[Ogre] jump infantry
David Morse
dcmorse at gmail.com
Thu Aug 11 13:42:34 CDT 2005
What if infantry could "jump high". This would allow them to travel
very fast, as long as no enemy weapons were around to target them.
(I suspect I proposed something like this before)
In leiu of a firing action, infantry can move five hexes. Every time
a flying infantry squad moves out-of or into double-weapon-range of
any enemy weapon it is immediately shot down and destroyed. (This is
optional, if, i.e. the weapon has limited ammo and is waiting for
something jucier)
Flying infantry pay 1mp to enter any hex, even craters and water, but
they must end the turn in a hex it is otherwise legal for them to be
in. They don't get a road bonus.
Infantry can only do this three times per scenario per squad - they
can't hop for New York to Houston in this mode, they'd run out of
fuel. In practice the 3-times-per-scenario rule isn't worth keeping
track of.
Heavy Weapons Infantry can jump too, but they have to jettison their
heavy weapons to do it.
I think this would make infantry worth almost 2vp, their published
price. Of course, like everything else, this depends on map size.
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