12-06-2013, 09:15 AM | #1 |
Join Date: Jul 2008
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Mounted infantry, overruns, and ramming
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? 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.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
12-08-2013, 07:46 AM | #3 |
Join Date: May 2012
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Re: Mounted infantry, overruns, and ramming
I've got to wonder why you would climb into a vehicle when the driver intends to ram an Ogre?
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MIG 00002 |
12-08-2013, 08:49 AM | #4 |
Join Date: May 2007
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Re: Mounted infantry, overruns, and ramming
That's a fair point. While Ogre lacks "morale" rules, it does mention at least one case where something is theoretically possible but nobody would do it except under extreme (read: scenario-specific) circumstances: infantry riding Ogres.
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12-08-2013, 10:29 AM | #5 |
Join Date: May 2012
Location: Kansas
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Re: Mounted infantry, overruns, and ramming
While that sounds like a terrible idea for an unarmed human, so is being on the map. Power-armored infantry, though, could potentially take a ride until very close and capitalize on the distraction of the Ogre's point defense.
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12-08-2013, 11:13 AM | #6 | ||
Join Date: Jul 2005
Location: Endor
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Re: Mounted infantry, overruns, and ramming
Quote:
As I see it, the point of the "no mounting and dismounting in the same turn" rule is to stop infantry from getting an instant six-hex strike distance via GEV catapult. It seems fair to apply this to overruns, too. So, I would say yes, the rule applies. If you want your infantry to be able to bail out properly, make sure you take a turn to form up before charging. Quote:
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12-08-2013, 11:42 AM | #7 | |
Join Date: Dec 2004
Location: Concord, NC
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Re: Mounted infantry, overruns, and ramming
Quote:
But yes, I think the answer is that they continue to get attacked as if mounted. I'd say they're destroyed in a ram, if you take mounted infantry into an overrun with an Ogre, you deserve to have some of them squished.
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Scott K. Ellis |
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12-08-2013, 11:50 AM | #8 |
Join Date: Jul 2008
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Re: Mounted infantry, overruns, and ramming
If you're initiating an overrun against an Ogre, you'll have to be lucky for the suicidal inclinations of your driver to matter!
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
12-08-2013, 01:00 PM | #9 | ||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Mounted infantry, overruns, and ramming
Quote:
A FAQ or errata is really needed for clarification. Quote:
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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GranitePenguin Ogre Line Editor |
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12-08-2013, 01:02 PM | #10 |
Join Date: May 2012
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Re: Mounted infantry, overruns, and ramming
From my reading, in both situations it's hard luck for the infantry as the movement rules would take priority over the overrun rules.
You could justify basic self-preservation as an in-universe explanation for why your men could dismount despite mounting in the same turn, but you would still come back it being a way to fudge the rules to allow your troops to almost fly around the map. If we assume that the in-universe reason they cannot dismount in the turn they mount is because they're securing themselves on the vehicle, then the in-universe explanation for why they cannot bail is because they've only just secured themselves when they notice the driver is ramming for the greater good. Too late to bail. SPLAT.
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MIG 00002 |
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