12-02-2017, 07:53 PM | #41 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
|
Re: Question on 'Ramming'
Quote:
__________________
GranitePenguin Ogre Line Editor |
|
12-02-2017, 08:47 PM | #42 |
Join Date: Jun 2012
|
Re: Question on 'Ramming'
|
12-03-2017, 07:53 AM | #44 | |
Join Date: May 2012
|
Re: Question on 'Ramming'
Quote:
(This is practically impossible, since nobody shoots at AP guns, so the Infantry will get mowed if it doesn't move.) |
|
12-03-2017, 08:02 AM | #45 |
Join Date: Oct 2014
Location: St. Louis, Missouri
|
Re: Question on 'Ramming'
By Ogre "ramming" rules, you can have an INF unit of some size in the same hex as the Ogre at the end of the turn. The game on Steam regularly does this. By G.E.V. "overrun" rules, one or the other should be gone.
|
12-03-2017, 08:09 AM | #46 |
Join Date: May 2012
|
Re: Question on 'Ramming'
I forgot that Overrun was a rule keyword for the GEV close combat; very sloppy on my part. Please read that as ramming.
|
12-03-2017, 08:34 AM | #47 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
|
Re: Question on 'Ramming'
Quote:
Not entirely true. When dealing with Ogres, it's possible to have opposing units left over. Look at 8.05.1 regarding disarmed Ogres; overruns can end early if the Ogre has no valid targets, resulting in both sides being in the same hex.
__________________
GranitePenguin Ogre Line Editor |
|
12-03-2017, 08:39 AM | #48 |
Join Date: Jun 2012
|
Re: Question on 'Ramming'
Under the Ogre rules Infantry is not required to move out of the same hex as an Ogre during the Ogre Player's turn, so it is possible for an Ogre turn to end with Infantry in the same hex. It is extremely unlikely that the infantry will survive, but there are ways it could happen. An Ogre choosing to fire substantial numbers of AP at surrounding infantry, and then blowing the die roll to attack the infantry in its own hex is one.
Under GEV rules it will go into overrun combat which will continue until one is dead or the Ogre is disarmed. (Horrible thought, A MK VI with full treads, one AP, no other weapons overruns a 1/1 which destroys the AP on the first round of overrun combat. Think how long it could take to peel all those treads at 1:1 attack odds doing 1 tread unit per successful attack... This insanity is why we have Rule 8.05.1 Disarmed Ogres) Last edited by Dave Crowell; 12-03-2017 at 08:44 AM. |
12-03-2017, 08:49 AM | #49 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
|
Re: Question on 'Ramming'
Quote:
The real reason 8.05.1 exists is probably more along the line of the "4 minute turn" concept. It's unrealistic to think an Ogre that can't return fire is going to stick around and will disengage. The "2 more fire rounds" just represents the amount of time it takes for the Ogre to run away. It's also horribly un-fun for an Ogre auto-kill in that situation to exist; 8.05.1 gives an out so the game stays interesting.
__________________
GranitePenguin Ogre Line Editor |
|
12-04-2017, 02:06 AM | #50 | ||
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Question on 'Ramming'
Quote:
Quote:
I'm sure it can be worded more succinctly...or can it? I'd rather not have another few decades go by with out this being clarified. Any suggestions?
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
||
|
|