[Ogre] Re: Breakthrough

David Morse dcmorse at gmail.com
Tue Dec 14 19:19:24 CST 2004


> > The river route sucks now that it takes a phase parked at the water
> > boundary to get onto dry land.
> 
> When did this BS get added? I've yet to see a hovercraft that had to
> pause before transitioning from water to land -- FCOL, that's why
> hovers were created!

In "Ogre Miniatures".  Then it got back-patched to hex-based Ogre in
about 2002.  Check the GEV errata page.  I blame myself.  It is a
stupid rule.

> > For the Combine, the west is the best.
> 
> Wrong. The east *was* (assuming what you say above is correct)
> the only route that allowed the Attacker a chance at a Decisive win;
> now the scenario cannot be won by the Attacker at all. (This sce-
> nario is why we came up with the "GEVs jumping streams" rules;
> otherwise, the GEVs cannot both get to the combat zone *and* get
> off-map in time to win.)

Uhh... I count well under 4 turns to transit the western side of the
map south to north.  The attacker gets 8vp/GEV up until his 8th turn. 
8VPx12GEVs=96vp.  Far exceeding the 50 vp margin for a decisive
victory.

I think you're doing something big wrong.  Misinterpreting some rule
or something.


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