Scenarios For OGRE

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SCENARIOS

The worldwide conflict called the Last War, and the Factory States period
that followed, allow for a huge variety of scenarios. This book describes
several, and concludes with guidelines for creating your own.

Ogre Map Scenarios ................................... 1


G.E.V. Map Scenarios ................................. 3
Breakthrough ........................................... 3
Raid ......................................................... 4
Recon in Force .......................................... 5
The Train.................................................. 6
Casey Joneski ........................................... 7
The Last Train Out ..................................... 8
Ceasefire Collapse ..................................... 9
Nuts!...................................................... 10
Creating New Scenarios ........................... 10
General Setup Rules and Victory Points ..... 12

OGRE MAP
SCENARIOS
These scenarios use the original (orange) Ogre map. They are
fairly fast, since there is no terrain except craters and rubble.
These scenarios were designed for use with the ramming rules
(Section 6).
Unless specific victory conditions are given in a scenario,
the players should agree upon victory levels before beginning
play, by analogy with the victory conditions given for the basic
scenario (see Section 1 of the rulebook).
Map boundaries. The north, east, and west edges of the map
are impassable. No unit can leave the map on these sides. To the
south of the map is a river which only Ogres may enter.

Scenario balance. Most scenarios on this map have a clear


attacker and defender. An interesting way to balance these
scenarios is for each player to bid on how few units he thinks
he can win with as the defender. The low bidder gets that many
units and plays defense.
Map modifications. One end of the map is full of craters and
ridges, while the other is clear. For a more symmetrical map, the
overlays can be used to add obstructions to the clear end, or to
remove most of the obstructions on the cratered end and leave
two clear ends and a less passable center area.

ORIGINAL MARK III ATTACK


AND MARK V ATTACK SCENARIOS

These scenarios, found in Section 1 of the rulebook, are


recommended for learning the game. In these scenarios, one
Ogre faces a force of smaller units.

MARK III DEFENDING

The defending player has a CP to defend, one Ogre Mark III


anywhere in the North or Central areas, and 12 armor units and
15 squads of infantry in the North area. The attacker takes an
Ogre Mark V.

MARK IIIS ATTACKING

As the Mark V scenario, but the attacker gets two Mark III
Ogres. The defender gets two more armor units. (This is a good
three-player game.)

OGRE DEFENDING

Reverse the roles. The attacker takes a force of armor and


infantry from the Mark III Attack or Mark V Attack scenario
and enters the south end of the map to destroy a command post
guarded by a watchdog Ogre and armor and infantry equal to
half the attackers force. Any attacking unit, regardless of type,
may leave the south end of the map to escape.

DUEL

This scenario uses no CPs or other units; it is just a combat


between Ogres. The size of the forces and the number of players
are variable: two-way, three-way, etc. Units may leave the map,
but may not re-enter. The object is to survive and hold the field.

STEVE JACKSON GAMES


OGRE designers edition

scenarios

THE DAY BEFORE


The original Ogre map shows many craters each one the result
of a Cruise Missile that fell short of its target. This scenario
assumes that the attackers had more missiles to spend but the
defender had a laser.
Setup. The defender gets 40 squads of infantry, 25 armor
units, one Laser Tower, and a CP. Units may be set up anywhere
in the North or Central areas of the map, except in craters. The
defender may not take Missile Crawlers as part of his force. The
attacker gets 20 off-board Cruise Missiles, which may enter from
any hex at the south end of the map, and an Ogre Mark V.
Tactical hints: The attacker should expect to lose at least 2/3

of his missiles the second they come on the map


(unless, of course, the Laser Tower is destroyed
first), and plan accordingly. Dont aim missiles
at hexes where they will be easy targets for the
defenders. Use your Ogre to clear the way for
missiles, and vice versa. The defender should
deploy his units so that missiles dont have an
open path to the rear areas.

