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Old 02-21-2018, 10:06 AM   #2
Rolando
 
Join Date: Feb 2005
Location: Panama
Default Re: Alternative infantry Units

It is hard not to consider the basic fluff to do this.

Ogre uses mile long hexes, an anti infantry at that range it would represent air-burst intelligent munitions with lots of fragmentation, but that is the basic ammo used in OGRE, just that it is also nuclear. So, any direct fire anti infantry weapon will be range 1 or 2 at best and no better than what the regular infantry already have.

The heavy weapon II seems better, as mortar/howitzer equipped infantry, you may give them range 5 (or even 6) but unable to shoot if moved. In fact you may say they are considered disabled if moved (easy to remember, no marker needed) to represent the squad arming the cannons and making some form of trenches for the ammo and team.

The heavy armor infantry seems too much like a vehicle. Just make them Defense 2 per squad, no more than 2 squads may combine for added defense and maybe Attack 2 per squad. That will represent not just heavier armor, but also heavier/more weaponry and added drones and electronics to fool enemy sensors (that is what give them the extra defense after all).

To add another idea, what about some infiltrator/spec ops infantry? special forces with extra electronics in their battlesuits, thermo optic camo and sneaky skills with triple Attack in overruns (demolition charges and close range combat and ambush expertise), with added defense while at range and/or with hidden deployment as a default, maybe allowing to be deployed outside the defined scenario deployment (representing stealth infiltration a few days before) at a minimum 1 hex distance of any enemy unit.
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