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Ogre Tutorial: Light Tracked Units Terrain Effects
This covers Missile Tanks and Light Tanks.
For other units, check out my Terrain Effects Playlist
Are there any questions about rules, strategies, etc that anyone has? I'm starting to think about what the next videos should be, so I thought I'd get some feedback from everyone on what they would like to see.
Thanks again for taking the time to make these. Very informative and great to get an Ogre veteran's advice!
Overruns are mini-battles that take place during the movement phase, so the defensive side is the stationary force (the one not moving). The idea is usually for the moving side to try to open a choke point by flooding a hex with units (hence the "overrun"). Overruns are fully-resolved before movement continues. In most cases, it's a fight until all units on one side or the other are completely wiped out.
Important things to remember:
* Defensive units get terrain bonuses (they are the "dug-in" units the moving playing is trying to dislodge), the attackers do NOT get terrain bonus.
* Ogre and Infantry unit weapon attack strength is doubled
* All D results are X (close range, more deadly)
* disabled units can attack at 1/2 strength (eg, the unit's computer is doing basic survival)
* defense fires first
The order of steps during an overrun are
1. Attacking player moves all units into the hex they want involved. These can come from anywhere in range; they do not have to be coming from the same hex
2. Both sides set up INF by separating into individual units (eg, a 3/1 INF is broken into three 2/1 INF (remember INF strength is doubled))
3. defense attacks - every unit gets a shot like a normal combat; they can combine fire, etc
4. any Ogre gets to ram a single unit (this happens only once per overrun)
5. any surviving attackers now get to return fire
6. any surviving Attacking Ogre gets a single ram
7. defense attacks
8. attackers attack
9. goto 7 until one side is completely wiped out
10. normal movement continues after the overrun
Once one side has been wiped out, the remaining units are left in the hex. If it's the attackers that won, any units that have remaining movement points can keep moving through the hex. Stacking limits apply. If there are more than 5 units, and they can't move, you have to lose enough units to get back down to the limit. This applies only to the attackers, because they are the ones currently moving. I have not tested if the game honors this rule or not (I'll probably test that later).
There is an edge case that could leave units from both sides still in the hex at the end of the battle. If an Ogre has all its weapons stripped, and has already taken its one ram at the beginning of the overrun, it can no longer make any attacks. If this happens, you go through two more fire rounds in the overrun and call it quits. In this situation, both the Ogre and the remaining units from the opposing force will be in the hex together. This is most common with smaller Ogres with limited weapons (eg, the MK I has only the single Main Battery).
You might want to also review the paper rules for the boardgame:
http://www.sjgames.com/ogre/resources/img/Ogre_6th_Battlefields_Rules.pdf
specifically, section 8, with 8.04 outlining the above steps
Let me know if you need any more clarifications