[Ogre] Dummies
Henry J. Cobb
hcobb at io.com
Sat Jan 22 09:18:09 CST 2005
"Chris French" <csadn at ix.netcom.com> wrote:
>> Counters are revealed and either replaced with the actual counter or
>> discarded if Dummies anytime they fire, combine or split infantry
>> squads,
>> use active scanners, [...]suffer
>> terrain disruption, [.]
>
> How can "dummy" counters do *any* of these? Some clarification
> would be useful. (Also, why couldn't the "dummy controller" simu-
> late splitting/combining INF units?)
Dummies aren't real enemy units, they're ghosts in your own sensors as
they try to make sense of all the jamming.
>> A player may never have more Dummies counters in play than he has
>> concealed real units and must discard at the end of the current phase
>> any
>> excess Dummies. For example, if a player had previously revealed and
>> discarded only one Dummy counter and now on this phase had three actual
>> units and one Dummy revealed then he would need to reveal and discard
>> one
>> additional Dummy.
>
> Umm, the example does not make any sense. The player has more
> "real" units than "dummy" units revealed; why does he need to
> lose *more* dummies?
Let us assume for the moment that the player only had three actual units
and therefore three dummy counters.
Last turn he lost one dummy and then had two dummies and three concealed
real units and so the number of dummies is less than the number of
concealed real units and so there is no problem.
This turn all of his concealed real units became revealed so he has none
left and so must discard his last dummy so that the number of dummies does
not exceed the number of concealed real units which is zero.
--
Henry J. Cobb
http://www.io.com/~hcobb/
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