03-14-2014, 12:49 AM | #1 |
Join Date: Feb 2014
Location: Atlanta, GA
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Spillover against Terrain in Ogre DE
I haven't seen this question come up. In rule 13.01.2 of the 6th edition, I think "base strength of 8 or more" should read "base strength of 4 or more". Consider: Spillover results are degraded, with printed X yielding D and printed D yielding NE (7.11.1, 7.2). The attack strength for a spillover attack is halved (7.12). Terrain defends at D4 (13.01), including against spillover attacks (13.01.2). A D against town or forest damages it (cuts roads); an X or a D against an already damaged town or forest rubbles it (13.01).
So say you have an Ogre potting a HVY (D3) in forest with a main battery (4). The shot at the heavy tank is resolved at 1:1. The spillover against the forest is 4 x 1/2 to 4 for a 1:2. On a roll of 6, the forest hex is damaged and, if it was already damaged, it's turned to rubble by an attack with a base strength of 4. Am I overlooking something? |
03-14-2014, 10:09 AM | #2 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Spillover against Terrain in Ogre DE
I've got this in my personal errata file.
http://www.hcobb.com/gev/v6errata.html Hopefully we'll have an official errata soon.
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03-18-2014, 02:23 PM | #3 |
Banned
Join Date: Jan 2013
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Re: Spillover against Terrain in Ogre DE
Wow...one would think after 35 years and on it's 6th edition
all the rules would have been errata free by now. If I sound disappointed it's because I am. This is really unacceptable, but since I luv the game so much, I accept it. :( |
03-18-2014, 02:50 PM | #4 |
Join Date: May 2012
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Re: Spillover against Terrain in Ogre DE
The terrain destruction rules were basically completely rewritten in 2010, as part of the early preparations for what would eventually become ODE. ODE is actually the first time they've appeared in print. A minor typo (in a strictly speaking unnecessary sentence that helpfully points out an implication of the rule (that any player really should be able to derive themselves), rather than defining the rule) isn't shocking.
I have an analysis article on the differences between the two rulesets about 3/4 done. The upshot, IIRC, is that it is now slightly easier to cut roads in cities, slightly harder to rubble cities, and completely impossible to accidentally rubble cities when firing at units in them. It is also now much easier to cut roads in forest hexes. Moreover, the new rules have a lot less recordkeeping overhead. |
03-18-2014, 06:37 PM | #5 |
Join Date: Feb 2014
Location: Atlanta, GA
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Re: Spillover against Terrain in Ogre DE
I figured "base strength of 8" was most likely a mistake, or just possibly some modifier I missed. But it's not a big deal.
Overall, I find the 6th edition rules well polished and improved compared with, let's call it, the 5th edition, the versions of Ogre/G.E.V., Shockwave, Reinforcement Pack, and Battlefields published in 2000/2001. Attacks against terrain, including bridges, seem smoother in play. I won't miss the Ogre destruct rule. Towing, engineers, and militia are nice to have for some scenarios but not centrally important. So even if you don't consider the size and deluxe components, the DE is a step ahead. A grinding, crushing step ahead. |
03-18-2014, 09:46 PM | #6 |
Join Date: May 2012
Location: Austin TX
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Re: Spillover against Terrain in Ogre DE
How's that? Spillover fire can damage terrain, and then subsequent spillover fire can give you another D result. Just like disabled vehicles are destroyed on another D result, doesn't a second D on an already damaged hex turn it to rubble?
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My sci-fi/fantasy wargaming blog: Super Galactic Dreadnought |
03-19-2014, 11:08 AM | #7 | |
Join Date: May 2012
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Re: Spillover against Terrain in Ogre DE
Quote:
In the previous ruleset, the 12th point of damage (over the whole game) rubbled the town, even if it had been completely undamaged and even if you were firing at a unit in the town rather than the town itself. |
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