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Ogre: Scenario Book 3

Expansion for Ogre

Ogre: Scenario Book 3 Rulebook

Table of Contents

Table of Contents

  • Gauntlet
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • GEV Escort
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • Dogpile
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • Sidewinder
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • Ogrelympics
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • Mini Breakthrough
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • Mini Ceasefire Collapse
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • RTS
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • Longview
    • 1.0 Introduction
    • 2.0 Setup
    • 3.0 Game Play
    • 4.0 Endgame
    • 5.0 Variant Scenarios
    • 6.0 Design Notes
  • Light Artillery Drone (SJG posted draft)

Gauntlet

An Ogre scenario. Updated 8-25-16.

1.0 Introduction

1.01 Overview. Starting at the north end of the Ogre map, the Ogre has to reach the ocean through a gauntlet of really unreasonable numbers of infantry.

1.02 Necessary materials. The Ogre Designer's Edition, or Ogre Sixth Edition plus Reinforcements, is required.

2.0 Setup

2.01 Maps. This scenario uses the Ogre map.

2.01.1 Overlays. The defender takes eight town overlays and places them over his choice of craters.

2.02 The Ogre. One side – Combine or Paneuropean, your choice – has an Ogre Mark V. It is intact but has no missiles left. The Ogre enters on the first turn on hex 1201 at the north end of the map.

2.03 Ambushers. The ambushing forces comprise a double handful of GEVs and an insane amount of infantry. You may need to use infantry counters from both sides. Since the opposition has no infantry, it doesn't matter.

Set up as follows:

  • One 3-squad infantry counter in each town hex, and one 3-squad counter adjacent to each town hex.
  • Six GEV-PCs, each with a full 3 squads of infantry, at hex 0822.
  • Six GEVs, also at hex 0822.

3.0 Game Play

3.1 Escape. The Ogre may leave the map only at the south end.

3.2 Ramming. Use the Ogre ramming rules, rather than overrun.

3.3 Unstacking. Most of the ambushing units begin the game as a huge stack in the same hex. They must unstack on the first turn and follow legal stacking limits thereafter. Note that a GEV-PC carrying up to three infantry units is a legal stack.

4.0 Endgame

4.01 Ending the Scenario. The game ends when the Ogre leaves the map or can no longer move (regardless of how much weaponry it still has).

4.02 Objectives. The Ogre needs to escape and the ambushers want to stop it; any loss is acceptable in order to achieve objectives. Victory levels are, thus, simple:

4.03 Victory Levels.

  • Ogre escapes: Ogre victory.
  • Ogre fails to escape: defense victory.

5.0 Variant Scenarios

5.1 Mark III. Try making the Ogre a Mark III. It should have both its missiles; it will need them. Remove four GEVs from the ambushing force.

6.0 Design Notes

This scenario was created to showcase the town overlays and show how much differently the map plays when craters become towns. Town hexes aid infantry; they are transparent to infantry movement and give a tripled defense. They double armor units' defense but slow movement, and in this scenario movement is everything for the Ogre. The GEVs may occasionally want to end their turns parked in town hexes, even though entering the town costs them 2 movement points and ends their turn.

GEV Escort

An Ogre scenario.

1.0 Introduction

1.01 Overview. This scenario is a variant for the basic Mark III Attack and Mark V Attack scenarios, adding a few GEVs to the mix, but it will make much greater tactical demands on the players.

1.02 Necessary Materials. Only the Ogre Designer's Edition is required. This scenario can also be played with the Ogre 6th Edition set and sees print for the first time in that box.

2.0 Setup

2.01 Maps. This scenario uses the orange Ogre map.

2.01.1 Overlays. No overlays are required, but players may add or remove craters, or just move them around, to see the effect on play. Ridges may also be added or subtracted, but since they channel the movement of conventional armor and don't affect Ogres, their effect is always to help the Ogre side.

2.02 Combine Units. The Combine (red) forces are the attackers. They get one Ogre – either Mark III or Mark V – and four GEVs. The Ogre enters on the first turn at the south end of the map. The GEVs may enter on the first or any later turn on the south end of the map.

