10-26-2012, 12:24 AM | #71 | ||
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Rulebook PDF Posted
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That's true for GEVs and LGEVs, but not GEV-PCs (1/2 D2), which have even more mass than a GEV and about the same powerplant, just less built-in weaponry. Also, it doesn't make sense to me that a hovertruck couldn't do at least some damage by ramming, though I would buy an argument that they don't have the precision handling needed to run into anything mobile. But realistically a fully loaded hovertruck running into a building should theoretically do at least 1 die damage, even if an empty one does nothing...
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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10-26-2012, 07:32 AM | #72 | ||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Rulebook PDF Posted
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LGEV: 1/2 D1 M4-3 - has the speed, but too small Quote:
In any case, the point is the ramming logic for GEVs is hinky (even though it's been more or less like this for a long time).
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GranitePenguin Ogre Line Editor |
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10-26-2012, 12:46 PM | #73 | |
Join Date: Oct 2005
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Re: Rulebook PDF Posted
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7.05.1 needs at least a light touch, too. It doesn't cover the case for multiple Ogres (or superheavy tanks or the like) and could refer to infantry squads for no penalty. Maybe: 7.05.1 AP weapons. Antipersonnel weapons are effective only against infantry (including special infantry types) and D0 units such as a regular (unarmored) CP. No infantry squad may be attacked more than once per turn by a single units’s AP, but any number of the attacking unit’s AP weapons may be used for that single attack. |
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10-26-2012, 02:43 PM | #74 |
Join Date: Jun 2012
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Re: Rulebook PDF Posted
I haven't played Ogre in over 20 years, so going through the rules now is like learning a new game.
The ramming rules have me a bit confused. Are there rules for armor units ramming other armor units, or armor units ramming GEV units, etc? What about GEVs ramming trucks and so on? Maybe the size table on page 14 needs to be expanded with these other options. Can the train ram? Obviously the target would have to be on the track at the time, but it's possible. Also, I assume that when an Ogre rams a transport unit, the transport unit is destroyed, but I didn't see it explicitly mentioned anywhere. |
10-26-2012, 02:59 PM | #75 | ||||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Rulebook PDF Posted
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6.07.5 Ramming by other units. Units other than those specified (ie, GEVs and SHVYs) are not maneuverable and/or heavy enough to ram, unless the target is the train, as described in Section 9.05. Quote:
6.07.2 GEVs ramming armor units. Regardless of the specific GEV type, the GEV is always destroyed. The other unit suffers an attack of twice the GEV’s normal attack strength. This may not be combined with other attacks. Quote:
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I agree that ramming and weaker units is not covered very well. For example, ti doesn't really make sense that something like a GEV would be destroyed by ramming a D0 truck.
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GranitePenguin Ogre Line Editor Last edited by GranitePenguin; 10-26-2012 at 03:18 PM. |
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10-26-2012, 03:19 PM | #76 | |
Join Date: Jun 2012
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Re: Rulebook PDF Posted
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I was looking at section 3 where the units seem to be categorized. That section basically divides everything into armor, infantry, transport, or ogre units. Not having played in so long I'm not sure how often these other situations come up, but I thought I'd ask about them. |
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10-26-2012, 03:27 PM | #77 |
Join Date: Oct 2005
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Re: Rulebook PDF Posted
Here are changes for 3.02 as I suggested on the scenario PDF thread. I also added a sentence to smooth out the transition for special cases of a D result.
3.02 Infantry (INF).Infantry wear powered “battlesuits” which greatly increase their mobility and provide some radiation and shrapnel protection. The scenario setups specify the number of infantry squads each side starts with. Infantry counters represent 1, 2, or 3 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 can occupy one hex, and all infantry in a hex must be grouped together as one counter. Note that the defense strength of each infantry counter is equal to the number of squads. Safety in numbers! Most infantry are “regular” INF squads. 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 when in the same hex. Any two squads can defend together at D2, and any three squads can defend at D3. If an attacker gets a D result then one squad in the group is destroyed. If an attacker gets a D result against a mixed stack of infantry, roll randomly to see which squad is lost. |
10-26-2012, 03:31 PM | #78 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Rulebook PDF Posted
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GranitePenguin Ogre Line Editor |
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10-26-2012, 03:39 PM | #79 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Rulebook PDF Posted
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1. The defense predetermines how the squads are combined during an attack (See 7.12.1) 2. A attack is always explicitly called out ahead of time (See 7.08) So it will always be clear exactly what infantry is being affected during a given attack.
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GranitePenguin Ogre Line Editor |
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10-26-2012, 03:43 PM | #80 | |
Join Date: Oct 2005
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Re: Rulebook PDF Posted
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I suggest a change to 7.13.2 to clarify that none of Ogre weapons, armor units, or infantry squads may combine fire when attacking Ogre treads. Steve, if you want the rule to be different --infantry counters fire-- then that change can be independent of the rest and confined to 7.13.2. Also, let us know if you want a conversation about superheavy tanks combining their two attacks on treads. I suggest the following: Change the scenarios from '"strength points" to "number of squads" and update 3.02 as I suggested in my previous post. 3.02.2 Heavy Weapons Teams (HWT). Specialist battlesuit squads, with rules to be added as an online bonus. 3.02.3 Combat Engineers (CENG). Specialist battlesuit squads, with rules to be added as an online bonus. 5.02 Replace "In all cases, the basic infantry unit is the 3-squad counter." with "For stacking and victory points an infantry squad counts as 1/3rd of an armor unit." 5.02.1 Original Ogre map scenarios. In scenarios on the original Ogre map stacking is limited. Armor units may not be stacked; that is, only one armor unit at a time may occupy each hex. A maximum of three squads of infantry may occupy each hex. Armor units may not be stacked with infantry squads. (This limitation is for speed of play. If you try an Ogre Map scenario with stacking, be sure to use the spillover fire rules in Section 7.12, too.) 5.11.3 replace "unit" with "squad" 7.05 Attacks. Each armor unit and infantry squad ... 7.05.1 replace "unit" with "squad" 7.09 Successive attacks.... Exception: Per 7.05.1, an infantry squad may only suffer one AP attack per turn from each attacking unit. 7.12.1 Attacks on stacked infantry. When a stack containing several infantry squads is attacked, the defender may determine how they are grouped. ... 7.11 Attack resolution. ... When an infantry group receives a D result, it is immediately reduced by one squad. 7.12.1 Attacks on stacked infantry squads. When a stack containing several infantry squads is attacked, the defender may determine how they are grouped. For instance, 5 squads of infantry could be attacked as a 3 and a 2, or as a 2, 2, and 1, or as five 1s . . . etc. It is up to the defender to determine how the squads are deployed; the attacker then decides which will be the target. However, in an overrun attack (8.00) each squad is always a separate target. 7.13.2 ... Each armor unit, Ogre weapon, or infantry squad attacking treads must do so individually. Thus, a successful Heavy Tank attack on treads would cost an Ogre 4 treads. Example of play on p 17: replace "infantry units" with "infantry squads" 8.04 Resolving an overrun attack. When an overrun takes place, all infantry groups ... 10.04 ... Replace "infantry unit" with "infantry squad" . 12.08 Spillover fire. Replace "infantry unit" with "infantry squad" p 24, CRT: ...When an infantry group receives a D result... Last edited by dwalend; 10-26-2012 at 06:58 PM. Reason: GranitePenguin spotted a mistake. |
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