Re: Ogres, Bolos and things that go bump in the night[CLEAN STAMP]
From: JohnDHamill@a...
Date: Thu, 7 Oct 1999 17:04:40 EDT
Subject: Re: Ogres, Bolos and things that go bump in the night[CLEAN STAMP]
Rick Rutherford wrote:
>Michael T Miserendino wrote:
>
>> I like this idea a lot as it plays well with the theme behind Ogres
and
>> Bolos. I would add a mod to the rule for movement: If a single
tread
>> module receives a damaged, immobilized, or boom chit, the entire
vehicle
>> has its maximum movement reduced by half. If more than two tread
>> modules receive a damaged, immobilized, or boom chit, the vehicle is
>> immobilized.
>I'm not so sure about that. The DSII battlefield is a pretty deadly
place,
>much more deadly than the OGRE game system. We found that it was easy
to
>immobilize the thing -- we gave the tread units 5 armor to give it some
>survivability, and it still didn't make it past the first half of the
>table. If it's going to be an, "Oh My God It's Still Coming At Me!"
>kind of vehicle, then it needs to be REALLY hard to kill.>
--
>Rick Rutherford
Thats why you have to allow using additional armor levels, above the
currently allowed. If you really want to simulate the big guys, Ogres
and
Bolos, they have to be really tough, at least 7-9 armor levels to even
come
close to how tough they are supposed to be. As I recall (not having DSII
handy) the movement cost is on the motive modules themselves, not on the
whole thing. What I do when building ogres is make the modules that
hold the
motive power small, and plentiful, so when the Ogre loses them, it slows
down
proportionately. I also have them so that you can only target the parts
that
are facing, so you can't have swarms targeting every weak spot.