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Subject: My take on the BGG-Zilla rss

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Darin Sunley
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Draper
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I honestly have a hard time visualizing a Godzilla-type monster breath weapon damaging anything from more than 750 meters away. So I'm gonna have to give it a range of 1 tops. Come to think of it, I'd say it does full damage at a range of 0 and half-damage at a range of 1.

As for the damage level... If the monster is HUGE, I might give it a damage of 3, 4 tops, against units in the same hex. A radioactive breath energy weapon of any reasonable energy level just isn't going to have the punch of a stream of smart tacnuke shells.

A strength of 4 gives it reasonable odds of taking out a heavy tank in it's own hex, which feels about right.

I realize that at this point I've nerfed our monster into the point of near-irrelevance on the Ogre battlefield, so to compromise... I'll make the breath weapon area affect, so it affects it's current hex and one hex at range 1, and attacks everything in both of those hexes separately and simultaneously, with the additional wrinkle that infantry platoons each defend against it separately with a defence of 1. This makes the monster positive death on infantry, but only a mild inconvenience to nuke-hardened heavy armor, which seems plausible to me, and has the additional bonus of being a pattern not represented in any of the game's existing units.

To finish fleshing the thing out, I'll give it a movement of 1, 2 tops - again, I have a hard time visualizing a Godzilla-type thing doing much better than that in a sprint. I'm being somewhat charitable letting it keep up with power-armor infantry, so it definitely shouldn't go faster than that.

That leaves defense. Hmmm. I'm probably gonna have it take damage like Ogre treads - it has hit points that get reduced by incoming attack factors until it's dead. Fewer than a Mark III though - I'd guesstimate 20-30.

An alternative would be to give the thing an armor threshold - say maybe about 10 or so, so that if you do more than 10 damage points to it in a single turn you've penetrated it's skin and killed it dead, otherwise it's thick hide protects it. I actually like this better than the tread factor "life bar" because it's a different mechanic than any other unit in the game currently has.

And it should be different, because none of the other units are organic. The area affect weapons and "threshold to kill" mechanic give this beastie quite a different "feel" from anything else in the game. Which seems right.

//Originally posted to the SJGames forums: http://forums.sjgames.com/showthread.php?t=92858&highlight=b... , June 2012, just after BGG released the first preview of the monster. Presented here for new players.
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Jeremy Fridy
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Kent
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Long ago, I think in Pyramid #1, they had an article called Godzilla 2085, where they gave rules for Godzilla in Ogre Miniatures.
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Waspinator
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Trying to kill Godzilla with tactical nukes seems like a bad idea considering how he was made.
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Noel
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The groundscale for Ogre is something like a mile per hex.
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"L'état, c'est moi."
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I was thinking of stealing some of the point build ideas from The Creature That Ate Sheboygan and adapting it to the Ogre-verse. For that matter, there's nothing wrong with declaring the scale to be smaller and pitting the BGG-zilla against some conventional forces.
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Steven N.

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TheWaspinator wrote:
Trying to kill Godzilla with tactical nukes seems like a bad idea considering how he was made.


I'm not sure, but in the 1954 original I think they use a nuke on him with no effect. It doesn't have any logic, but it would make it more fun to work that into Ogre.
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Waspinator
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I don't remember him ever being nuked after turning into Godzilla, but the movies did explicitly say that Godzilla was created from a dinosaur (that somehow survived unnoticed on a remote island) when the island was used for a hydrogen bomb test. I'm not sure if they didn't look at the island first or if they just somehow didn't notice the dinosaur. Anyway, nuking Godzilla would probably make him stronger under the extremely loose science that he runs on.
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Chris Lewis
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I've gone back to a descriptions from the original film (as later ones allowed 'zilla to fly....

D8
M3
A5 two adjacent hexes, one must be next to the monster (so the other can target the hex it is in)

First hit stops beast, following hits will drive it straight away from the source of the attacks. There is no way to kill the monster, just keep it away from your cities.


Radiation makes it it's own jammer
Will move to nearest reactor then largest Ogre
Will get one attack as per a laser tower, one as per laser turret and one as per ogre main for each cruise / ogre missile as it comes in.

Nuclear strikes or eating a reactor will randomly increase one of it's stats by one.
If used in a campaign then start it with stats of
D7
M2
A4 two adjacent hexes, one must be next to the monster (so the other can target the hex it is in)
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Richard Smith
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Hi all,
I made some rules for it here:

http://boardgamegeek.com/thread/1124463/suggested-rules-bgg-...

The basic idea is that the creature is constructed as a bio mechanical terror weapon. Since it is not a 'natural' creature (like Godzilla) its breath weapon is rockets firing napalm and the like.

Take a look at the rules and give me some feedback!

warm regards, Rick.
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