2.03 Paneuropean Units. The Paneuropean forces (blue) set up as per the Mark III Attack or Mark V Attack scenario, but with four extra armor units and six extra squads of infantry, all of which must be set up in the North Area of the board. The defender may also upgrade his CP to either a Mobile Command Post (D1) or a Hardened Command Post (D2).

2.04 Cruise Missiles. Cruise missiles are not allowed in this scenario.

3.0 Game Play

3.1 Escape. The Ogre and its escorts may leave the map only at the south end.

4.0 Endgame

4.01 Ending the Scenario. The game ends when all Combine units are destroyed or have left the map, or when all Paneuropean units are destroyed.

4.02 Objectives. The Combine goal is to destroy the CP; the defenders' goal is to protect it. A subsidiary goal in this scenario is to bring at least one GEV back so the mission will have a human hero rather than just human sacrifices.

4.03 Victory Levels.

  • All defending units destroyed, and the Ogre and at least one GEV escape: complete Ogre victory.
  • CP destroyed and Ogre escapes: Ogre victory, with extra honors if a GEV escapes too.
  • CP and Ogre both destroyed: marginal Ogre victory, whether or not any GEVs escape.
  • CP survives, Ogre escapes: marginal defense victory.
  • CP survives, all attackers destroyed: defense victory.
  • CP and at least 30 points of attack strength (for a Mark III) or 40 points (for a Mark V) survive: complete defense victory.

5.0 Variant Scenarios

5.1 More GEVs. Give the attacker two more GEVs, and give the defender three more armor units and three extra squads of infantry. At this point, the map begins to be crowded, but attrition will set in rapidly.

5.2 Alternate Armor. Try the scenario with armor units other than GEVs. They're likely to be less effective, because the speed of the GEVs is a perfect complement to the Ogre's high threat value and near-unstoppable mass. Boosting the number of non-GEV armor units will return the game to balance but yield slower play.

6.0 Design Notes

This scenario is more of a challenge for both players because of the high-mobility but fragile GEVs. They are not just a few extra attack points to be thrown away or traded for howitzers! The Ogre may turn out to be, not the main threat, but the cape of the matador, with the GEVs ready to deliver the killing stroke.

The defender should be left wondering whether his extra forces are enough compensation for the attacker's GEVs, while the attacker bites his nails as he tries to preserve his highly breakable hovercraft until an opening presents itself.

Dogpile

An Ogre scenario. Uses the Light Artillery Drone, transcribed in the section below.

1.0 Introduction

The Light Artillery Drone is a new unit posted online as part of our Kickstarter stretch goals. You can see it at http://www.sjgames.com/ogre/new-units/lad.html.

Basically, it's a very light howitzer without human crew. It has attack 2, defense 1, and range 8. That's all you need for this scenario.

Represent the LADs by using both faction's howitzers, as they are not otherwise needed here.

1.01 Overview. The ideal tactical situation for an Ogre is "just enough targets within range to destroy." The worst possible situation is "surrounded by more targets than can be serviced." This scenario cuts out all the maneuvering and dumps the Ogre into a nightmare. It probably won't get out, but it's great practice.

This works well as a solo scenario or a quick demonstration of the game mechanics.

1.02 Necessary materials. This scenario works with either Ogre Designer's Edition or Ogre Sixth Edition. Use a unit that is not in the scenario to stand in for the Light Artillery Drones.

2.0 Setup

2.01 Maps. This scenario uses the top (north) half of the orange Ogre map. Partial hexes are ignored; they are not in play.

2.02 Overlays. Place a clear terrain overlay on the crater at 0907 (or just ignore the crater). Likewise, ignore the ridges surrounding and connected to that crater.

2.03 Combine Units. The Combine (red) player gets a single Mark V Ogre. This Ogre has only two missiles but is otherwise undamaged. It starts in the center of the board, in hex 0806.

2.04 Paneuropean Units. The Paneuropean forces get eight Light Artillery Drones (see box). These are placed in the eight corner hexes of the map: 0101, 0110, 0201, 0211, 1401, 1411, 1501, and 1510.

The Paneuropeans also get 6 each Heavy Tanks, Missile Tanks, and GEVs. These are placed randomly in the hexes 1 and 2 hexes away from the Ogre, so the Ogre is completely surrounded by a two-deep ring of enemies.

3.0 Game Play

The Ogre player moves first.

