Wednesday, April 27, 2011

When you play OGRE do YOU fire at the AP batteries?

When you play OGRE do YOU fire at the AP batteries?

The air was still after fierce winds washed over the landscape, a product of angry nuclear blasts finding their targets. The would be humans behind their armor plate found mercy in unconsciousness as their commanders barked orders for them to fire at the behemoth heading their way. The internal computer AI found that attacking the OGRE would have dismal chances of effect, at this range anyways.
The OGRE switched to it's limited supply of non-fragmative 'dumb' armor penetrator rounds.  Each round's volume where electronics could be found was filled with more mass and propellant, trading brilliance for pure penetrative power. Useless really against the quick and anticipating mobile infantry (they never stay still) but ripe in usefulness against a unit that is stationary for a few seconds! It's firing rate needed to be to about 32 rounds a minute but this should not be a problem to fire between this creature's scales.
Holes in the heavy tank's skin started appearing in the thinnest parts of the armor. The computer switched on the brilliant round ECCM and spoofing countermeasures to full power. The electronic countermeasures were built for electronically guided munitions, not ballistically guided ones. The armor was being penetrated but at such low caliber as to make them useless to damaging any vital weapon or engine systems, however, so the computer shrugged for a moment. When stimulants were being pumped into the cabin and the computer started to initiate movement to the treads, several of the rounds made it into the cabin. When the rounds that made these holes started bouncing around the interior of the vehicle did the computer understand too late...

When you play OGRE do YOU fire at the AP batteries?
Well, I don't. Never did. Infantry are there to die and die they do very well.
What if... (uh oh!) the AP batteries could be used to attack disabled units at 1/2 strength?
Example: A heavy tank and two GEVs (all in different hexes behind the OGRE) are disabled. No infantry around at all (within four hexes). Why not utilize the AP batteries to pummel them with thousands of rounds of armor piercing rounds and maybe make a lucky hit? Lets say you have eight AP batteries. Used at 1/2 strength only 4 ATT could be used for an attack against the disabled vehicles. This would make a 1:2 roll possible on the heavy tank AND a 1:2 attack on the GEVs possible as well. Maybe you realy want that heavy tank taken out ... 1:1 roll, leaving the GEVs alone. 
If this rule was in effect the opponent would target at least some of the AP batteries to reduce their effectiveness against disabled targets.
Side effects of this rule:
1. You would have to add some VP to the OGRE a bit, but by how much I don't know. I'll let you math wizzes do that.
2. A unit 'destroyed' in this fashion will ALWAYS leave a 'HULK' in the miniatures version as the crew are the ones taken out, not the tank itself.
3. The AP batteries become more of a target, not to be totally destroyed, but enough to make them a non-threat against any potential disabled vehicles you want around for later. Only having them attack infantry or D0 units makes them next to worthless to shoot at.
Give the poor infantryman a break!
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