[Ogre] jump infantry
McClure, Robert
mcclurer at coopercameron.com
Thu Aug 11 14:15:52 CDT 2005
-----Original Message-----
From: ogre-list-bounces at sjgames.com [mailto:ogre-list-bounces at sjgames.com]
On Behalf Of David Morse
Sent: Thursday, August 11, 2005 1:43 PM
To: ogre
Subject: [Ogre] jump infantry
Hi David,
I like the idea a LOT, in general, but I have a few questions about the
implementation
<snipping>
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)
What does "into or out of double weapons range" mean, EXACTLY for us
less learned?
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.
In the statement above, did you mean "otherwise ILLEGAL for them to
be in?"
Regards all,
Rob
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