12-04-2017, 05:41 AM | #51 |
Join Date: Jun 2012
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Re: Question on 'Ramming'
If I were playing the Ogre in a scenario with an "Ogre escapes" clause in the victory conditions I wouldn't want to just call the Ogre dead because it has ended an overrun with no weapons remaining. I would want to run for the edge of the map.
I think it is worth stating explicitly that the limit on how many times an Ogre may use movement/AP to reduce is Infantry is the number of Movement Points available. Especially since the rule for this is placed as a sub-case of the ramming rules. Ramming being limited to two rams per turn. If Ogres reducing infantry were presented as part of the movement rules, or before ramming it might not need the extra emphasis. |
12-04-2017, 06:55 AM | #52 | |||
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Question on 'Ramming'
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There are only four possible combinations: 1. No movement and No AP - Not relevant; you aren't moving, so nothing happens 2. No movement and have AP - Not relevant; you aren't moving, so nothing happens 3. Movement and No AP - Not relevant; you are moving, but no AP (you MUST have AP to be allowed to move into the hex in the first place). 4. Movement and have AP - This is when things get invoked. Out of these four, there is only one case (#4: Movement AND AP) where this rule applies. "When all its AP weapons are gone, an Ogre/SHVY can no longer reduce infantry in this way." is more than sufficient, and is not ambiguous at all regarding the reduction of INF during movement. It is logically unnecessary to say "or all it's movement has been used" because the rule isn't even engaged _unless_ the Ogre moves into the hex with the INF in the first place. Quote:
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Unfortunately, it still probably belongs under ramming. The only other place I could see maybe putting it is under 5.04 (eg, 5.04.1), but I think that would be _more_ confusing because you would have to address both ramming and overrun details for an Ogre in order to explain it. It's probably better to clarify 6.06.
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GranitePenguin Ogre Line Editor |
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12-04-2017, 07:21 AM | #53 | |
Join Date: Jun 2012
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Re: Question on 'Ramming'
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An alternative clarification for the issue would be to ammand rule 6.01.1 to "An Ogre may ram armor units no more than twice..." 6.06 could then remain unchanged as it deals with infantry which are not armor. |
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12-04-2017, 11:03 AM | #55 |
Join Date: Jun 2012
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Re: Question on 'Ramming'
Or we could change it to "Any Ogre that enters a hex with enemy infantry is imediately destroyed! Go pick on somebody your own size."
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12-04-2017, 12:04 PM | #56 | ||
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Question on 'Ramming'
To reduce confusion on the fact that the number of MP is the limit to the number if INF reductions an Ogre can perform in a turn, I would suggest updating 6.01.1, and adding a FAQ (NOT a rule statement) about reducing INF.
For 6.01.1, how about this: Quote:
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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12-04-2017, 06:51 PM | #58 | |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Question on 'Ramming'
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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. As it reads, it implies reducing infantry can only occur twice per turn. If the new rule is it can do this as often as it has movement points, this needs clarification in the 6.06 rule itself. Leaving it at "When all its AP weapons are gone, an Ogre/SHVY can no longer reduce infantry in this way." Is not clear enough because it does not take into account the OGREs movement. This is getting way to arcane and semantical. All that needs done is the insertion of something mentioning the number of times this can be done on the OGREs turn is based on how many movement it has available in rule 6.06(.)
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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; 12-04-2017 at 06:57 PM. |
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12-04-2017, 06:57 PM | #59 |
Join Date: Oct 2014
Location: St. Louis, Missouri
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Re: Question on 'Ramming'
This was pretty clear long ago that Ogres can ram tanks only twice per entire turn sequence, and may "ram" infantry" as many times as they had remaining movement points per turn sequence. I've been playing it that way for decades. Maybe eliminate the word "Ram" in regards to INF, and replace it with "Reduce" instead, but otherwise, the complications come from folks reading too much complex stuff into it.
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12-04-2017, 07:18 PM | #60 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Question on 'Ramming'
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I never thought thought there was a limit, or played with one, and I wouldn't even have known there was any confusion without this thread. Quote:
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The AP test doesn't have to account for movement just like having a both a functioning missile rack and at least one internal missile is test for if you can shoot missiles that doesn't account for movement, even if you need to move to get in range to hit anything with said missiles. This seems like a thing that confused some people, but not many, which makes it a FAQ rather than an erratum, IMO. |
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