The Ogre will do a lot of ramming. Remember, it is only allowed to ram twice each turn.

4.0 Endgame

4.01 Ending the Scenario. The game ends when the Ogre is destroyed. Or, of course, when all the "Paneuropean" (referee's) forces are destroyed, but this is not likely.

4.02 Objectives. The Ogre's goal is to do as much damage as possible if it cannot survive.

4.03 Victory Levels. If the Ogre destroys all the enemy, it wins. Otherwise, its score is simply the number of enemy units it destroys. An average score is 14 kills of the original 26 enemy units.

5.0 Variant Scenarios

5.1 Mark VI. The Ogre is a Mark VI. Add 12 2-1 infantry units and put three in the hexes "in front" of each pair of LADs.

6.0 Design Notes

This is a microtactical exercise spawned by the question "what could we do with just half the Ogre board?" The answer here is "simulate a small room full of maniacs with shotguns." The real threat is the ring of armor units, but the LADs firing from the corners will give the Ogre a reason to try to move around while it still can.

Interestingly, the questions "should I fire all my missiles now?" and "should I shoot at the Ogre's missiles?" are still meaningful.

Salute to Drew Metzger, who actually beat this scenario and had six tread units remaining. Granted, he had good dice, but still . . .

Sidewinder

An Ogre scenario. Updated 8-18-16.

1.0 Introduction

1.01 Overview. This scenario turns the Ogre map on its side and requires the Ogre to destroy two objectives for a full victory.

1.02 Necessary materials. Only the Ogre Designer's Edition, or Ogre Sixth Edition is required. A yardstick will be helpful to serve as a straightedge when calculating laser line of sight.

2.0 Setup

2.01 Maps. This scenario uses the orange Ogre map.

2.01.1 Overlays. Add the following overlays to turn the entire map into an obstructed area:

  • Place craters in hexes 0117, 0319, 0417, 0420, 0515, 0820, 0917, and 1021.
  • Place ridges between hexes 0114-0115, 0214-0215, 0215-0314, 0218-0317, 0317-0318, 0617-0618, 0618-0717, 0818-0819, 0819-0918, 1016-1017, and 1117-1218.

2.02 Paneuropean Units. The Paneuropean forces (blue) are the defenders and set up first:

  • 20 armor units and 36 squads of infantry on or behind the row of hexes beginning in 08.
  • Two laser turrets (treated as D1 for this scenario) are located in the two eastern corners of the map.

2.03 Combine Units. The Combine (red) forces are the attackers. They get a single Mark V Ogre. The Ogre enters on the first turn anywhere on the west side of the map.

2.04 Cruise Missiles. Cruise missiles are not allowed in this scenario.

3.0 Game Play

3.1 Escape. The Ogre may leave the map only on the west side.

3.2 Lasers and ridges. Remember that lasers cannot fire over ridge hexsides, and that each crater hex is considered to have ridges all around it.

3.3 Laser turret defense. For this scenario, the laser turrets are considered to be D1 units that are destroyed by an X result but ignore a D.

4.0 Endgame

4.01 Ending the Scenario. The game ends when the Ogre is destroyed or leaves the map, or when all Paneuropean units are destroyed.

4.02 Objectives. The Combine goal is to destroy the laser turrets; the defenders' goal is to protect them.

4.03 Victory Levels.

  • Still TBD. Preserving one turret should be a marginal PE victory; otherwise the Ogre will hit one and withdraw. Might be as simple as:
    • zero turrets = total triumphant PE victory
    • one turret and Ogre lost = PE victory
    • one turret and Ogre escapes = marginal PE victory
    • two turrets = Ogre victory
    • two turrets and Ogre escapes = total Ogre victory

5.0 Variant Scenarios

5.1 Laser Towers. Replace one or both of the turrets with Laser Towers. They can now hit any spot on the board with no need for line-of-sight calculation. Reduce the defender's setup to 20 armor units and 30 infantry.

5.2 Mark IV. With its high speed and huge missile loadout, the Ogre Mark IV seems tailor-made for this mission. But can it take the heat once its missiles are gone?

6.0 Design Notes

By turning the map on its side, we get a scenario in which the shooting starts almost immediately. By making the objectives laser turrets, we weaken the Ogre missiles slightly to make up for their very close range, and keep a bit of pressure on the Ogres to advance. The laser turret's range encompasses the whole board, but of course craters and ridges get in the way.

