weapons Teams in other scenarios, by trading regular infantry for Heavy Weapons Teams at a 2 to 1 ratio; for example, 10 regular infantry might be exchanged for five Heavy Weapons Teams. As specialist infantry, Heavy Weapons Teams are worth double victory points (i.e., 4 VP per squad). Other than as mentioned above, a Heavy Weapons Team should be treated as infantry in all other circumstances. Heavy Weapons Teams may re-arm from either a stocked CP depot, or a Truck or Hovertruck carrying “Heavy Weapons Team missiles.” They need to begin and spend one full turn in the same hex as the reload source without firing. Each additional missile would cost 1 VP each for unit selection and victory calculation. A Heavy Weapons Team may carry only one heavy weapon missile at a time. A Truck or Hovertruck may carry up to 10 missiles, or up to five if a squad rides in the Truck at the same time. Players may receive one regular Truck for “free” per 10 missiles (or fraction thereof) purchased, if they so desire. A Hovertruck would cost 2 VP each for unit selection and victory calculation (in addition to the missile costs). Reduce the number of “free” wheeled Trucks available by one for each Hovertruck purchased. Armor units and other types of infantry may not carry heavy weapon missiles due to the large protective casing within which they are transported. Heavy weapon missiles may not be attacked individually, but are destroyed if the Truck or CP is destroyed. 3.02.3 Marine Heavy Weapons Teams (HWTM). Specialist battlesuit squads. Marine Heavy Weapons Teams are treated for all purposes like regular Heavy Weapons Teams, except that they move and attack equally well on land and water, and have double defense in water hexes. The heavy weapon attack is uniquely designed to be effective in both air and water. Marine Heavy Weapons Teams may use their heavy weapon attack on either surface or submerged units without penalty. Unlike regular Heavy Weapons Teams, they may re-arm from Hovertrucks on the water, as per the re-arming rules above. Marine Heavy Weapons Teams cost 6 VP per squad, (or 3× the cost of regular infantry.)” The above rules are copied from the Battlefields Rulebook posted here at SJGames. They raise a couple of questions. 1. As Marine Heavy Weapons can be used against submerged targets and normal Heavy Weapons can not be used against submerged targets, do you need to keep track of the reloads separately if you buy both types of HW Teams? Or is the extra capacity assumed to be part of the suits and thus a HW Reload will work for either type of HW Team? 2. Rule 3.02.02 does not have a note about HW Teams not being able to rearm from Hover Trucks on the water. Rule 3.02.03 says that Marine HW teams can rearm from Hover Trucks on the water unlike regular HW Teams. Rule 3.02.02 should have this note added to it as it might be missed by someone that does not read up on the Marine HW teams. 3. Also “on the water” should be better defined. I am assuming that if a Hover Truck is carrying a HW Team and some reload missiles while on the water that the HW Team can pick up some reloads. But that if the HW Team is on the water separate from a Hover Truck in the same hex they cannot re-arm. By Rules As Written, though a HW Team riding on a Hover Truck on water could not re-arm. Was that the intention? |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
Would it be possible to get the newest version of the Quick Reference sheet here? The one that downloads for me only has sub headings a and b, under Section 2. Movement Phase, in the Turn Sequence boxed text.
I think this is the best place to ask this, if I am mistaken, my apologies in advance. |
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)
Unfortunately, no. I have a farm between Springfield and Joplin.
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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)
Not sure if this is the best place to post this but for lack of a better alternative I will post it here and in the minis section of the forums.
My questions pertain to OGRE Minis, using the 2nd edition rulebook. 1) Is there any situation, be it overrun combat or normal combat, where an AP weapon on a SUPH or OGRE (or other possible platforms/mounts) automatically fires before any other weapon or unit? A player in my club insists that APs ALWAYS fire first, allowing no return fire from any unit eliminated by the AP, regardless of the type of combat, and regardless of whether they are the attacker or defender. Please set this straight for us. 2)Do the overrun rules apply to OGREs and SUPHvys in the same way as ALL other vehicles and INF with a few exceptions for rams and INF breaking down into squads for overrun? 3) Is there ANY circumstance in an overrun where ANY attacking unit will/would fire first? 4) Do OGRE overruns have their own rules or do they use the same ones as everyone else? I know somewhat redundant but I am trying to answer all dissenting views. 5) Looking at the pic on page 33 seems to imply that an OGRE can never be involved in an overrun on it's turn unless it wants to be? As the INF on the side is not close enough to the conning tower to be within an inch for an overrun if the defender called for a template check. Is this correct for that size model and what about other sizes and shapes. Is there a clear ruling on each size or is it model by model? 6) Does the attacker initiate the overrun as it says on page 32, or can the defender just move out of the way if it doesn't want to be overrun? 7) Are OGREs limited to attacking INF with AP only or can they use any weapon against INF? 8) Can INF only get into an overrun with an OGRE on the INF turn? Or can INF be overrun by an OGRE on the OGREs turn? 9) Is the OGRE ALWAYS the defender in an overrun? 10) Can you give me any other clarifications or errata for oveerrus involving INF and OGREs or just OGREs or anyhting at all? Thanks to whoever at the Company has time for this. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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It seems like the player you mention has a unique interpretation of the rules. When in doubt, I always check the rule text first. Quote:
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
I concur with DS's interpretation.
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Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
[QUOTE=Desert Scribe;2495152]Hey there! I'm not an employee of SJG, but I will try to answer your questions. I'm more familiar with the hex-and-counter rules, but I have also played Ogre Miniatures.
Thanks for your time and answers Desert Scribe. I was clear with and agree with all your answers, I just wanted an outside view for that player so he can see that my interpretation of the rules is the one that other players outside of our club are using as well. Thanks for the time. See me at MillenniumCon at the Arlington Gaming Company vendor booth. I make and sell terrain. |
Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)
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