04-08-2016, 06:45 PM | #102 |
President and EIC
Join Date: Jul 2004
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Re: Soft announcement: new Ogre set!
NEW VERSION -
This 12-page PDF includes all art corrections, many text corrections resulting from your comments on the last version, and a more compact layout. The remaining empty space will be turned into art and (probably) one ad. This may start as soon as next week, if Sam and I can just get better. See a typo or other error? Post it. Thanks. |
04-08-2016, 08:27 PM | #103 |
Join Date: Nov 2010
Location: Arizona
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Re: Soft announcement: new Ogre set!
Read through and can't find any issues to correct. You may have actually reached "perfect rules;" a zen state only previously imagined by philosophers and crazy hermits living in mushrooms... ;-)
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04-09-2016, 12:23 AM | #104 |
Join Date: May 2012
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Re: Soft announcement: new Ogre set!
Page 1, Table of Contents - Section 2 is still referred to as "Maps" here when it is "Map" in the actual section.
Page 1, Table of Contents - The sequencing on Combat, Example of Play, CRT, and Optional Rules is awkward. Within the actual document, the order of the sections is Combat, Example of Play, Optional Rules, CRT. I understand the imperative to place CRT as the bottom item on the last page, but that would appear to place it within the Optional Rules section. I would consider exchanging the positions of Example of Play and the Optional Rules + Record Sheets section. that way all of the numbered sections are together with 13.00 following 7.00, then Example of Play, Acknowledgements, then the CRT. Page 1, Game Components - Counters: I haven't seen the countersheet yet, but I suspect that at least some of "The red/gray units" are Combine GEVs, and not Ogres, especially since the Ogres are most likely "3-D Counter", and are therefore described in the next bullet point. Page 1, Section Numbering sidebar: Technically, this set (comprising everything in the box) is not a subset of the ODE rules. Only a set of rules can be a subset of another set of rules. I might word it "This rules set, as far as possible..." 1.03: "... the scenarios in this section are good for solo play." There are no scenarios in any other section in this boxed set. I might reword it "these scenarios are good for solo play". 1.04 "... the balance on the starting scenarios takes this into account." No distinction is made, that I can see, dividing the scenarios into "Starting", or any other category. Maybe reword it "The 'Mark III Attack' and the Mark III version of the 'GEV Escort' scenarios"? Page 4, Ogre Defending scenario: It is not immediately clear to me what "infantry equal to half the attacker's force" means. Veteran players will know that a 3-strength infantry piece is one Armor Unit, but that will not be evident to a new player reading this. I would restate the hard numbers from the Mark III and Mark V Attack scenarios and specify exactly how much infantry the defender gets in each case. 2.00.3: Unless space is at an absolute premium, it may be worthwhile to warn players about the possibility of certain adhesives staining the mapboard, and to test appropriately in an inconspicuous spot. 2.02.1: The ridgeside artwork is not actually a "heavy black marking". "thick line of visible debris" might be more descriptive. 3.01: "stats which give its capabilities". "Describe" might be more accurate than "give" here, but it's basically a stylistic choice. Page 5 - Howitzer: "non-self-propelled" seems awkward. "Stationary", "Fixed", or "Permanently emplaced" might be better. "Immobile" might be particularly good, since the Howitzer is described using that word in 6.02/ Page 5 - GEV: Terrain doesn't actually affect GEVs any differently than any other unit on this map, and you have already called out their extreme mobility. I would omit the sentence, including the parenthetical insert about water. I note, on page 5 and at the top of page 6, that we are getting our first visuals of the Combine color scheme. Very nice! The Mark IIIs having different colored sensor spheres is a nice touch. Page 6 - Ogre types playable in this game: I might use the word "included" instead of "playable", and possibly take the opportunity to call out the other types of Ogres included in ODE. Page 6 - Ogre types playable in this game - Mark V: Is "Huscarl" the proper name of the occupation of Great Britain? I might reword the sentence "Paneurope also built large numbers of Mark V units after they occupied Great Britain, calling them Huscarl, after the Anglo-Danish warriors that served as the guards and professional soldiers of the late Anglo-Saxon kings of England." Definition from here. You may want to source your own. 4.01: You may wish to avoid gendered langauge here. Not all Ogre players are male, though to be fair, the vast majority are. 4.02 - 4. Second (GEV) movement phase: I might put a "See 5.05" here, just to make it very clear from even a first read that GEVs don't move 4 hexes in their second movement phase. 4.02 - Notes: A unit can be disabled by enemy fire, or by being rammed, but does this have any impact on when it recovers? I do not think so. [disregard if I'm misremembering th recovery rules here.] Players of this particular set need to keep track of when a unit is disabled, but not necessarily how. Either way, italicizing "necessary" may be overselling the point. 7.01: The first movement phase is not previously referred to as "the regular movement phase". I might replace the word "regular" with "first". 7.11: "If it becomes disabled on an enemy turn..." Is it even possible for a unit to be disabled on its own player's turn in this rule set? 7.13: "either one specific weapon..." Technically, when you attack an Ogre, you designate a target weapon type as a target. "I target a SB gun", as opposed to "I target the second SB gun on the port side." I would insert the word "type" after "weapon". Page 11 - Example of Play: Would it be worth formatting this as a numbered section, rather than as a sidebar? Page 11 - Example of Play - Paragraph 4: "he". More gendered language here. Just sayin'. This represents the results of a good first pass. A definite improvement from the last iteration! Last edited by HeatDeath; 04-09-2016 at 12:27 AM. |
04-09-2016, 01:46 AM | #105 |
Join Date: May 2012
Location: Geltendorf, Germany
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Re: Soft announcement: new Ogre set!