Ogrelympics

An Ogre scenario. Updated 8-30-16.

1.0 Introduction

1.01 Overview. This is a highly gamelike scenario in which two opposing Ogres race to the end of the map, opposed by swarms of smaller units.

1.02 Necessary materials. The Ogre Designer's Edition, or Ogre Sixth Edition is required.

2.0 Setup

2.01 Maps. Use the basic Ogre map.

2.01.1 Overlays. Overlays may be added for variety, but keep the east and west sides of the board as essentially symmetrical as possible.

2.02 Setup. Each player gets an Ogre Mark V, 24 squads of infantry, and 14 armor units.

The Combine player sets up first. His setup area is on the east side of the board, in hex columns 01 through 04. He may set up no more than 30 attack strength points in the Central Area; the rest goes to the North Area. After the Combine player sets up, he covers his units with (e.g.,) a few sheets of paper.

The Paneuropean player then sets up in the same way, but on the west side of the board, in hex columns 12 through 15. The Combine's setup is then uncovered.

The Combine player moves first, entering the map with his Ogre at 1222.

The Paneuropean player moves second, entering the map with his Ogre at 0422.

3.0 Game Play

There are no special gameplay rules.

4.0 Endgame

4.01 Ending the Scenario. The game ends when both Ogres are unable to move (in which case the last one moving is the marginal victor) or one Ogre exits the map and wins. If the Combine, which moved first, exits the map first, then the Paneuropean Ogre gets one final turn to exit and tie the game.

5.0 Variant Scenarios

5.1 Command Post. Each side gets a Command Post as an additional objective for the enemy Ogre. Only the Ogre can shoot at the CP, and an Ogre cannot exit the map until the CP has been destroyed. The Combine CP is at 1401; the Paneuropean one is at 0201.

This objective is obviously harder; an Ogre may or may not have to stop to attack the CP, but each Ogre will traverse diagonally across the map, which almost certainly means their paths will cross, and possibly end, in the center of the board.

6.0 Design Notes

A quick game just for fun. Lots and lots of units are going to get blown up here very quickly.

Mini Breakthrough

An Ogre scenario. Updated 8-30-16.

1.0 Introduction

1.01 Overview. This scenario turns the Ogre map on its side, using the same layout as Sidewinder, and recaps the original Breakthrough scenario in miniature.

1.02 Necessary materials. The Ogre Designer's Edition, or Ogre Sixth Edition plus Reinforcements, is required.

2.0 Setup

2.01 Maps. This scenario uses the orange Ogre map.

2.01.1 Overlays. Add the following overlays to turn the entire map into an obstructed area (and note that this same layout is used in Sidewinder):

  • Place craters in hexes 0117, 0319, 0417, 0420, 0515, 0820, 0917, and 1021.
  • Place ridges between hexes 0114-0115, 0214-0215, 0215-0314, 0218-0317, 0317-0318, 0617-0618, 0618-0717, 0818-0819, 0819-0918, 1016-1017, and 1117-1218.

2.02 Paneuropean units. The Paneuropean forces (blue) are the defenders and set up first:

  • 6 armor units worth of GEVs (any type), 14 armor units of any type (these may also be GEVs), and 12 squads of infantry on or west of the row of hexes beginning in 04.

2.03 Combine units. The Combine (red) forces are the attackers. They get 12 GEVs and enter on the first turn from any non-crater hexes on the east side of the map.

2.04 Cruise missiles. Cruise missiles are not allowed in this scenario.

3.0 Game Play

3.1 Escape. The attacking GEVs may leave the map on any side, but only the west side counts for victory points. Units which leave the map may not return.

The defending units may not leave the map.

4.0 Endgame

4.01 Ending the Scenario. The game ends when all the Combine attackers are destroyed or have left the map.

4.02 Objectives. The Combine goal is to exit as many GEVs as possible from the west side of the map, as soon as possible, to attack a poorly defended rear area. A subsidiary objective is to destroy Paneuropean GEVs so they cannot pursue.

