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Old 10-28-2016, 03:09 AM   #7
Tim Kauffman
 
Join Date: Jul 2014
Location: Pennsylvania
Default Re: INFANTRY in OGRE...

All the Infantry related rules I could gather. "///" = the rule description continued, but did not concern Infantry.

3.02 Infantry (INF). Infantry wear powered "battlesuits" which greatly increase their mobility and provide some radiation and shrapnel protection. The scenario setups refer to infantry in terms of "squads." Each squad is 1 attack strength point, so a 3/1 infantry counter represents three squads. Infantry counters are 2/1 on one side, and either 1/1 or 3/1 on the other, for ease in splitting or recombining squads.

A 3-squad counter is the equivalent of one armor unit for both stacking and victory points. In the starting scenarios, no more than three squads of infantry (a 3/1 counter) can occupy one hex.

Note that the defense strength of each infantry counter is equal to the number of squads. Safety in numbers!

Most infantry are "regular" INF units. Specialist infantry, as described below, have extra cost and capabilities but otherwise perform as regular infantry.

All types of infantry can combine in groups of up to three squads for defensive purposes. Any two squads can defend together at D2, and any three squads can defend at D3. if an attacker gets a D result against a mixed stack of infantry, roll randomly to see which squad is lost. Page 8

5.02.1 Original map scenarios. In scenarios on the original Ogre map, units may not be stacked; that is, only one vehicle at a time, or maximum of three squads of infantry, may occupy each hex. (This limitation is for speed of play. if you try an Ogre map scenario with stacking, be sure to use spillover fire rules in section 7.12, too.)

5.02.2 G.E.V. map scenarios. When playing on the G.E.V. (green) maps, up to five vehicles on each side may occupy any hex at the end of any movement phase. Each single squad of infantry counts as 1/3 of a vehicle for stacking purposes; that is, a hex may hold 15 squads of infantry, or 12 squads of infantry and one vehicle, ect.

5.02.3 Combining infantry. Infantry are represented by counters for 1, 2, and 3 squads. For convenience, a larger infantry counter may be built up from smaller counters, or broken down into squads, at any time during the owning player's movement phase. These counters may move together or separately as long as no individual squad exceeds it's movement allowance. Infantry counters have different values on the front and back, for ease in "making change."

5.04 Ram and overrun attacks.When a player moves one or more units into a hex containing enemy units, a ram (Section 6) or overrun (Section 8) occurs immediately. If you are using the simpler ramming rules, you may not enter enter an enemy hex with a unit unless your unit is capable of ramming. For instance, infantry can't ram, so if you are using the ramming rules, infantry may not enter an enemy-occupied hex at all.

5.07.1 Road Bonus. Any unit which starts it's move on the road, stays on the road for the entire movement phase, and does not ram or overrun, gets a movement bonus of one additional hex. The unit does not have to move this additional hex-but, if it does, it must continue along the road. It may not use the additional hex to leave the road, ram, or overrun. GEVs and infantry, but no other units, may take the road bonus along rail hexes. Note: GEVs get road bonuses in other terrain; see 5.08.2. Page 11

5.08.1 Effects on infantry. Infantry normally have M2. They get the road movement bonus for both road and rail hexes. They can enter water hexes at a cost of 2 movement points, but cannot attack while in water. Infantry have no other terrain penalties; if they can legally enter a hex at all, it costs them only one movement point. Page 12

5.11 Infantry riding vehicles. Infantry may increase their speed by "hitching a ride" on vehicles. The infantry counts toward stacking limits (5.02).

5.11.1 Rideable vehicles. Infantry can ride the following vehicles:
* Heavy Tank (one squad)
* Light Tank (one squad)
* Superheavy Tank (two squads)
* GEV-PC (three squads)
* Truck (two squads)
* Hovertruck (two squads)

Infantry riding a Truck or Hovertruck are assumed to be riding inside, and cannot use their weapons until they dismount. Infantry on other vehicles may fire while riding.

It would be physically possible for an Ogre to carry a number of infantry squads equal to it's Size minus 3. unless specifically permitted in a scenario, you will not get the infantry to go along with that idea. (See Size rules, p. 14.)

5.11.2 Combat involving infantry riding vehicles. The vehicle and infantry may both fire normally. After all, the speeding vehicle is a stable firing platform, compared to what these infantry are used to.

If the vehicle + infantry combination is fired on, the attacker makes one die roll for each attack on the combination, but calculates the odds separately for the vehicle and all the infantry and applies the results separately. Example: A Howitzer fires on a Superheavy Tank carrying two squads of infantry. The die roll is a 3. The attack is a 3-to-1 on the two infantry (so a 3 eliminates both), but only a 1-to-1 on the Superheavy (so a 3 has no effect). This procedure is followed in both normal combat and overruns. Note that a tank will often survive a hit that kills it's riders, but even if the vehicle is a truck, the battlesuited riders may survive the hit that kills the vehicle.

5.11.3 Mount/dismount sequencing for infantry. To mount a vehicle, an infantry squad must spend it's entire movement for the turn. The vehicle may either start in the infantry's starting hex or pass through it. The vehicle moves normally on that turn.

Infantry may fire normally on the turns it mounts and dismounts. Page 13

6.06 Reducing infantry. An Ogre does not literally "ram" infantry, but any Ogre with AP weapons (or a SHVY) may move into an infantry hex as though the infantry were not there. If the Ogre/Superheavy has any antipersonnel weapons left, the infantry is automatically reduced by one squad. This does not count as an "attack" for the AP weapons. An Ogre/SHVY in a hex with infantry may expend a movement point, stay in the same hex, and reduce the infantry again. When all AP weapons are gone, an Ogre/SHVY can no longer reduce infantry in this way.

6.07 Ramming by other units. Usually a tactic of desperation! Note that infantry can never ram or be rammed. Page 14
__________________
"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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