10-26-2012, 03:51 PM | #81 | |||
Join Date: Oct 2005
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Re: Rulebook PDF Posted
0. The attacker decides to attack some infantry in a hex. Say with 3 marines and 3 inf.
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Sorry if I missed your point completely. (Awesome job proofing the whole text, btw.) |
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10-26-2012, 04:11 PM | #82 | |
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Join Date: Sep 2006
Location: Plainfield, IL
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Re: Rulebook PDF Posted
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Maybe "mixed stack" should be "mixed group?" I'm not sure what would make it clearer. :-( Thanks. I've been told I'm passionate (crazy?) about Ogre. :-)
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10-26-2012, 04:47 PM | #83 | |||
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Re: Rulebook PDF Posted
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Maybe "infantry group" instead, or reference 7.12.1?
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10-27-2012, 08:06 AM | #84 | |||
Join Date: Oct 2005
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Re: Rulebook PDF Posted
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I imagined a different problem: I think the rule could be munchkinned as follows: An attacker attacks a hex with 9 Inf with AP guns. The defender offers a lot of 3-inf groups. The attacker targets one of the 3-inf groups and misses. The attacker attacks the same hex with more AP guns from the same unit. The defender reshuffles the 3 groups so that every group has a squad that was originally attacked. None of the inf can be attacked. Twirl waxed mustache and grin. What's the spirit of this rule that should be preserved? Is it to prevent an Ogre from grinding down the last infantry with AP guns on the brown map? Or something else? I see some options. Any others? 1) Only allow one AP attack per attacking unit on a hex per turn. 2) Only allow one AP attack per hex per turn. 3) Don't allow the defender to regroup infantry squads for each attack. 4) Drop this limit, at least in games where stacking is allowed. 5) Something else. Quote:
I think either would be fine in this rule. What difference do you see? Ask me about my masters project... |
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10-27-2012, 08:40 AM | #85 | |
Join Date: Apr 2012
Location: Chicago, IL
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Re: Rulebook PDF Posted
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Philosophically, I think that the concept is that all the AP is fired simultaneously (and continuously like a machine gun?) while the bigger guns can be fired one at a time (and the outcome considered between shots). |
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10-27-2012, 09:24 AM | #86 | ||||||||
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Re: Rulebook PDF Posted
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Additionally, I notice that 12.08 references riding on a truck; infantry rides inside a truck. Ask me what I did in my LOGO programming class when I was 15 ;-)
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10-28-2012, 09:37 PM | #87 | ||||||
Join Date: Oct 2005
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Re: Rulebook PDF Posted
7.09 Successive attacks....
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--- 12.08 Spillover fire Quote:
Last edited by dwalend; 10-30-2012 at 08:49 PM. Reason: Made it a bit clearer at GranitPenguin's suggestion. |
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10-29-2012, 11:19 AM | #88 | |||||
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Join Date: Sep 2006
Location: Plainfield, IL
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Re: Rulebook PDF Posted
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Now, if you think the infantry, at its core, gets some of its defensive coolness by being able to regroup for every attack, that's fine. It's just a question of scale to decide if that's appropriate: ie, does the infantry move fast enough to be able to react in-between attacks? Quote:
Note: Changing that means modifying 7.05.1 to match, too. Quote:
Another argument for it being an individual squad is the relative non-mobility to be able to form groups. The infantry are in a basically fixed position riding on an armor unit, so they may not be able to regroup in response to an attack the same way they can in normal terrain. I don't think that if you have two squads of infantry, that they should both be targeted by spillover from a laser. Either the laser is pinpoint enough, or it isn't. If it is, then only a single squad should be affected, but you have to figure out which one. If it isn't, then the infantry should be able to group together as normal to improve their chances. As you say, it's not spillover as much as getting in the way, so you aren't doing multiple spillover attacks (one for each squad), right? That would be too powerful. But, you are destroying an entire armor unit, so maybe everything riding should be affected... ugh.
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10-30-2012, 09:57 PM | #89 | |||||
Join Date: Oct 2005
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Re: Rulebook PDF Posted
7.05.1 and 7.09
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Updated my post to clarify. Quote:
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I propose 7.05.1 AP weapons. Antipersonnel weapons are effective only against infantry (including special infantry types) and D0 units such as a regular (unarmored) CP. Any number of AP weapons may be used for an attack. Note: Any weapon may be used against infantry. AP weapons are useless against anything but infantry, targets with a defense of 0, and other targets as designated in scenarios. and 7.09 Successive attacks. Any number of successive attacks may be made against any unit or Ogre weapon in one turn, provided that each attacking unit or weapon fires only once. --- 12.08 Spillover fire Quote:
I wonder if the real problem is my not pondering 5.11.2. Combat involving infantry riding vehicles. Maybe it needs to specify if the infantry riding can be a group or not, and gain benefits from the group. The relevant sentence could be: If the vehicle + infantry combination is fired on, the attacker makes one die roll for each attack on the combination, but calculates the odds separately for the vehicle and each riding infantry squad and applies the results separately to the vehicle and each squad. or (as I've always played) If the vehicle + infantry combination is fired on, the attacker makes one die roll for each attack on the combination, but calculates the odds separately for the vehicle and the riding infantry squads as a group and applies the results separately to the vehicle and infantry group. That sentence will make trouble for infantry riding on a MkIII or bigger Ogre. No matter which is best, the 12.08 rule could just not use the word infantry by itself. |
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10-31-2012, 12:47 AM | #90 | ||||||||
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Re: Rulebook PDF Posted
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7.05.1 AP weapons. Antipersonnel weapons are effective only against infantry (including special infantry types) and D0 units such as a regular (unarmored) CP.I also omitted "Any number of AP weapons may be used for an attack." because with the removal of the initial exception, it is implied that they behave the same way as any other weapon. The only remaining special characteristic is that they are restricted in the type of target (ie, INF and D0 targets). Quote:
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Functionally, I don't think it's any different with two squads or four. You are still applying the roll against every group on the armor unit/Ogre. It just means you will have to calculate results for two groups instead of one. So... the root question is: can riding infantry group or not (getting back to 5.11.2)? If no, then it's version 1 (calculate odds against each squad individually) If yes, then it's version 2 (allow defensive grouping) The more I think about it, the more I'm leaning toward version 1 and calculating against each squad. The reason is this: the defensive grouping bonus comes from infantry being able to move around within a 1.5km space. Normally, I envision the infantry scrambling once the attack is declared (getting into foxholes, etc). I think infantry loses that ability when everyone is crammed onto an armor unit or sitting in a truck. It's a more focused attack, and everything on that unit is a sitting duck. Essentially, they are giving up defensive mobility for an increase in speed. Quote:
12.08 Spillover fire. A laser attack does not give spillover fire on units stacked with the target. However, it does affect infantry riding on a unit as in 5.11.2And one last thing; how does terrain affect infantry that is riding on a unit? As I alluded to before, infantry lose some of their magic once they hop a ride. For example, I don't see them getting a triple bonus in town, because they aren't hiding in the buildings anymore. I think there needs to be a clarification on what terrain bonus they get while riding. I suggest they get whatever the bonus is for the unit they are riding, since that's the real target.
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GranitePenguin Ogre Line Editor Last edited by GranitePenguin; 10-31-2012 at 12:52 AM. |
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