=============== OGRE/GEV list, June 20th (Last: June 16th) =============== ===== Web page. From: garth.getgen@genie.com ===== More technical questions From: peletier@grolen.com ===== OGRE MINIS errata: VPs for damaged OGREs. From: sj@IO.COM (Steve Jackson) ------------------------------ From: garth.getgen@genie.com To: hcobb@io.com Subject: Web page. I have found the file with my Line-Of-Sight and Reaction Fire rules, as well as several other ideas. If I send them to you, can you find a place for them on your page (assuming you think their as good as I do)?? I'd have to import them into the E-mail text, as I can not attach files form here and don't know (yet) how to do so from my other account (the Web account). Thanks. Someday, I may create my own page -- but for now I need to learn a LOT more about the Internet. Garth L. Getgen SSgt USAF ----- [Yes, I still haven't worked out all the details for a special topics section on the web page. -HJC] ------------------------------ From: peletier@grolen.com To: hcobb@slip.net Subject: More technical questions 1. what happens to a light tank or GEV when they try to move as follows: start from hex 1607 on the road, to hex 1707 and then to hex 1807. Note the road obviously goes not to 1707 to 1807,the road goes to hex 1706. 2. Does hex 1913 and 2114 count as part of the Main River Bridge? ie: if a unit fires on either hex, will it automatically destroy the River Bridge or does the unit have to be on the main span, hex 2013? 3. 6.08 states that a unit can _never_ be eliminated by spillover fire because X's are treated as D's. But the combat charts state a Disabled unit is destroyed if it receives another D. What's up with that? mike pelletier, nh ----- [1: Moving from 1908 to 1807 only costs one MP and has no chance of disruption, and this case is no worse than that. 2: Yes. 3: OGREs are never eliminated by spillover fire, as for those poor confused humans, they have to take their own chances. -HJC] ------------------------------ To: hcobb@deliverator.io.com From: sj@IO.COM (Steve Jackson) Subject: OGRE MINIS errata: VPs for damaged OGREs. A note on this list a while back pointed out that OGRE MINIS wasn't explicit enough about point values for damaged Ogres. Richard Meaden and I put our heads together. How would this be to add to the OGRE MINIS errata? When enemy Ogres are damaged, but not destroyed, victory points are also scored for destroying Ogre weapons and tread units, as follows: Main Battery: 8 points Secondary Battery: 4 points Missile: 1 point Missile Rack: 6 points Antipersonnel: 1 point Destroyed tread units are worth 1 point each. Note that some scenarios may place a higher or lower value on specific Ogre systems and weapons, depending on the tactical situation. Note also that players can score points for enemy armor units which are immobilized in areas they control at the end of the game . . . these count as being captured! Enemy Heavy and Superheavy Tanks stuck in swamp at the end of a scenario count as double their point value. Some scenarios may offer other ways to capture enemy units; it need not be assumed that every soldier will fight to the death. Steve Jackson - yes, of SJ Games - yes, we won the Secret Service case Learn Web or die - http://www.io.com/sjgames/ - dinosaurs, Lego, Kahlua! The heck with PGP keys; finger for Geek Code. Fnord. ----- [So the residual cost of a Mk-I is MINUS five points? ("Don't kill that last AP, it'll cost us four VPs!" ;-) I've encountered this in my construction attempts, did some calculation and got a per tread cost of 2 to 3 fifths of a point. -HJC] Henry J. Cobb hcobb@io.com http://www.io.com/~hcobb All OGRE-related items Copyright (c) 1996, by Steve Jackson Games.