3.04.02, p. 6 sidebar/sidebox:
"Ogre types playable in this game:" suggests that other models (if the player has them) are somehow incompatible. i suggest "Ogre types includes in this game", or similar. |
04-11-2016, 06:51 AM | #106 |
Join Date: May 2015
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Re: Soft announcement: new Ogre set!
Wow...this is one of those times I'm just going to sit back and watch the action. More able participants than myself are already engaged.
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04-12-2016, 10:16 PM | #107 | |||||||||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Soft announcement: new Ogre set!
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GranitePenguin Ogre Line Editor |
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04-15-2016, 02:47 AM | #108 | ||
Join Date: Jul 2014
Location: Pennsylvania
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Re: Soft announcement: new Ogre set!
Quote:
The Mark 5 is missing line art where the tower meets the upper chassis. I'm sure I am the only one who cares, but having Faction Iconography on the OGREs (the Combine Hourglass for example, would really be a nice touch). These are on the 3D OGRE Chipboard units, and look pretty cool, and I might add, not as noticeable. ;) Does anyone else think the OGRE Movement stat blocks may benefit and be more at-a-glance friendly if they are changed to this: https://www.flickr.com/photos/128248...7659076220365/ Quote:
Except for some cosmetic things I've added... +1 :)
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 04-15-2016 at 04:06 AM. |
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04-15-2016, 09:50 AM | #109 | |
Join Date: May 2012
Location: Geltendorf, Germany
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Re: Soft announcement: new Ogre set!
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04-15-2016, 03:35 PM | #110 |
Join Date: Oct 2005
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Re: Soft announcement: new Ogre set!
I spotted two typos (through section 5)
2.01.1 no need for quotes around "clear" . 3.02 no need for quotes around “battlesuits” . Future Combat System articles used the term in the mainstream press. The rest is bigger edits and just suggestions. In p1's Section Numbering block - do you want to mention that some rules leave out information that does not apply tan-map Ogre? If you've got room, consider adding MkIV Attack. It'd be an easy thing to add to the box. (And if you've got a lot of room, maybe even MkII Attack. It plays really fast.) (Will also change 3.04 Ogres section. And "Ogre types playable in this game:" And 3.4.2 will need missle rack rules. And 6.05. Ug. A MkIV will fill about a 1/4 page.) Will there be terrain overlays in the box? 3.01 "Howitzer (HWZ). A non-self-propelled heavy missile cannon. " Maybe "A large immobile railgun" ? If you can avoid "missile" then you'll bypass confusion with ogre missiles. "Non-self-propelled" is pretty awkward, and almost implies it can be towed or something. "GEVs may move twice per turn." Mabye "GEVs move both before and after their fire phase. See 5.05" Consider dropping "Terrain affects GEVs differently from other units; in particular, they can cross water (though there is no water on the basic Ogre map)." if you need an extra 1/4" . 3.04 "Note that the two Mark III Ogres have different colors on the sensor sphere at the top of the tower to make them easy to distinguish." - How about printing names on the models so they can be distinguished very easily? Or one has a red tower (not just the sphere) and one has a gold or black tower ? 4.02 - For the disabled phase - is it worth adding a note that a disabled unit must spend an entire next enemy fire phase disabled? it's pretty well covered in 7.11. 4.03 "Multiplayer sequencing. A scenario with more than one player on a side will use a similar sequence; players move in the same order each turn. Each player on side A, in turn, moves and resolves combat; then each player on side B, in turn, moves and resolves combat. Players on the same side may take a single fire phase together, after the last one moves, in order to combine fire." - I've only ever done it the later way - Players on the same side share a movement phase, then a fire phase. Does everyone else do it as 4.03 says? "5.05 GEV double movement." Change to "Second (GEV) movement phase." to exactly match 4.02. Maybe drop the box about " change the facing on each unit as you move it" if you need the space. Same recommendation for 7.03. It's the same picture, twice. A roll of pennies works better. Time to rescue the babysitter... now the kids are in their cages again... "6.02 ... An Ogre loses two tread units (see 3.04.2) for ramming a Heavy Tank, and one tread unit for ramming any other armor unit." It might be better to list out the other units in this set - GEV, MSL and HWZ - to be a bit more compatible with the full set of units. "7.13.3 Destroying Ogres. An Ogre is not destroyed until all its firable weapons and tread units are gone. However, a lone, immobile Ogre is helpless; at that point, the game is as good as over." Maybe rephrase as positive: "An Ogre is destroyed when all of its firable weapons and tread units are gone." Maybe drop the "however" sentence. The players will figure that out. An M0 Ogre might just be in SB range of the command post. page 11 example of play. How the heck is the Ogre half way through M2, missing two SBs and 3 APs, but still has its main gun? Shouldn't a master sergeant offer the defense commander some stern advice before that? Last edited by dwalend; 04-17-2016 at 08:25 PM. |
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