4.03 Victory levels. The Combine player gets victory points as follows:

  • 8 for each GEV that leaves the map on or before his 4th turn.
  • 5 for each GEV that leaves the map on his 5th or 6th turn.
  • 3 for each GEV that leaves the map on any later turn.
  • 6 for each enemy GEV destroyed, or 3 for each LGEV. No points for destroying other units.

When the game ends:

  • 50 or more points: decisive attacker victory.
  • 40-49 points: attacker victory.
  • 20-39 points: no clear victor.
  • 10-19 points: defender victory.
  • 9 or fewer points: decisive defender victory.

5.0 Variant Scenarios

5.1 Laser tower. For those who have Ogre Designer's Edition: Give the defender one Laser Tower anyplace within his setup area. Give the attacker two more GEVs.

5.2 Reverse the map. The defense now sets up on the east side, anywhere north of row 12. The attacker comes from the west and must leave from the east. The crater and obstruction pattern will change your tactics a bit when approached from the other side.

5.3 Overrun. Try it with the overrun rules (Section 8) instead of standard ramming rules.

6.0 Design Notes

Having turned the entire Ogre map into an obstructed area for Sidewinder, I realized that a quick version of Breakthrough was also possible. It's much narrower than the original G.E.V. map, so the action starts immediately. The victory conditions are simplified so that nothing counts except how many GEVs get off the map and how quickly, and destroyed enemy hovercraft.

Mini Ceasefire Collapse

An Ogre scenario. Updated 8-30-16.

1.0 Introduction

1.01 Overview. Both sides have built up equivalent forces. When the coin drops and the shooting starts, who'll come out ahead?

1.02 Necessary materials. Only the Ogre Designer's Edition, or Ogre Sixth Edition is required.

2.0 Setup

2.01 Maps. Uses the original Ogre map.

2.01.1 Overlays. No overlays are required for the first play, but any number of overlays can be added to make the map less predictable. Towns can be placed over craters, or scattered at the south end of the map to make it as obstructed as the north end. When placing town hexes, remember they give a huge defensive bonus to infantry, and don't unbalance the map unless you are trying to give one player a handicap.

2.02 Forces. The two sides get identical forces: an Ogre Mark III, 24 armor units, and 24 squads of infantry. Each side also gets one regular and one mobile command post. Both are D1 units which ignore "D" results.

2.03 Setup. The Paneuropean forces (blue) set up first, except the Ogre, in the two columns of hexes on the west side of the map (that is, 01 and 02). The Paneuropean forces are then covered by sheets of paper, and the Combine force sets up all units except the Ogre in the two columns of hexes on the east side of the map. The covering is removed, and the Paneuropean player goes first.

2.04 Cruise missiles. Cruise missiles are not allowed in this scenario.

3.0 Game Play

3.1 Escape. Units may not leave the map.

3.2 Ogre entry. Each player may bring his Ogre onto the map at the beginning of his fourth turn, entering on his side and making its full move for the turn.

4.0 Endgame

4.01 Ending the Scenario. The game ends when all one side's units are destroyed, or when three turns have passed without combat (neither commander feels he can benefit by pressing the attack).

4.02 Objectives. The sides have the same objective: to destroy enemy units and the CPs.

4.03 Victory levels. See the VP values on the back cover of this book for the values of units and Ogre components destroyed. The command posts are each worth 36 VP – that is, only as much as six regular armor units.

Save destroyed unit counters and compare the losses at the end of the game:

  • One side ahead by 90 or more VP: massive victory.
  • One side ahead by 60 or more VP: massive victory.
  • One side ahead by 30 or more VP: marginal victory.
  • Otherwise: strategically a tie.

5.0 Variant Scenarios

5.1 Feeding the Beast. Both sides get reinforcements at the rate of 12 VPs per turn; these may be armor, infantry, or any combination of units except for howitzers and CPs. Reinforcements cannot be saved up, but a player does not have to bring in a turn's reinforcements if he thinks they're going to be lost. Reinforcements appear starting on each player's third turn, and enter on that player's edge of the map, moving their full move that turn.

5.2 Bidding War. The players make secret written bids for how many armor units they will take in exchange for their Ogre. The low bid makes that exchange, giving up his Ogre in favor of extra armor units. In case of a tie, roll the dice.

You can also bid on the question "how many armor units will I give up in exchange for turning my Mark III into a Mark V?" Note that with its big missile load, starting from the edge of the map, a Mark V is a CP-killer.

