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Old 12-08-2013, 01:00 PM   #9
GranitePenguin
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Default Re: Mounted infantry, overruns, and ramming

Quote:
Originally Posted by Ulzgoroth View Post
Per 5.11.3, infantry may not dismount from a vehicle the same turn as it embarks.

It's not specifically noted, but it seems to follow that that would include dismounting for an overrun per 8.06.1. Is this correct?
I believe this is correct. 8.06.1 just says that INF can dismount for an overrun; it does not override 5.11.3. A practical way to look at it is, if you are planning to carry INF into an overrun, you should really be planning it out properly. I have a feeling, however, that 8.06.1 was intended to be an exception to 5.11.3. Overruns are meant to be close-quarters mid-movement conflicts. It makes sense that INF would be able to ditch in a micro skirmish. It's also worth noting that 5.11.3's restriction on dismounting on the same turn is new. GEV rules as recent as 2000 did not include this, which means it was not necessary to reconcile before then.
A FAQ or errata is really needed for clarification.

Quote:
This led me to the question: what happens to infantry if their mount rams or is rammed?

Being rammed by a GEV is treated as an attack, so it would fall under the usual rules for attacking a vehicle with riders. But armor carrying infantry can also be rammed and instantly killed by Ogres, or suicidally ram Ogres. Infantry can also potentially ride on rule 13.07 superheavies or Ogres.
This really goes back to my comment about INF expecting to dismount during an overrun. Assuming they can, there is little logical reason to stay mounted other than being able to continue riding afterward (assuming they survive, which is unlikely if they stay mounted). There should actually be an errata added to spell out how ramming is handled in Overruns, because the ramming rules in 6.00 are actually meant to be replaced by overrun rules, not used in conjunction with them:
Ramming takes place during the movement phase. Players should decide in advance whether they will use the (fast, simple) Ramming rules here, intended for games in which only one unit normally occupies each hex, or the (more realistic and complex) Overrun Combat rules described in Section 8. Do not use both!
That obviously is impossible, because the only place that discusses how to resolve rams (size charts, details, etc) is in 6.00
It's also notable that ramming units that have INF riding isn't covered in either case (or ever have, for that matter). :-(

I think logically, INF riding a unit that is ramming suffers the same fate as the unit. HVY with INF rams Ogre = HVY and INF are dead, etc.
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