Victory conditions. Use the same victory


conditions given for the Mark V Attack scenario (rulebook,
p.5). For Victory Point (VP) calculation, the Laser Tower counts
as 10 attack strength of the defending force. The attacker does
not lose VP for firing his missiles.
Overrun scenario. Try the scenario allowing the defender
to use Missile Crawlers. Allow stacking up to 5 units/hex, and
overrun attacks. Tactics change!

SUPER CP

CP is destroyed and at least one Ogre escapes


from the south end of the map: attacker victory.

This scenario assumes that the defending forces had been in


position much longer, and had built (or appropriated) a much
stronger building as their Command Post.

CP and both attacking Ogres are destroyed:


marginal attacker victory.

CP survives and at least one attacking Ogre


escapes: marginal defender victory.

CP survives and attacking Ogres are destroyed:


Setup. The defender gets two Mark III Ogres, 40 squads of
infantry, 30 armor units, and, for his CP, a 60 SP Strongpoint.
Units may be set up anywhere on the North or Central areas of
the map, except in craters. The attacker gets two Mark V Ogres.
Victory conditions.

CP and all defending units are destroyed: complete attacker


victory.

defender victory.

Attacking Ogres are destroyed and the CP survives along with

at least 30 attack strength points of its force: complete defender


victory. Surviving attack strength points include each intact
weapon on the defending Ogres, as well as the armor and
infantry.

Lasers and Missiles. Add a Laser Tower to the defenders


setup, and give the attacker 10 off-board Cruise Missiles.

OGRE designers edition

scenarios

G.E.V. MAP
SCENARIOS
These scenarios use the G.E.V. maps (green), which are larger and
have a greater variety of terrain. See Section 2 for map rules.
When scenarios refer to a map hex, the map number comes first,
and then the hex number. For instance, G2-1401 is hex 1401 on map
G2.
These scenarios were designed for use with the overrun rules
(Section 8), but if you enjoy the simpler ramming rules, there is no
reason not to use them.
Factions: You can play whichever factions/colors you choose,
but the blue (Paneuropean) counter mix is most suitable for setting
up a defense, and the red (Combine) counter mix is designed for
offense.
Rules for each scenario include Setup (what units each side gets,
and where they are placed on the map), Special Rules (any variations
from the standard rules required for the scenario), Objectives (what
each side is trying to accomplish, and victory points received), and
Victory Conditions (to determine who wins).
The general setup rules and victory conditions are on the back cover
of this book, to make them easy to locate. They apply to all scenarios on
the G.E.V. maps unless specified otherwise.

BREAKTHROUGH
The Breakthrough scenarios show an attempt to penetrate
a defensive perimeter in order to strike at a weakly defended
rear area. Breakthrough can be played on either G1 or G2.
Setup for map G1. The defender sets up first. He gets 20
squads of infantry and 6 armor units, which he may place
anywhere on or north of the road from hex 0104 (west edge of the
map) to hex 2315 (east edge). He sets up his units camouflaged,
per Section 13.05. The attacker gets 12 GEVs and moves first,
entering on any hex(es) on the south edge of the map; the entry
hex counts for movement. All defending units are revealed at
the end of the attackers first movement phase. The attacker
does not have to commit all his GEVs on Turn 1.
Setup for map G2. As above, except the defender may place
his units anywhere on or north of the line from 0110 to 2310
that is, the line of hexes that end in -10.

quickly as possible. The attacker gets 8 victory


points for every GEV leaving the north side of
the map on or before his 8th turn, 5 for every
GEV leaving the north side on his 9th or 10th
turns, and 3 for every one leaving on any later
turn. GEVs leaving elsewhere give no victory
points. Both sides get points for destroyed
enemy units (p. 12). The game ends when all
the attackers GEVs have left the map.