5.3 Massive overkill. Play with a Mark V instead of the Mark III. Or play with two or three Ogres on each side. The map is really too small to contain that much destruction, which is bad news for the Command Posts and, indeed, for everyone on the board except for the Ogres.

6.0 Design Notes

Lots of units and very short ranges. That means lots of sacrificial plays. For a bit of "fog of war," the players are encouraged to set their losses aside without counting them, and tally up at the end of the battle.

RTS

An Ogre scenario. Updated 1-16-17.

1.0 Introduction

1.01 Overview. This scenario uses a highly accelerated "factory" mechanic to bring on constant reinforcements as players fight for strategic points.

1.02 Necessary materials. Only the Ogre Designer's Edition is required.

2.0 Setup

2.01 Maps. Use maps S1 and G1, with G1 to the east. Towns are intact but uninhabited; railroads are considered to be regular roads. Towns, roads, and bridges are intact but may, by player agreement, be destroyed during play. You may prefer to speed play by making all terrain indestructible.

2.01.1 Overlays. Town and road overlays are added to S1 to make it as connected and resource-rich as G1, as follows:

  • 2-hex towns with roads on 0401-0402, 0420-0421, and 1811-1812
  • Roads connecting 2005-1806, 1806-1810, and 1813-1816. The result should be an unbroken road connecting the roads in the towns at 2005 and 1816.
  • On G1, a road is added to connect 0418 and 1712.

2.02 Starting Units. Players pick colors, and each chooses an end of the board. Each player takes one Mark V, one Mark III, and one Vulcan. All starting Ogres enter together, on the road, on the player's first turn. The western entry hex is S1-0115; the eastern one is G1-2315.

2.03 Cruise missiles. Cruise missiles are not allowed in this scenario, as they would destroy the resources being fought over.

3.0 Game Play

3.1 Resource areas. Each cluster of adjacent town hexes (regardless of how many hexes are adjacent, if any) represents a resource area. There are 16 on the map, 8 on each side. Resource areas cannot be destroyed; even if town hexes may be destroyed, the resources remain intact.

3.2 Factories. Each resource area may support a single factory, which may be placed in any town hex within the resource area. Under no circumstances are multiple factories allowed in the same resource area.

3.21 Factory Creation. A factory, represented by any building counter, may be placed in any unclaimed resource area, on or adjacent to a Vulcan at the end of its move.

3.22 Factory Destruction. If a player occupies an enemy factory hex at the end of his turn, that factory is automatically destroyed and anything being built there is lost. Factories cannot be destroyed by ranged attacks.

3.3 Reinforcements. The purpose of factories is to build reinforcements. Since some reinforcements take longer to build than others, players will want to keep record sheets and make sure they agree on what turn it is!

3.3.1 Reinforcement appearance and phase. Reinforcements appear on the factory that built them, as the first phase of a player's turn. This is before movement, so reinforcements may move on the turn they appear.

3.3.2 Time to build reinforcements. Each army can build one armor unit (6 VP) equivalent per turn. This means:

  • Infantry is built in groups of three squads; one 3-squad counter is the turn's build.
  • LGEVs and Light Tanks are built in pairs; one pair of identical units is the turn's build.
  • Regular 6-VP armor units are built one per turn.
  • Large armor units – Superheavies, HWZs, and MHWZs – require two turns to build. Place a marker on the factory on the turn it starts such a unit, to indicate that a large unit will appear next turn. You do not have to tell your opponent what that unit will be.
  • Ogres require a lot of time and should not be built until you have a secure position, if at all! Place a marker on the factory to indicate it is building an Ogre. You do not have to reveal what type of Ogre it is, but you do have to write it down on the turn you start it, and reveal the note when the Ogre appears.

Any type of Ogre can be built, in a number of turns based on its VP value:

  • Mark I – 4 turns
  • Mark II – 8 turns
  • Mark III – 16 turns
  • Mark III-B – 20 turns
  • Fencer – 22 turns
  • Fencer-B, Mark IV, Mark V, or Vulcan – 25 turns
  • Mark VI or Doppelsoldner – 40 turns

3.4 Ogre repair. A damaged Ogre which spends one turn motionless and not attacking or being attacked, either in the same hex with a friendly Vulcan or in a friendly factory hex, is completely repaired, but not rearmed with missiles. An intact Ogre that spends a turn the same way is completely rearmed with missiles. (The friendly Vulcan must have at least one intact arm.)

