[Ogre] Rules question
McClure, Robert
mcclurer at coopercameron.com
Wed Jul 13 16:36:20 CDT 2005
-----Original Message-----
From: ogre-list-bounces at sjgames.com [mailto:ogre-list-bounces at sjgames.com]
On Behalf Of Steve Gray
Sent: Monday, July 11, 2005 9:59 PM
To: OGRE Digest
Subject: Re: [Ogre] Rules question
--- "McClure, Robert" <mcclurer at coopercameron.com>
wrote:
>
>
> Hi folks,
>
> Since I am getting ready this weekend to teach my sons how to play
> Ogre/GEV I have a rules question. And I know we WILL get to this item
> this weekend because all of my sons LOVE to blow things up.
>
> This concerns the OGRE Ramming and Self Destruct rules.
>
> In the OGRE rules, under Optional Rules, 8.05 Destruct, it says that
> an OGRE in the same hex as a self destructing OGRE is destroyed. But
> under the movement and ramming rules, how could two OGRES end up in
> the same hex in the first place?
5.02 only applies to units of the same side - why would opposing OGREs
stack?
5.034 allows for the OGREs never to make physical contact via ramming, yet
would permit an opposing OGRE to ENTER the hex and then self-destruct.
Just my take, but it seems to make sense. The attacking OGRE would be
subject to full overrun attcks by the defending OGRE before it could
self-destruct, but once the opposing OGRE enters the hex of the defending
OGRE, the rules do not say a weaponless and tredless OGRE cannot then
self-destruct.
Hi Steve, (and alternatively, David and Henry)
Actually, the rules DO say that through implication. Also, there
are no OVERRUN attacks in Ogre rules, because all combat, EXCEPT for
infantry overrun by Ogre (Ogre 'rams' infantry) and 'regular' Ogre ramming
(Ogres ramming armor units or the CP) all combat is ranged. (That is, at
range 1 or more)
See the (Optional) rule 8.05 Destruct - Any 'live' Ogre - i.e., any
Ogre with ANY treads or weapons left - may self destruct at any time by
detonating its power plant. (This implies to me that an Ogre with NO weapons
AND no treads may NOT self destruct. Doesn't make much sense.)
(skipping to specific Ogre reference, same rule)
An Ogre in the SAME hex - i.e., one that ju st rammed or was rammed
by the destructing Ogre - is destroyed. Ogres in other hexes are unaffected.
I would take this to imply that Ogres CAN end up in the same hex
with an ENEMY Ogre, some how, some way, using only OGRE rules, we just
haven't figured it out yet.
Is there any way to ask Steve Jackson what his take is on this, or
does he not bother with OGRE/GEV boardgame questions any more?
Personally, this is my take on it, why have the ramming Ogre end
it's movement in the preceding hex? In the game, an opposing Ogre CAN
occupy the same hex with enemy infantry, when certain conditions are met, so
why make an exception for enemy Ogres.
To me, the best way to take out an enemy Ogre in some case WOULD BE
to self destruct. I'd GLADLY give up an Mk III to take out a Mk V, because
more than likely it would give me an edge in unit strength after both Ogres
were gone.
I'm not trying to be a nit picker or a pr!ck here, but I can't
understand why a rule would be written in to destroy other Ogres by suicide
but then by another rule, make it physically impossible to do so.
Any ideas, viewpoints, etc?
Regards all,
Robert McClure
Cooper Cameron Help Desk
713-939-2881
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