Special rules. Use 13.01 and 13.02 for


terrain destruction, and 13.05 for camouflaged units.
Expanded scenario. Use the same rules, objective, and
setup, except that the defender gets 24 squads of infantry and 8
armor units, and the attacker gets 16 GEVs.
Ogre scenario. The defender gets 30 squads of infantry and
20 armor units. The attacker gets one Ogre Mark IV and 6 GEVs.
The attacker gets victory points as above for GEVs which leave
the north side of the map, and victory points for the Ogre as
follows: None if it leaves the north side of the map on or after
Turn 10, 15 if it leaves on Turn 9, 30 if it leaves on Turn 8, 45 if it
leaves on Turn 7, and 60 if it leaves on Turn 6.

Map modifications. All town hexes are rubble already


(13.01). All bridges are also out (13.02). Note that this cuts the
roads where they pass through a town or over a bridge.

Victory levels. The winner is determined by comparing the


number of victory points gained by each player, as follows:

Escape. Attackers escaping the map can leave from either


the north or south side (though only north counts for victory
points). Defenders may escape from the north, east, or west side.

Attacker ahead by 21-49 points: marginal attacker victory.

Objectives and victory points. The attackers objective is to


get as many GEVs as possible off the map from the north side, as

OGRE designers edition

Attacker ahead by 50 or more points: decisive attacker victory.


Attacker ahead by 0-20 points: no clear victor.
Defender ahead by 1-20 points: marginal defender victory.
Defender ahead by 21 or more points: decisive defender victory.

scenarios

RAID
An attack on a rear area, of the type that might be made
after a successful Breakthrough scenario. Raid can be played
on either G1 or G2.
Setup. The Paneuropean player (blue counters) is defending.
He sets up first, with 20 squads of infantry, four armor units, and
two command posts: one hardened (D3, M0), and one mobile
(D1, M1). Command Posts must be set up at least 12 hexes apart.
The defender may place his units (camouflaged, per 13.05)
anywhere on the map, and may set up two dummy armor units
(13.06).
The Combine attacker (red counters) gets 10 GEVs, which
enter from any hex(es) on the south edge of the map. The entry
hex counts for movement. The defender reveals all his units
after the attackers first movement phase. The attacker does not
have to commit all his GEVs on Turn 1. (Variation: Make some or
all of the attacking units Heavy Tanks!)
The scenario ends when all attacking units have escaped or
been destroyed.
Reinforcements. At the beginning of his movement phase
each turn, the defender rolls one die for reinforcements and
another die for the hex they enter. Because the maps are
geomorphic, the entry hexes are the same on both maps.
Reinforcement Type
1 Heavy Tank
2 Two Light Tanks (together)
3 Missile Tank
4 GEV
5 GEV
6 Three squads of infantry

Entry Hex
1 2315 (east edge)
2 2304 (east edge)
3 1801 (north edge)
4 0401 (north edge)
5 0104 (west edge)
6 Any hex on the north edge

If reinforcing units enter on a road hex, they are assumed


to have been on the road last turn, and they may take the road
bonus on the turn they enter. If the road in the entry hex is cut,
they cannot get the road bonus and
must pay the regular movement cost to
enter the terrain in that hex. If enemy
units occupy their entry hex, they may
either overrun or enter on the nearest
unoccupied edge hex to either side. The
defender may delay reinforcements for
any number of turns but if they come
in, they must enter at the hex originally
determined. The defender may decline
to bring in a unit, if he wishes.

points for destroying the hardened CP, 15 for


the mobile CP, 3 for each town hex damaged but
not destroyed, 8 for each town hex destroyed,
8 for a river bridge, 4 for any other bridge, and
2 for each hex of railroad track.
Both sides also get VP for destruction of
enemy units (see p. 12). If an Ogre escapes
from the map, the enemy scores points for
damaged weapons and tread units.

