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Old 10-20-2012, 05:31 PM   #31
Telon
 
Join Date: May 2012
Location: Tampa Fl
Default Re: Rulebook PDF Posted

Looks great so far. Once the scenario book is posted this next week Ill play through a couple scenarios and see if i notice anything.

The CRT is just a bit hard on the eyes but thats already been pointed out.
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Old 10-20-2012, 07:04 PM   #32
BlackHat
 
Join Date: Apr 2012
Default Re: Rulebook PDF Posted

P20, Winch Chung's artwork.

lists 1206.09

Is that a date? Should it be 12.06.09?

I have never seen format for a date before.
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Old 10-20-2012, 07:26 PM   #33
dwalend
 
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Default Re: Rulebook PDF Posted

Quote:
Originally Posted by ScarecrowKing View Post
He was asking about treads in particular. In that case, each squad must fire separately.
Quote:
Originally Posted by GranitePenguin View Post
Actually, the problem is it isn't clear that is the case. The rules say infantry can be grouped how you want, effectively deciding what infantry "units" with which you are attacking. It does not say each squad within the group must fire individually, or that each squad represents a "unit".

7.13.2 only says each "unit" must attack treads individually, implying that if I decide to have a 2-squad "unit" and a 1-squad "unit", I will have two attacks.

There should be an explicit description of how infantry attacks treads.
We've always played the way ScarecrowKing reads it: each squad fires separately. That's almost always what's best for the attacker, and it vastly speeds up the end of a game if you have enough dice. (The rare exception is when you must take out two or three treads this turn to drop movement on the next turn.)

Maybe just update the example at the end of 7.13.2: "Thus, a successful Heavy Tank attack on treads would cost an Ogre 4 tread units. Each successful infantry squad attack destroys 1 tread unit."

Last edited by dwalend; 10-21-2012 at 08:08 PM. Reason: clean up
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Old 10-20-2012, 07:57 PM   #34
JLV
 
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Location: Arizona
Default Re: Rulebook PDF Posted

I'm coming late to this party, but so far it looks pretty good. No point in re-listing what other people saw, and I didn't see anything else that we haven't already discussed! Good job to Steve, Daniel, Fox and the whole crew!
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Old 10-21-2012, 02:36 PM   #35
DeeJaye6
 
Join Date: May 2006
Default Defense Strength v. Defensive Strength

For the majority of the rules book, the phrase is "defense strength," as it is first introduced in the first figure on page 7 which illustrates a unit counter. However, there are notable places in which it is written as "defensive strength," including in the paragraph directly following that figure.

3.01
3.03, Truck (TK)
7.14.1 (both are used)
9.03.2
13.02

Recommend doing a find/replace on the entire phrase, as the word "defensive" is correctly used elsewhere in the rules.

Find: "defensive strength"
Replace with: "defense strength"
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Old 10-21-2012, 03:44 PM   #36
DeeJaye6
 
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Default Re: Rulebook PDF Posted

In Section 3.01, for Heavy Tank, why is "Main Battle Tank" capitalized? It should not be.
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Old 10-21-2012, 08:16 PM   #37
GranitePenguin
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Location: Plainfield, IL
Default Re: Rulebook PDF Posted

Quote:
Originally Posted by dwalend View Post
We've always played the way ScarecrowKing reads it: each squad fires separately. That's almost always what's best for the attacker, and it vastly speeds up the end of a game if you have enough dice. (The rare exception is when you must take out two or three treads this turn to drop movement on the next turn.)

Maybe just update the example at the end of 7.13.2: "Thus, a successful Heavy Tank attack on treads would cost an Ogre 4 tread units, and each infantry squad attack destroys 1 tread unit."
Whether you have played that way or not, or that statistically, attacking with 1-squad at a time is best, isn't the issue. The issue is that the rules do not clearly state that you MUST attack with squads individually.

Updating the example in 7.13.2 as you have suggested would not clarify that at all. We still need explicit information on what constitutes an infantry "unit" in the context of attacking treads (ie, is a unit = counter, or is a unit = squad). Most text in the rules implies that unit = counter; in which case, attacking as a 3/1 or 2/1 infantry would be allowed.
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Old 10-21-2012, 08:42 PM   #38
FireHorse
 
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Location: Dayton, Ohio
Default Re: Rulebook PDF Posted

Pg. 9, Ogre War Room info box: "A free Ogre app for iOS, Android, and Windows Phone is available through apps.sjgames.com."

Maybe it's a superficial quibble, but that address only redirects to http://www.sjgames.com/apps/ — so why not just give the real address? (Or conversely, set up apps.sjgames.com to actually work, instead of redirecting.)
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Old 10-21-2012, 09:12 PM   #39
GranitePenguin
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Location: Plainfield, IL
Default Re: Rulebook PDF Posted

Terrain Effects Table...

Clear, Crater, Ridge Hexside, Stream Hexside and Railroad do not have rule location references, but the rest of the terrain types do.

Rubble: refers to 13.01, which says "Ogres and Superheavies treat rubble as clear terrain. Other units treat rubble as swamp." That includes Infantry and trucks, so why not just have "Same as Swamp", instead of the repeated text?

Towns: Why is "D0 units become D1." listed only under Heavy Tracked Units? This would make more sense under Light Tracked Units (eg, MCP), or Wheeled units.

Mentioned by sqw on the reference sheet, but it also is in the rules at 7.11 and Page 24's CRT:
"The intermediate result is a D. " - to be consistent and easier to read should be "D is a disabled result" to match with the NE and X lines
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Last edited by GranitePenguin; 10-21-2012 at 09:21 PM. Reason: Added D0 question
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Old 10-22-2012, 02:35 PM   #40
CoachAsher
 
Join Date: Apr 2012
Location: Napa, CA
Default Re: Rulebook PDF Posted

In 1.01, the quotation marks around "feel" don't seem to be necessary, as the word is not used in a peculiar way. Same thing with "handicap" in 1.04; that seems to be a pretty standard use of the word. In 1.03, "program" seems to call for them because one is not literally "programming" the Ogre.

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