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. -------------------------------------------------------------------------- Ratio of Attack Strength Prob. of Killing Prob. of Killing to Defense Strength an Active Piece a Disabled Piece -------------------------------------------------------------------------- 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% --------------------------------------------------------------------------