10-12-2017, 11:07 AM | #11 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Question on 'Ramming'
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Indeed. Crunch away! :-)
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GranitePenguin Ogre Line Editor |
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11-23-2017, 11:17 AM | #12 |
Join Date: Jun 2012
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Re: Question on 'Ramming'
I always took it as being up to two rams against armour units, but reduce infantry once per movement point expended as long as the Ogre had AP. So an Ogre could reduce infantry up to three times.
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11-23-2017, 03:43 PM | #13 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Question on 'Ramming'
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However, the game currently does not do it that way. On the plus side, it's on the list, so it should be fixed sooner or later.
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GranitePenguin Ogre Line Editor |
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11-23-2017, 09:22 PM | #14 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Question on 'Ramming'
6.06 Reducing infantry. An Ogre does not literally “ram” infantry, but any Ogre with AP weapons (or a Superheavy Tank) may move into an infantry hex as though the infantry were not there. If the Ogre/SHVY has any antipersonnel weapons left, the infantry unit 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 its AP weapons are gone, an Ogre/SHVY can no longer reduce infantry in this way.
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I have been playing it as a limit of 2, regardless of movement, which after reading the comments here seems too conservative. I would prefer if the rule were to allow as many ram/reducing infantry attacks as you have movement to do so. Which usually is 3, unless it's a Mark4 or Ninja with move 4. As the OGRE for example, you know you will be able to X a platoon of infantry if needed. Only allowing 2 infantry reductions seems anemic. For example, what sounds better and would play better...I have a Mark4 with four movement and can reduce infantry twice. -or- I have a Mark4 with four movement and can reduce infantry 4 times. Setting this to movement is easier to remember and also sets the rule apart as something other than a unit ram. Just thinking out loud here of course. :)
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"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; 11-25-2017 at 06:25 AM. |
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11-24-2017, 03:52 AM | #15 |
Join Date: Jun 2007
Location: Hex G1-1508
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Re: Question on 'Ramming'
My house rule is that Ogres can't ram anything that's faster than they are, i.e. GEVs
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11-24-2017, 09:32 AM | #16 |
Moderator
Join Date: Jun 2017
Location: Bristol, UK
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Re: Question on 'Ramming'
Just wanted to chime in here that it's a known issue and one that is fixed in-house. Should be included in the next update :)
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11-25-2017, 06:37 AM | #17 | ||
Join Date: Jul 2014
Location: Pennsylvania
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Re: Question on 'Ramming'
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Can you tell us how will this play then in-game when the fix is implemented?
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
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11-25-2017, 05:47 PM | #18 |
Join Date: Oct 2014
Location: St. Louis, Missouri
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Re: Question on 'Ramming'
So I just did a game where I used a Mk. V to ram a SHVY. Upon ramming, it rolled under 4, so it was disabled. I fired six SB at it, and got a second disabled -- it wasn't destroyed. At the start of their turn, the SHVY scooted away unscathed.
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11-27-2017, 05:15 AM | #20 | |
Moderator
Join Date: Jun 2017
Location: Bristol, UK
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Re: Question on 'Ramming'
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If you encounter any issues with this, let me know! Thanks |
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