12-26-2013, 09:32 AM | #1 |
Join Date: Jun 2008
Location: Cheltenham, PA
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Buildings and overruns by Ogres/INF
11.04.2 states that when a building is attacked in an overrun, damage is doubled. That is, each attack does 4x the weapon's attack strength.
8.02 states that INF and Ogre weapons are doubled in overrun attacks. Can I get an official ruling as to whether this stacks or not? That is, does an Ogre's MB (for example) do 16 or 32 SP damage during an overrun? 11.04.1 uses an Ogre's MB as an example for non-overrun damage (double the 4 to 8), but in an overrun is that 8 doubled to 16, or do you start with a overrun strength of 8, double it for attacking a building, and then double it again for the fact that it's an overrun? The exact reading of the rule implies the latter, but it's just unclear enough that it should probably be a FAQ. While not as critical for Ogres (realistically, a building overrun by an Ogre with any weapons left is gonna die fast), it's rather important for INF (especially when riding a GEV-PC - yowch! :)). Thanks! (Yes, this is related to one of the scenarios I'm working on, why do you ask? :P)
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
12-27-2013, 08:24 AM | #2 |
Former Ogre Line Editor
Join Date: Dec 2011
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Re: Buildings and overruns by Ogres/INF
My initial suggestion would be that the doubling doesn't stack.
Game world reason: Infantry and Ogre attacks doubling in overruns represents the short-range precision of those units versus other units. Since buildings don't move, all units gain a roughly equivalent precision against them in overruns. Game balance reason: not allowing stacking minimizes potential exploits like the GEV-PC carrying infantry and overrunning again in the second movement phase (which is already very powerful if that's your objective). |
12-27-2013, 08:36 AM | #3 |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Buildings and overruns by Ogres/INF
OK, so a loaded GEV-PC does 16 damage per fire round, not 28. Of course, they get 2 shots per overrun, and can do that 5 times per turn, assuming you don't change the rules, so it's not a major Nerf...
Thanks for the clarification, this should definitely be a FAQ...
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
12-27-2013, 09:24 AM | #4 | |
Join Date: May 2012
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Re: Buildings and overruns by Ogres/INF
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12-27-2013, 09:34 AM | #5 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Buildings and overruns by Ogres/INF
Yes. 11.04.2 states the following:
Quote:
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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12-27-2013, 11:36 AM | #6 |
Join Date: Mar 2008
Location: Austin, TX
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Re: Buildings and overruns by Ogres/INF
I wouldn't think that movement points from the second movement phase would count for that purpose, because that phase is after the combat phase. If a GEV-type unit initiates another overrun in its second movement phase, that would be a separate overrun, in my view of things.
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Play Ogre? Want an interactive record sheet? Want a random dungeon? How about some tables for that? How about a random encounter? |
12-27-2013, 12:22 PM | #7 | |
Join Date: Jul 2008
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Re: Buildings and overruns by Ogres/INF
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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12-27-2013, 12:58 PM | #8 |
Join Date: Mar 2008
Location: Austin, TX
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Re: Buildings and overruns by Ogres/INF
I was mis-thinking it. Ignore my comment. :)
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Play Ogre? Want an interactive record sheet? Want a random dungeon? How about some tables for that? How about a random encounter? |
12-28-2013, 06:36 AM | #9 |
Former Ogre Line Editor
Join Date: Dec 2011
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Re: Buildings and overruns by Ogres/INF
Note that putting a building in a town hex without a road limits GEV-PCs to one overrun per turn.
Needless to say, this is a significant reduction in damage, even more so if the GEV-PC is carrying infantry. |
12-28-2013, 09:02 AM | #10 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Buildings and overruns by Ogres/INF
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BTW: What's the MP cost to stay in a dense terrain hex?
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