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Old 10-28-2016, 03:11 AM   #8
Tim Kauffman
 
Join Date: Jul 2014
Location: Pennsylvania
Default Re: INFANTRY in OGRE...

7.05.1 AP weapons. Some units have antipersonnel weapons, effective only against infantry (including special infantry types) and D0 units such as a regular (unarmored) CP. A unit may not fire AP at the same infantry unit more than once per turn, but any number of AP weapons may be used for that single attack.

Note: Any weapon may be used against infantry. AP weapons are useless against anything except infantry, targets with defense of 0, and other targets as designated in scenarios.

7.07.1 Infantry may have multiple targets. Exception to 7.07: A 2-squad or 3-squad infantry counter may divide it's attack strength between targets, because each squad can fire separately. For instance, a 2/1 infantry could attack one GEV at 1to1, or two different GEVs at 1to2 each, or the same GEV twice at 1to2 each time. Infantry cannot divide itself into attack strengths other than whole numbers-no fractions.

7.10 Attack resolution. /// The intermediate result is a D. An infantry unit is immediately reduced by one squad.

7.11.1 Spillover CRT results. When spillover fire (7.12) occurs, each result on the CRT is "taken down" one step. A D result is read as a NE, and an X is read as a D. To affect a unit with a spillover, you must roll an X-and then it counts as only a D.

7.11.2 Overrun CRT results. When an overrun attack (Section 8) occurs, treat any D or X result to non-Ogre units as an X. ///

7.12 Attacks on stacked units: spillover fire. When units are stacked (that is, when more than one counter is placed in the same hex) they may be attacked as follows: The attacking player declares one of the counters to be the "target" of the attack. The attack on the target is resolved normally. Each other unit counter in the hex then then immediately suffers an attack on the target; this represents "spillover fire" and blast effect. When a unit suffers spillover fire, all combat results from the CRT are reduced in effect: An X on the CRT is treated as a D, and a D is treated as NE. Thus the only unit that can be eliminated in one spillover attack is a single squad of infantry. However, a unit can be disabled in a spillover attack (X result, treated as D) and then destroyed by the same result in a second spillover fire.
Example: A Heavy Tank, Missile tank, and squad of infantry are in the same hex. the hex is fired on by a Howitzer (attack strength 6); the Heavy is the target. It's defense is 3, so it suffers a 2-to-1 attack. At the same time, the other two units in the hex each suffer a half-strength (that is, attack strength 3) spillover attack-which would be a 1-to-1 on the Missile Tank and a 3-to-1 on the infantry. Each of the attacks is resolved with a separate die roll.

7.12.1 Attacks on stacked infantry units. The first time a stack is attacked during a fire phase, the defender determines how it's infantry are grouped, with up to 3 squads per group. For instance, 5 squads could be treated as a 3 and a 2, or as a 2, 2, and 1, or as five 1s...ect. The attacker then chooses the target. The other units or groups are subject to spillover fire. In an overrun attack (8.00), though, each squad is always a separate unit.

7.12.2 Units affected by spillover fire. All units (friendly or enemy) in a hex are affected by spillover fire, except: (a) a unit's own fire does not spillover into it, and no spillover fire is calculated in an overrun; (b) separate spillover fire is not calculated for a tank and the infantry riding it (Section 5.11.2), and (c) /// Page 16

7.14 Forest, swamp and rubble. Forest, swamp, and rubble hexes double the defense strength of infantry. /// Page 17

8.04 Resolving an overrun attack. When an overrun takes place, all units in that hex (on both sides) are removed to a spot beside the board and all infantry units are divided into 1-squad counters. Combat will take place between those units only until only one player has units left.

Overrun combat is resolved in "fire rounds". The defender has the first fire round. Each of his units from that hex (including disabled ones) fires once. Any attacker receiving either a D or X result is removed. Surviving attackers (including any disabled due to terrain when entering the hex) may then return fire again...and so on until all units on one side are gone.

Note: Spillover fire is not calculated in an overrun, because shots at close range will be better aimed. However, these well-aimed shots mean that units receiving a D result during an overrun are considered destroyed, instead of just disabled.

Units can combine fire, or fire in succession on one target, just as in a regular attack, as long as no unit fires more than once per fire round.

8.05.2 Ogre ramming during overruns. An Ogre may ram any enemy unit (except infantry) at the end of it's first fire round. ///

8.07 Infantry mounted on vehicles. Infantry riding on vehicles may dismount at the beginning of the overrun. They cannot remount after the combat. Those who do not dismount will be attacked in one die roll against their vehicle (see 5.11.2). Infantry within vehicles (Trucks, Hovertrucks) do not dismount, cannot fight in the overrun, and are subject to 5.11.2. Page18
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars

Last edited by Tim Kauffman; 10-29-2016 at 04:24 AM.
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