Escape. Defenders may escape from the north, east, or west


sides, but mobile CPs may not leave the map. Attackers may
escape only from the south side, back toward friendly lines.
Expanded scenario. Use the same rules, objectives, and
setup. The defender starts with 24 squads of infantry and eight
armor units (plus four dummies). It has one D3, M0 Command
Post, and two D1, M1 Mobile Command Posts (15 VP each). The
attacker gets 16 GEVs. The defender rolls once for reinforcements
on odd-numbered turns, and twice on even-numbered turns.
Ogre scenario. The defender gets the same setup and reinforcements as in the expanded scenario, except that he starts
with 16 armor units, six dummies, and 30 squads of infantry. The
defender rolls twice each turn for reinforcements. The attacker
gets an Ogre Mark IV and six GEVs. Alternative defending force:
The defender starts with nothing but one Ogre Mark V (in hex
1408 on G1, or 1610 on G2). He may place his three CPs anywhere
on the map, as long as they are at least 12 hexes apart. He rolls
twice each turn for reinforcements.
Victory levels. The winner is determined by comparing the
number of victory points gained by each player, as follows:

Attacker ahead by 150 or more points: decisive Combine victory.


Attacker ahead by 110-149 points: marginal Combine victory.
Attacker ahead by 80-109 points: no clear victor.
Attacker ahead by 30-79 points: marginal Paneuropean victory.
Attacker ahead by 29 points or less: decisive Paneuropean
victory.

Special rules. Use 13.01 and 13.02


for terrain destruction, and 13.05 and
13.06 for camouflaged and dummy
units.
Objectives and victory points. The
attackers objective is to wreak as much
havoc as possible. He gets 25 victory

OGRE designers edition

scenarios
Setup. Use maps G1 and S1, with S1 to the
north. The defending player (blue) gets 15
squads of infantry and 8 armor units, placed
anywhere on G1 on or north of the road from
hex 0104 to hex 2315.

RECON IN FORCE
This is an expanded version of the Raid scenario. A group of
Combine hovercraft is attempting to penetrate to a rear area and
do as much damage as possible.

He also gets another 20 squads of infantry,


four armor units, 12 Trucks, and eight
Hovertrucks. Infantry may be placed in any
town hexes, one counter (of any size) per
hex. All four armor units are set up in hex S1-0711. Trucks and
Hovertrucks are placed, one each, in the 19 town hexes of that
same map, with the remaining unit being placed in S1-0420.
All Trucks and Hovertrucks except the one in S1-0420 are
disabled (see below). All units are camouflaged.
The attacker (red) gets 25 armor units worth of hovercraft:
GEVs, GEV-PCs, and LGEVs. No more than 10 GEV-PCs may be
taken, but each, in this scenario, comes with 3 squads of infantry
at no extra point cost. The attacker moves first; all attacking
units enter from the south edge of the map. All defending units
are revealed at the end of the attackers first movement phase.
The attacker does not have to commit his entire force on Turn 1.

Alert. No defending units on the northern map may move,


and no reinforcements may enter, until the defenders third
turn. At this point, all units except Trucks and Hovertrucks
may move freely. At the beginning of the fourth turn and
each following turn, the defender may pick 10 Trucks and/or
Hovertrucks and roll one die for each. On a roll of 1 on one die,
that unit is alerted. The counter is turned over and may move
normally. On any other result, the unit is not affected.
Escape. Attacking units may escape from the south end of
the map. Defending units may escape from the north end. The

The command post was well-guarded. The hastily constructed,


unlovely building was the nerve center for Paneuropean
operations along a 700-kilometer section of front a front
pressing steadily toward the largest Combine manufacturing
center on the continent.
Therefore, General DePaul had taken no chances. His
command was located in the most defensible terrain available
a battered chunk of gravel bounded on three sides by marsh
and on the fourth by a river. The river was deep and wide; the
swamp, gluey and impassable. Nothing bigger than a rat could
avoid detection by the icons scattered for sixty kilometers in
every direction over land, swamp, and river surface. Even the air
was finally secure; the enemy had expended at least fifty heavy
missiles yesterday, leaving glowing holes over half the island,
but none near the CP. The Paneuropean laser batteries had seen
to that. Now that the jamscreen was up, nothing would get even
that close. And scattered through the twilight were the bulky
shapes of tanks and ground effect vehicles the elite 2033rd
Armored, almost relaxed as they guarded a spot nothing could
attack.
Inside the post, too, the mood was relaxed except at one
monitor station, where a young lieutenant watched a computer
map of the island. A light was blinking on the river. Orange:

