[Ogre] Dummies for Dummies
Henry J. Cobb
hcobb at io.com
Sat Jan 22 13:07:29 CST 2005
"David Morse" <dcmorse at gmail.com>
> I found your "Dummies" rules text a little hard to read at first,
> since I didn't immediately catch on to the intent of the rules before
> they delved into implementation details.
>
> Check to see if I understood your naming scheme right: There are two
> types of "concealed counters", "concealed Real counters" and
> "dummies". Meanwhile, there's something totally different, a
> "revealed unit", which has no dummy double, right?
Yes, standard counters are used for revealed units while simple numbered
counters that are otherwise blank are used for concealed counters. The
other player can always look at the numbers on the concealed counters but
the only other information he gets about the counters before they are
revealed is how they move.
Should a counter act on different turns in contridictory ways like not
rolling for disruption when entering forest and then moving seven hexes
the next turn you can be very sure that it is a dummy and that the only
further use it may have is to overrun your own counters to test if they
are dummies or not.
> Dummies and concealed real counters don't have to be of the same type.
> So in the basic Ogre scenario I can have my 20 infantry squads sit
> back at the crater line and project 20 dummies that move like GEVs?
>
> Is the dummyness of a concealed counter recorded somewhere at game
> start? Or does the controller decide whether a concealed counter
> turns out to be real at the instant his opponent reveals it?
At the start of the game you write down for each numbered concealed
counter which type of unit it is or if it is a dummy. When each counter
is revealed you either replace it with the actual unit or remove it if it
is a dummy.
--
Henry J. Cobb
http://www.io.com/~hcobb/
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