Probably illegal overrun behavior
I have found a strategy I can use against the AI in overruns that is probably not intended by the rules.
Step 1. Overrun an Ogre with another Ogre. Assuming the enemy Ogre either had no weapons or loses all weapons, this ends after 2 rounds. Step 2. Overrun the same Ogre with 1 infantry. Select the Ogre who is still on the hex to join the overrun. It is allowed to join, no matter whether it has 0 movement left, or how many previous overruns it has been in. Everyone (infantry and all Ogre weapons get 2 free rounds of shooting). Step 3. Repeat Step 2 with another single infantry. You can add any units already in the hex (i.e. Ogre and previously mentioned infantry). You can repeat step 2 as many times as you have units that can reach the hex. The original Ogre can participate in as many overruns as it wants, without expending additional movement (well, maybe it expends 1 movement, but being at 0 doesn't stop it). I'd guess that infinite overruns in 1 turn wasn't intended. I mean, when in real time is it supposed to be firing those guns over and over. Not to mention the real ranged attack it gets once the overrun is over, but that is part of the rules. |
Re: Probably illegal overrun behavior
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I've passed this on and we'll get it fixed asap. Thanks |
Re: Probably illegal overrun behavior
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It's an edge case that should probably be addressed, but the current rules allow it. |
Re: Probably illegal overrun behavior
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Re: Probably illegal overrun behavior
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8.04 Resolving an overrun attack. When an overrun takes place, all units in that hex (on both sides) are removed to a spot beside the board and all infantry units are divided into 1-squad counters. Combat will take place between those units only until only one player has units left.Overruns happen during the movement _phase_ but it doesn't say anything explicit that the units must move to be able to engage, only that an overrun will happen in the hex when enemy units move in. There's no exclusion of units already in the hex. |
Re: Probably illegal overrun behavior
It's been errata'd in the 1.01 update - 1st item on the third page. But you're correct that the published rules don't say that.
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Re: Probably illegal overrun behavior
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