OGRE designers edition

Trucks and Hovertrucks, representing noncombatant units,


should attempt to evacuate from the north as soon as they are
alerted . . . unless they are needed to carry troops.
Reinforcements. The defender gets reinforcements as per
the Raid scenario (p. 4), starting on Turn 4. They appear on the
northern map.
Special rules. All rail hexes on map G1 are already destroyed
and all bridges on G1 are cut; towns on G1 are damaged (and
therefore deserted, and roads are cut) but not rubble. Use
Sections 13.01 and 13.02, since the attacker will be trying to
destroy towns, bridges, and railroad on S1.
Victory points and victory levels. The attacker gets 4 victory
points for each Truck destroyed, and 6 for each Hovertruck. Other
victory points are scored as per Raid, except that the deserted
towns on G1 are worth no victory points, and the defender has
two river bridges and no CPs. Victory levels are also as per Raid.
Ogre scenario. The attacking player gets an extra 10 armor
units. The defender gets a watchdog Ogre Mark III, and an SP
20 Admin building, worth 25 victory points if destroyed, both in
hex S1-1314.

something was moving, out there where nothing should move.


No heat. A stab at the keyboard called up a representation of
the guardian units . . . not that any should be out there, thirty
kilometers away. None were. Whatever was out there was a
stranger and it was actually in the river. A swimming animal?
A man? Ridiculous.
The lieutenant spun a cursor, moving a dot of white light
across the map and halting it on the orange spot with practiced
ease. He hit another key, and an image appeared on the big
screen . . . pitted ground, riverbank . . . and something else,
something rising from the river like the conning tower of an old
submarine, but he knew what it really was . . . he just couldnt
place it . . .
And then it moved. Not straight toward the camera icon,
but almost. The lieutenant saw the conning tower cut a wake
through the rushing water, bounce once, and begin to rise. A
second before the whole shape was visible, he recognized it
but for that second he was frozen. And so thirty men with their
minds on other things were suddenly brought to heart-pounding
alert, as the lieutenants strangled gasp and the huge image on
his screen gave the same warning . . .
OGRE!

scenarios

THE TRAIN
These scenarios depict a surprise push to destroy a train
carrying reinforcements and ammunition to a depot near
the front.
Setup. Use map G1. The defender needs a train, so use the
blue (Paneuropean) counters for defense.
The attacker gets 12 squads of infantry and 16 armor units,
which may be placed anywhere in the southeast corner of the
board that is, the land area south and east of the river and
lake. Units may not be set up on the bridge. The attacker may
bring in an additional four armor units from any edge hex in this
area on Turn 2. The attacker may not take missile crawlers. The
attacker will move first.
The defender starts with 20 squads of infantry and 12 armor
units. These may be set up anywhere on the remaining portion of
the map, but no closer than four hexes to the Combine-controlled
area defined above. The defender gets no reinforcements.

for each half that backs off the west edge of


the map. (If the train backs off the west side,
it cannot re-enter.) The defender gets 15 VP
for each half of the train that leaves the east
side of the board. The defender loses 12 VP if
he destroys the river bridge, but none if the
attacker destroys it. Both sides score points for
destroyed enemy units (see p. 12).

Escape. Attacking units may escape from


any edge hex in the area where they set up, or along the south
side. Defenders may escape anywhere on the north or west side.
Armed-train variation. The train can mount weapons, per
Section 9.03.1.
Ogre scenario. Double the defending forces and set them up
first. The attacker gets a single Ogre Mark IV. Note that if it even
gets within missile range of the tracks, it can cut them!
Victory conditions. Victory is determined by straight
comparison of victory point totals. Winning by 40 or more
points is a decisive victory; winning by 20-39 points is a marginal
victory; winning by fewer than 20 points is basically a tie, with
honors going to the player with more points.

