Tuesday, May 26, 2015
Naval vessel rules for OGRE
UNIT WEAPON ATTACK RANGE DEFENSE MOVE
Cannon 4 2 2 3
Missiles 3 4
NOTES: Two separate attacks vs. surface targets
Single A3 depth charge vs. subs
APx2 1 1 2 3/2
NOTES: Carries vehicles/infantry
Moves on water only
No road/water bonus when loaded
Missiles 6 5 6/3 2
Torpedoes 3 1
NOTES: D6 vs. surface attacks/D3 vs. underwater
Armored Boat: The Armored Boat is a human-crewed watercraft designed for use on rivers and costal waters. It gets two attacks per turn (one equivalent to that of a heavy tank, and one equal to that of a missile tank) that can be combined if desired. It can also launch a depth charge attack at strength 3 against a submerged target in the same hex once per turn.
LC-GEV: Each Landing Craft-GEV can transport up to two companies (24 squads) of infantry or two armor units (for example, two heavy tanks, four light tanks, a missile tank and two light tanks, etc.). Alternatively, it can carry whatever models fit into its bay. LC-GEVs can only enter a land hex to embark or disembark cargo. Loaded LC-GEVs do not get a bonus for water movement.
Submarine: While submerged, a submarine can launch a single Ogre-type missile attack against a surface target or another sub. It can also shoot a torpedo salvo against a nearby submarine or boat. Submarines have a defense of 6 against surface attacks from Ogre-type missiles and howitzers, and all such attacks are at half strength. Subs have a defense of 3 versus depth charges, torpedoes, and marine infantry. No other unit can attack submarines.
If you use any of these in a game, please let me know how it does.