10-24-2017, 09:06 AM | #1 |
Join Date: May 2008
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Antipersonnel
Is it just me as I am old distracted and forgetful, but has anyone else noticed that sometimes the game lets you fire all your AP guns and sometimes it tells you all weapons have fired and you could have sworn there were some more left to fire?
I was playing a OGRE Mark V attack scenario last night and had a squad of three inf in one hex and another three squad inf in a different hex. I targeted 3 AP at one squad for a 1:1 and missed, then targeted the other squad with 3 AP for another 1:1 and missed again. Then the message about no more weapons to fire came up and my turn was over. Um.. shouldn't I have 6 more AP to fire???? Next turn, I took out most of the nearby inf with secondaries as there was no more armor units and the lone 3/1 Squad I used my 12 AP to get a 4:1 Attack which destroyer the INF. So either I am losing my marbles, or there is a glitch. |
10-24-2017, 09:25 AM | #2 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Antipersonnel
Quote:
There probably should be some sort of text indicating that AP can only fire on any given grouping of INF once per turn/fire round, just to avoid confusion like yours.
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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10-24-2017, 09:34 AM | #3 |
Join Date: Oct 2014
Location: St. Louis, Missouri
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Re: Antipersonnel
Ditto-ing the above -- you can fire all your AP per turn, but each group of INF can only be targeted once per turn.
So in your case with two 3/1 INF to shoot at, you should have shot six AP at each 3/1. |
10-24-2017, 01:05 PM | #4 |
Join Date: May 2008
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Re: Antipersonnel
You guys are correct, the relevant rule # is 7.05.1, I wonder how long I have been playing it wrong.
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10-24-2017, 01:07 PM | #5 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Antipersonnel
That is actually a rule that is easy to lose track of in a big game, which is one of the things that having the videogame handle is good for.
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10-28-2017, 08:57 PM | #6 | |
Join Date: Oct 2005
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Re: Antipersonnel
Quote:
Two 1:1 attacks aren't that much better than one 2:1 attack. A secondary battery can be your second 1:1 attack if you need it. Would it change anything about how you play the game, other than combining some AP gun attacks that you wouldn't have before? |
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10-29-2017, 09:32 AM | #7 |
Join Date: May 2008
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Re: Antipersonnel
I tend to use the secondaries and mains for armor only and the AP for INF.
If there are no armor units in range or if the INF is not in AP range I'll use the Main and secondaries on INF. The change in tactics with the rules would be I'll have to attack small groups of infantry at higher odds rather than leave AP guns not fired. In my head I always envisioned the OGRE AI as not only being intelligent but also programmed to be frugal, if the goal is to destroy the CP and the OGRE has an opportunity to ram or shoot it, I believe it would choose ram as shells cost money. |
10-29-2017, 01:55 PM | #8 |
Join Date: May 2007
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Re: Antipersonnel
I always thought of it quite the opposite way. The classic "kill the command post" scenario is the ultimate in throwing money at a problem.
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10-29-2017, 02:07 PM | #9 |
Join Date: Jul 2008
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Re: Antipersonnel
Shells costing money only matters if the Ogre makes it back off the board so that the rounds hypothetically preserved in its magazines are recoverable - and if it does that, repairs also cost money, probably a lot more money. Spending a couple extra turns getting your megatank shot up to save one tacnuke...
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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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