Both sides set up their units openly; attacker sets up first.


After the defender sets up, he writes down the turn the train
will enter; it may enter on any turn from Turn 4 to Turn 8. On the
turn the train enters, the defending player shows the attacking
player what he had written earlier, to confirm that the train is
on schedule. The train enters from the west side of the map, at
any speed.
Special rules. No town or bridge hexes are destroyed at
the beginning of the scenario. Use 13.01 and 13.02 to destroy
towns, roads and railroads, and bridges.
Objectives and victory points. The attackers objective is
to destroy the train by any means either by direct fire or by
destruction of the tracks just before the train reaches them. The
defenders objective is to get the train off the map or, failing
that, to keep it intact. The attacker gets 20 victory points for
each half of the train he destroys, 10 for each half which ends
up stranded on the board with track cut on both sides, and 5

Less than three minutes had passed. After the initial


seconds of panic, the command post had settled down to
business. Instead of masterminding an attack, it was fighting
for its own life. Men spat orders into throat mikes, eyes on the
big screen. The orange dot that was the Ogre was six kilometers
closer, but green sparks were moving out to meet it the men
and machines of the 2033rd.
The general entered at a run. Get me a picture! he ordered.
The screen flickered; moving dots gave way to an image. The
huge machine ground over the landscape, incredibly fast for
something so huge. Guns bristled. The tower on top rose fifteen
meters high.
A Mark V, said the general. They really want us, all right.
Who had the watch?
I . . . did, sir.

Whered it come from?


Sir, the river. I got a movement indication from the center
of the river I saw it come up. Nothing before that. I swear it,
sir.
The general started to reply, then checked himself. He
stepped to the keyboard. The map reappeared (the orange
dot was closer) and shrank. They saw their island from fifty a
hundred kilometers in the air.
The general traced the river-course. Here . . . and here. Yes,
they could have done it.
Sir?
Underwater. It went into the ocean here. Through the
delta up the river and out. Very clever. I wonder . . . No, they
just outfoxed us. As you were, son.

OGRE designers edition

scenarios

Setup. Use maps G1 and S1, with S1 to the east.


The train enters at the west side of G1, at any speed,
on turn 1. Each hex of the train has one 4/2 weapon,
which is only destroyed when the train is lost. The
defender may emplace five SP 20 lasers, or one Laser
Tower and two SP 20 Lasers, anywhere (be careful!). He
may not take Missile Crawlers. The defender also gets
one Howitzer at S1-0413, and 12 armor units and 20
squads of infantry anywhere on the map. The attacker
gets 15 armor units (most or all of these should be
GEVs). These units enter anywhere on the south edge
of G1, after seeing the defenders setup.

CASEY JONESKI
This is a variation of The Train.
Train. Combine raiders are
trying to eliminate a train carrying strategic supplies
but Casey Joneski is at the throttle, and hes not stopping!

Victory conditions. The attacker wins if the train is


destroyed and at least 15 strength points of the attacking force
survive by escaping off the S edge of either map. The defender
wins if the train reaches hex S1-0413 and survives. Any other
result is a tie. Note that the train can escape from the east edge
of the map, but may not back off the west edge.
Infantry scenario. The attacker gets all the forces above,
plus 15 squads of infantry. He should choose a mix of armor
The Ogre was twenty kilometers away. On the big map, a ring
of green around it showed missile tanks ready to move in; more
green dots, visibly moving, were GEVs harassing the enemy
machine. As they watched, one GEV light went out. Another
stopped moving and began to blink plaintively. The Ogre moved
toward it.

