textfiles/apple/DOCUMENTATION/ogre3

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Ogre Docs Part II
typed up by
Digital Monk
Undo Button:
The "Undo" button allows any piece's move to be undone, or restarted at
any time during the Movement Phase. To undo a move, select the desired
piece by clicking on it; then click the "Undo" button. The piece will
move back to its original location. The "Undo" button remains dimmed
unless a piece that has moved is selected. If the Ogre has rammed or
overrun a defender, it can only be undone back to the hex where the ram
or overrun occured.
Clear Button:
The "Undo" button changes to the "Clear" button during an attack phase.
The "Clear" button is used to deactivate weapons that have been aimed at
a target.
Group/Split Button:
Explanation of the button is covered in Grouping Infantry and Splitting
Infantry in the Movement section.
Fire Button:
The "Group/Split" button changes to the "Fire" button during an attack
phase. Once weapons have been aimed at a target, clicking the "Fire"
button fires them.
MOVEMENT:
Moving a Piece:
To move a piece, click on it, and while holding the button down, drag
the pointer to another hex and release the button. If an illegal move is
attempted (i.e., moving onto a crater, across rubble, off the map,
moving a piece that has already moved, or moving a piece farther than it
can) you will hear a beep and a message informing you of your error will
be in the Tactical Display. Once a piece has moved at all, it appears
dimmed (green). This alerts the player that any solid (black) pieces
have not moved yet. A piece can move up to its maximum movement value.
It is not necessary to move a piece at all if it is already well
located.
Ogre Movement:
The Ogre's movement depends on the number of treads it still has intact.
A Mark III starts with 45 treads; a Mark V with 60. When the Ogre's
treads are reduced to two thirds their original total (30 for Mark IIIs
and 40 for Mark Vs), the Ogre's movement value is reduced from 3 to 2.
When the treads are reduced to one thiird their original total (15 for
Mark IIIs and 20 for Mark Vs), the Ogre can move only one hex per turn.
When the Ogre's treads are completely destroyed it can no longer move.
It can still attack anything within range.
Selecting the Ogre will display the "Ogre Summary" in the Tactical
Display and will show the Ogre's current movement value as well as the
number of treads remaining.
Movement Through Occupied Hexes :
In general, only one unit at a time may occupy a hex. Any unit may move
through a hex occupied by a friendly unit. When moving onto a hex
occupied by a friendly unit, the top piece will be highlighted. Clicking
on this hex brings the bottom piece to the top. One of thes pieces must
be moved before any other action can be taken. Attempting any other
action (except moving the map, undoing, or moving one of the stacked
pieces) elicits a beep and the message "Please move from one full hex".
Grouping Infantry:
The maximum number of squads of infantry that can occupy a single hex is
three. Two 1-squad units may be grouped into a 2-squad unit. Three
1-squad units, or a 1-squad and a 2- squad unit may be grouped into a
single 3-squad unit. To group two infantry units, move them to the same
hex and click the "Group" button. WARNING - When two infantry units are
grouped together, the newly merged unit will have a remaining move value
equivalent to whichever of the two original units has moved the
farthest. Also, grouping infantry CANNOT be undone.
Example:
an INF 1 uses its first move to move onto an INF 2 that hasn't moved at
all. At this point, the INF 1 has moved 1 hex and has 1 move remaining.
The INF 2 hasn't moved at all, therefore, has 2 moves remaining. If so
desired, the INF 1's move can be undone at this point. Clicking the
"Group" button combines the INF 1 and INF 2 into an INF 3. The Tactical
Display will show a 3-squad unit that has move 1. Also, the "Undo"
button will be dimmed, indicating this piece can, however, be split.
Splitting Infantry:
2-squad or 3-squad units may be split into two infantry units. Whenever
a 2- or 3- squad infantry unit is selected, and is not currently sharing
a hex with another piece, then the "Group" button, will change to the
"Split" button. Clicking the "Split" button will cause a 1-squad
infantry unit to be split off and share the hex with the remaining squad
unit. The two new infantry units will have the same "moved" status as
the original unit.
(Example:
If an INF 2 is split after having moved one hex, then the two new INF 1
units will both have moved 1 hex and can be undone back to the same hex
as the original INF 2). The "Split" button will immediately change back
to the "Group" button allowing the two infantry units to be recombined
if so desired.
