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Old 01-13-2018, 07:01 AM   #10
FJCestero
 
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Join Date: Jun 2008
Location: Charleston SC, USA
Default Re: Hold Fire in Ogre/GEV

I'd say that the interactions that tbeard1999 uses to justify Hold Fire overlook that all of that is 'baked into' the rules. They're *supposed* to work that way and if a unit can 'interrupt' and fire on any enemy the moment they come into range then just exactly how are we to simulate a GEV doing hit-n-runs on a Missile Tank?

Yes, the You-Go-I-Go nature of Ogre introduces artificialities as tbeard1999 rightly points out. However, it's the only way to keep certain realistic tactics (hit and run with GEVs) without making the game really complicated.

That said, I could see Hold Fire or 'interrupt' rules for, say, fixed defenses: gun bunkers and fortresses that supplement howitzers in the back. There might be a place in OGRE for fixed defenses that don't open a 17 hex gap in your line when taken out. But to do that, they need shorter range, and so that their not easy meat they'd need to attack at the same time. This can be justified as them having huge magazines to shoot from. So imagine a 4/3 D4 Gun Bunker that can interrupt fire at any enemy in range. Just a suggestion.

Also, what did you have in mind for Hold Fire rules? A simple -1 on the CRT with mutual destruction being very possible, seems the simplest idea, not have to remember if you moved, etc.
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