3.41 Complete Ogre destruction. If an Ogre loses all its weapons (including APs) and treads, it is completely gone and cannot be repaired – remove it from play.

3.5 Howitzers. Since the howitzer is immobile, a strict interpretation of the rules would suggest that it could be placed only on factory hexes. Therefore, for this game, all HWZ are built as MHWZ which move normally. Any MHWZ can turn into a HWZ at the end of its movement phase, but HWZ may never turn back into MHWZ.

3.6 Optional limitation on factory abilities. The type of units that you can build depends on the number of factories you own.

  • 1-2 factories: You may build only infantry, Light Tanks, or Light GEVs.
  • 2-4 factories: You may also build all regular armor units.
  • 5-6 factories: You may also build double-value armor units: Superheavies, HWZs, and MHWZs. These take two turns to complete.
  • 7 or more factories: You may also build Ogres (see 3.2.2).

Transcriber's note: the printed cross-reference "see 3.2.2" in 3.6 does not match any numbered rule in this scenario. It is kept as printed.

4.0 Endgame

4.01 Ending the Scenario. The game ends when one force is completely eliminated or one player resigns.

5.0 Variant Scenarios

5.1 Multiplayer. For a game of heroic scale and even greater time requirements, add two more maps, use overlays to balance resources and road nets, and play with four players.

5.2 Small Map Changes. There is no reason not to give each side a few more resource areas if you like; make sure the two sides have equivalent road connectivity.

6.0 Design Notes

Homage to Starcraft, specifically. One of my favorite computer games ever. I only wish that I could still play the original version.

I've tried to make design decisions that keep the factories appearing and the units popping out, and reward aggressive play and thoughtful defense, as in all the best RTS games.

This is definitely a scenario to set up and play for a couple of hours at a time, over however many hours it takes.

Longview

An Ogre scenario. Updated 1-7-17.

1.0 Introduction

1.01 Overview. This scenario uses a GEV-style map to recreate the classic Ogre scenario with the addition of terrain . . . and a target that shoots back.

1.02 Necessary materials. The Ogre Designer's Edition is required.

2.0 Setup

2.01 Maps. This scenario uses the eastern 15 rows of Map S2. Row 16 and west are out of bounds (painter's tape is one good way to put an edge on the map). Towns are intact but uninhabited; roads and bridges are intact but may be destroyed during play.

2.01.1 Overlays. No overlays are required. (Note to playtesters: are there any places where an overlay is needed to make play less predictable?)

2.02 Combine Units. The Combine (red) forces are the attackers. They get one Ogre – either Mark III or Mark V. The Ogre enters on the first turn at the south end of the map.

2.03 Paneuropean Units. The Paneuropean forces (blue) set up as per the Mark III Attack or Mark V Attack scenario. The CP is replaced by the laser tower called Longview. This tower may be placed anywhere on the map; the far north, obviously, is safest.

The "North Area" is all hexes on or north of the line 0108, 0308, 0508 . . .

The "Central Area" is all other hexes on or north of the line 0118, 0318, 0518 . . .

Note that while any unit may be set up in the part of the Central Area that is south of the river, there's only one bridge. GEVs and infantry in that area will be able to cross the river to stay in the action; others may have trouble.

2.04 Cruise missiles. Cruise missiles are not allowed in this scenario (but see the variants).

3.0 Game Play

3.1 Escape. The Ogre may leave the map only at the south end.

3.2 Ramming. Although this scenario is played on a green map, use the Ogre stacking and ramming rules, rather than overrun.

3.3 Laser Line of Sight. Because the ground has been prepared, and obstructing trees and even buildings removed, Longview can hit any road hex, even one that goes through trees or towns, if there is a straight row of hexes between the target hex and Longview.

4.0 Endgame

4.01 Ending the Scenario. The game ends when all Combine units are destroyed or have left the map, or when all Paneuropean units are destroyed.

