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