[Ogre] jump infantry
David Morse
dcmorse at gmail.com
Thu Aug 11 22:00:34 CDT 2005
HJC:
] It would gut the need for GEV-PCs.
<suprise>There's a need for GEV-PCs?!? ; ) </suprise>
I don't see how it affects cheesemobiles, and barring scenario
subsidies I can't remember the last time I heard of someone taking
them and winning.
On 8/11/05, McClure, Robert <mcclurer at coopercameron.com> wrote:
>
> 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?
So if a jumping squad comes within 4 hexes of a hostile GEV, its
cloudy with a chance of meatballs. As long as it stays at 5 hexes or
more, it's safe. I was imagining a squad has to jump for all its move
or none of its move. Also, I think lasers, already being LOS,
shouldn't get to double range - 30 hexes is quite sufficient!
>
> 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?"
I think I meant what I wrote: they have to end the turn in a hex they
could walk into, so no ending the move in a crater - the rads will get
you.
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