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Old 11-23-2013, 11:03 PM   #1
smathers
 
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Default Ogre/GEV rules question

Do howitzers get doubled defense in cities like mobile howitzers do?

Also, does ramming cost any movement or can you just plow through enemy lines without stopping?
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Old 11-23-2013, 11:18 PM   #2
Marcus Heinous
 
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Default Re: Ogre/GEV rules question

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Originally Posted by smathers View Post
Do howitzers get doubled defense in cities like mobile howitzers do?

Also, does ramming cost any movement or can you just plow through enemy lines without stopping?
Yes Howitzers get double defense in cities just like mobile howitzers do (any non-infantry unit is double defense in a city) and per "6.01.1 Limit on ramming. An Ogre may ram no more than
twice per turn, or one enemy Ogre per turn.", but it doesn't cost a movement point specifically unless you are ramming a unit in the hex that you already rammed that turn, per 6.02 "...the Ogre may expend one more movement point, stay in that hex, and ram again."

For example, a fully mobile Ogre Mk IV can move 4 hexes and ram two enemy units in different hexes along the way.
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Last edited by Marcus Heinous; 11-23-2013 at 11:19 PM. Reason: parsing...
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Old 11-24-2013, 12:03 AM   #3
ColBosch
 
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Default Re: Ogre/GEV rules question

Per ramming, if you use the more advanced Overrun rules, you can fight one Overrun combat per hex moved, including ramming one unit per Overrun.
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Old 11-24-2013, 08:06 PM   #4
smathers
 
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Default Re: Ogre/GEV rules question

Thanks!

Follow up questions.

According to the rules, an Ogre can keep moving past an enemy after it rams. Is this also true for over-runs?

If an Ogre has nothing left but treads and AP and it over-runs, what happens if the unit survives the ram?
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Old 11-24-2013, 08:15 PM   #5
StormCrow42
 
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Default Re: Ogre/GEV rules question

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Originally Posted by smathers View Post
According to the rules, an Ogre can keep moving past an enemy after it rams. Is this also true for over-runs?

If an Ogre has nothing left but treads and AP and it over-runs, what happens if the unit survives the ram?
The overrun rules for Ogre ramming (8.05.2) state that anything other than an Ogre or building is destroyed by the Ogre's ram in an overrun. There isn't the 50% chance for a disable like in the 6.00 ramming rules (it also doesn't cost the Ogre any treads unless he rams an Ogre or building). Rule 8.05.1 states that an Ogre without any valid weapons suffers 2 attacks from the opposition before being removed from the overrun, at which time if it was the attacker it may continue to move on.
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Last edited by StormCrow42; 11-24-2013 at 08:17 PM. Reason: note about overrun rams not costing treads
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Old 11-24-2013, 08:16 PM   #6
GranitePenguin
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Default Re: Ogre/GEV rules question

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Originally Posted by smathers View Post
Thanks!

Follow up questions.

According to the rules, an Ogre can keep moving past an enemy after it rams. Is this also true for over-runs?

If an Ogre has nothing left but treads and AP and it over-runs, what happens if the unit survives the ram?
Any surviving units will get two more fire rounds during the overrun; the Ogre just has to sit there and take it. If the Ogre still exists, then the overrun will be finished with the two opposing units in the same hex. The Ogre could then continue moving if it has any movement points left.
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