[Ogre] Optional Ogre tread damage rule

David Morse dcmorse at gmail.com
Tue Dec 28 17:21:37 CST 2004


> Since Ogre/GEV is already quite an abstract game, why not just
> _roughly_ divided the total number of treads in a movement block
> by six and roll against that!  Round to the nearest whole number.
> 
> To use the example above, a Mark V has 20 treads in a single movement
> block.  Roughly dividing by six = 3 treads per pip on a six-sided die.
> Since the Ogre's controller needs to "roll" at 14 or under, this
> translates to needing a "5" or under on the d6:  1-3 + "1", 4-6 = "2",
> 7-9 = "3", 10-12 = "4", 13-15 = "5", and anything 16 or above (for
> treads) means that you don't really have to do any of this to begin
> with.
> 
> Granted, the math isn't really slick, but the advantages are:
> a) it's easy to remember,
> b) you can do the math in your head,
> c) it's linear (avoids the bell curve of multiple dice)
> 
> I'm not sure I'd use such a rule anyway, but I wanted to show
> that it _could_ be done in a 'beer & pretzels' manner.

I like it.  Assuming one has the much-discussed Ogre record cards, one
can write the to-hit number in a small font of every single checkbox,
e.g.

[1][1][1][2][2][2][3][3][3][4][4][4][5][5][5][6][6][6][6][6]

I don't think I ever said what percieved rules problem this rule was
to address.  The problem is, in Ogre-hex, it takes an epic amount of
firepower to damage an Ogre down a movement notch.  Until you hit with
the 10th GEV volley, the first 9 hits do you no good a'tall.  If that
doesn't bug you, then by all means ignore this optional rule.

My thanks to the list.  The feedback process has been helpful.


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