4.02 Objectives. The Combine goal is to destroy Longview; the defenders' goal is to protect it.

4.03 Victory levels.

  • All defending units destroyed, and the Ogre escapes: complete Ogre victory.
  • Longview destroyed and Ogre escapes: Ogre victory.
  • Longview and Ogre both destroyed: marginal Ogre victory.
  • Longview survives, Ogre escapes: defense victory.
  • Longview survives, Ogre destroyed: complete defense victory.

5.0 Variant Scenarios

5.1 GEV Escorts. Mash up this scenario with GEV Escort. Give the attacker four escorting GEVs and experiment with what forces are needed to stop it.

5.2 Cruise Missiles. The attacker may fire two Cruise Missiles from offboard. The defender gets six extra armor units. The defender also gets one city hex overlay to place anywhere. Longview cannot be in the city hex but can be next to it. The attacker cannot fire the cruise missiles at or over any hex within 6 hexes of the city hex overlay. Other city hexes are fair game.

5.3 GEV Map. Play out the scenario, or either variant above, on the entirety of map S2. On the west side of the map, where the river loops to the south, all hexes on or north of the river are considered part of the Central Area and available for the defensive setup.

5.4 Small Map Changes. Overlays that can affect the game a lot include:

  • A bridge across the river at 1414.
  • Road from 1009 to 1013.
  • Turn the southern swamp into forest, which can deprive Longview of a good shot early in the game.

6.0 Design Notes

This is what the basic scenarios might look like on a map with intact terrain. The laser tower, Longview, will chip away at the Ogre on every turn it is not distracted by an Ogre missile or a cruise missile. Ogres don't always have to think about defensive value of terrain, but in this scenario they certainly do.

(In my head, Longview has a good AI – not Ogre-smart, but more than human-smart. It controls its own fire in emergencies, but it is under the authority of its commanding officer. The commanding officer is experienced and always listens to Longview's advice unless he has to make an instant command decision. If you want a handle on Longview's personality, think of a very senior enlisted techie.)

Light Artillery Drone (SJG posted draft)

Posted by Steve Jackson Games at sjgames.com/ogre/new-units/lad.html as a draft of 8-19-2016, needed by the Dogpile scenario. SJG notes that posted drafts are likely to flex a little bit as discussion continues on the Ogre forums.

Light Artillery Drone – Draft of 8-19-2016

The Light Artillery Drone (LAD) is worth 6 points. It has Attack 2, Range 8, Defense 1, and Movement 0. It is considered a Size 1 unit when set up. However, it can be broken down into a single cargo pallet for transport by a truck or hovertruck, and set up quickly. The sequence of it setting up is as follows:

Turn 1: Unloading. It is assumed the transport has its own unloading capability. All the transport needs to do is remain in one place for one turn. Place the LAD pallet in the same hex as the transport.

Turn 2: The LAD unpacks itself, sets itself up, and runs diagnostics. Replace the pallet counter with the regular LAD counter. It may be targeted, but may not attack. The unit that transported it may move away normally.

Turn 3: The LAD can fire.

A LAD cannot repack itself without help. It takes a squad of Combat Engineers three turns to re-palletize a LAD, and one further turn to load it onto a truck. Rarely is it worthwhile to move a LAD under combat conditions.

LADs still on a pallet can also be placed as part of a defensive setup. Small, stealthy, and powered down, they are very hard to detect. The defender will not detect a collapsed LAD until it starts to set up, or until one of his units moves into the hex of the LAD. The LAD player should note which hexes have a LAD emplaced within them, and should be prepared to show this notation when the defender enters the hex of the LAD. An overrun does not take place when a defender enters a hex with a collapsed LAD, as the LAD is not a functioning combat unit at that time. The unit entering the hex may still fire on the LAD pallet during its Fire Phase, if it so desires.

LADs still on a pallet may be attacked directly prior to setting up. A LAD on a pallet has a defense strength of 0; it is destroyed by any attack. Additionally, LADs on a pallet that are being transported suffer spillover attacks at defense strength 0 if the transport vehicle is attacked.

The LAD is considered a Size 1 unit when set up. When collapsed, it can ride a Size 1 truck or hovertruck as cargo. If a LAD must be moved to terrain that regular cargo haulers cannot reach, any infantry squad can move a LAD pallet one hex per turn. A LAD that is set up may not be moved.