Ramming:
An Ogre can damage or destroy an armor unit by ramming it. This is
accomplished by moving onto its hex. Any immobile armor unit (i.e., a
howitzer or any ;unit that has been disabled) is destroyed when rammed
by the Ogre. Any mobile armor unit has a 50% chance of being disabled
and a 50% chance of being destroyed when rammed. The Ogre however, pays
a price. Ramming a heavy tank, the Ogre loses 2 treads. Ramming any
other armor unit costs the Ogre 1 tread. An Ogre can completely destroy
the Command Post with a single ram at no tread loss to itself. If the
Ogre disables a piece when ramming it, then the Ogre will be highlighted
to indicate that a piece is underneath it. If the Ogre has any movement
left it can ram the piece again, thus destroying it. If the Ogre moves
off the disabled piece, the piece will be dimmed (blue) as an indication
that it is disabled. THE OGRE CAN ONLY RAM TWICE IN ONE TURN. Armor
units may in turn, ram the Ogre. This ram, however is sacrificial and
destroys the ramming armor unit. (Sort of like using your compact car to
ram the crawler that carries the Space Shuttle to the launching pad).
The Ogre loses 1 tread due to this. This ploy is not recommended except
in dire emergencies.
WARNING:
A Ram CANNOT be undone. Therefore, any time a piece moves onto an
opponent's hex, a dialogue box appears requesting verification of the
ram. Clicking "ok" allows the ram to procced. Clicking the "cancel" will
abort the move.
Overruns:
Infantry are not rammed by an Ogre, but overrun. If an Ogre moves onto
a hex occupied by infantry, that infantry is reduced by one squad IF THE
OGRE HAS ANY ANITPERSONNEL WEAPONS LEFT. If the Ogre does not have any
antipersonnel weapons, the infantry is not reduced. There are no limits
on overruns; the Ogre can overrun for as many moves as it has. In
addition, overruns do not cause the
Ogre any damage. An infantry unit may move onto a hex occupied by an
Ogre without any immediate effectss. The infantry will, however, be
reduced by one squad at the beginning of the Ogre's Movement
Phase, providing the Ogre has any antipersonnel weapons, without the
Ogre having to expend movement points to do so. WARNING:
Overruns cannot be undone. Therefore, any time an Ogre moves onto a hex
containing infantry, a dialogue box appears requesting verification of
the overrun. Clicking "ok" allows the overrun to proceed. Clicking
"cancel" will abort the move.
GEV Double Movement:
A GEV may move twice per turn - once (up to four hexes) during the
defender's Movement Phase, and again (up to three hexes) during the GEV
Movement Phase following the defender's attack phase.
Ending Movement:
To end the Movement Phase, click the "Done" button. If all of a player's
pieces have not been moved when the "Done" button is clicked, a dialogue
box appears requiring a verification to end the Movement Phase.
One-Player Ogre Movement:
During the Ogre Movemnt Phase in the one-player game, the pointer will
disappear while the Ogre is thinking about where to move. When done, the
Ogre automatically moves. If the Ogre rams a piece, there may be another
pause while the Ogre considers a different move.
COMBAT:
A Combat Phase occurs after each Movement Phase (except for GEV
second-phase movement). During a Combat Phase, the "Undo" and
"Group/Split" buttons in the sidebar change to "Clear" and "Fire",
respectively. These buttons are dimmed initially, and remain so unitl
weapons have been aimed.
Weaponry:
Most weapons are heavy rapid-fire cannon using tactical nuclear shells,
capable of finre in any direction. Each unit may apply its attack
strength once per turn. Each intact Ogre weapon may apply its attack
strength once per turn, with the following exceptions:
Antipersonnel:
The Ogre's antipersonnel weapons are effective only against infantry and
the Command Post. No infantry unit may be attacked more than once per
turn by antipersonnel. When all antipersonnel weapons are gone, an Ogre
can no longer reduce an infantry unit's strength by overrunning it.
Missiles:
Each of the Ogre's missiles are one-shot weapons. Once fired (or
destroyed before firing), they are gone.
Ogre Attacks:
An Ogre may attack an enemy unit by dragging from the Ogre's hex to the
enemy hex. If the Ogre has any unfired weapons that can reach the enemy,
a dialogue box will appear offering the available weapons. Weapons that
have been fired, destroyed, or are out of range will be dimmed and
cannot be selected. Clicking on the desired weapon highlights it and
displays the weapon's attributes in the sidebar. Clicking on the up
arrow in the dialogue box will increase the number of the selected
weapon to be fired (up to the maximum number of this type weapon
available). Clicking the down arrow will decrease the number. At the
very bottom of the sidebar is a window displaying the probability of
killing the target with the selected weapons. Any number and type of
weapons can be fired in combination to increase this chance. The
probability of killing will not always be increased by combining
weapons. This probability is derived from the ration of the total
Attack Strength of the attacker(s) to the Defense Strength of the
target. Sometimes the combined attack strengths are not enough to reach
the next highest ratio. The following table contains the probabilities
for all he possible ratios.
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Ratio of Attack Strength Prob. of Killing Prob. of Killing
to Defense Strength an Active Piece a Disabled Piece
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less than 1 - 2 0% 0%
1 - 2 17% 33%
1 - 1 33% 67%
2 - 1 50% 83%
3 - 1 67% 100%
4 - 1 83% 100%
greater than 4 - 1 100% 100%
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