Twelve minutes since the shooting had started. The Ogre


was fifteen kilometers away. Faced by eight missile tanks, it
had slipped to the side; three of the tanks were gone, and two
others had never gotten in range. But the Ogre had paid; it was
moving slower now. On the big map, three more green dots
moved toward it. The heavies were going in.
Mercier to CP. Weve spotted it.
The general punched for an image. There it was. Four of the

OGRE designers edition

units that will let him get his infantry into action. The defender
gets an extra HWZ or MHWZ anywhere on the board. Victory
conditions are unchanged.
Ogre scenario. The defender gets the forces listed for the
regular scenario, plus one Mark III Ogre in hex S1-0810. The
attacker gets 25 armor units and 15 squads of infantry. Victory
conditions are unchanged.
six missile tubes were empty; two of the small guns along one
side were scrap. Loose tread flapped; damaged motors sparked.
Its guns moved and flashed. Then the screen dimmed as a
nuclear warhead hit the Ogre. The image returned. There was a
new crater along one of the armored sides nothing more.
Get those guns, Commander. The generals voice
was calm; Merciers reply was equally mild. Trying, sir. It
ducks. Then jubilation. Good shot, Fair. You got it. Hit the
misbegotten pile of junk. The big screen went completely dark.
It came on again, from a different angle. The Ogre was hurt.
One of those big front guns was gone completely. The other
was clearly wrecked.
Good man, Mercier! Who did that? Commander Fair? . . .
Mercier? . . . Fair? . . .
This is Kowalski in 3111. It got Fair about three times. I
cant find Mercier.

scenarios

THE LAST TRAIN OUT


The front line has collapsed. The city will fall within the hour.
The defenders only objective now is to delay the attack until the
train can escape, loaded with civilians, classified information,
and the irreplaceable Baywatch archives.

Escape. The attackers may not escape.


Defenders may escape from the north side, or
from the east side on or above the lake, but only
if the train has already escaped (see below).
Victory conditions. Nothing matters except
the fate of the train.

Decisive attacker victory: The tracks are cut in


front of the train, so it can be captured, and
all defending units are destroyed.

Setup. Use map G2. The defender needs a train, so use the
blue (Paneuropean) counters for defense. The defender gets a
train, standing still, in 2002-2003; 12 armor units; six dummy
armor units; and 12 squads of infantry. All defenders must be
set up on or north of the diagonal row of hexes from 0104 to
2315. The defender may place five craters anywhere on the map.

Attacker victory: Train destroyed, or (even better) the front half

The attacker gets 20 armor units (no Missile Crawlers).


Attackers move first and enter on the south edge of the map,
and/or the west edge on or below hex 0109; the entry hex
counts for movement. The attacker does not have to commit all
his units on the first turn.

Defender victory: Rear half of train destroyed, but front half

Special rules. The seven town hexes north of the lake are
intact; other town hexes are rubble.

If players exchange sides in the scenario and achieve equal


victory levels, determine honors by comparing point value of
the units destroyed.

The train cannot move until the defenders 9th turn. At that
time, it starts moving at speed 1. It will be able to escape to the
east as early as the defenders 11th turn unless it is destroyed or
the tracks are cut.

is destroyed and the rear half is captured.

Tie: The tracks are cut, trapping the train; the rear half of the
train is destroyed, but the front half survives and the attackers
are eliminated.
escapes or the tracks are cut and the train is trapped, but all
attackers are eliminated.

Decisive defender victory: The entire train escapes.

Use 13.01 and 13.02 to destroy terrain, and 13.06 for the
defenders dummy counters.

OGRE designers edition

scenarios
Setup. Use either map G1 or G2. Players
receive equivalent forces. Each gets 16
armor units and 18 squads of infantry. Each
side also has two CPs: a main (D3, M0) and a
secondary (players choice of D2, M0 or D1,
M1). Place a screen to divide the map in two.
The screen is removed after players are set
up, and players flip a coin to determine who
moves first.

CEASEFIRE COLLAPSE
This scenario depicts the situation immediately after the
breakdown of the 35th set of peace talks, as hostile forces swarm
across a narrow DMZ.

On map G1: One player sets up anywhere on or west of the


road from hex 0401 to hex 0422. The other sets up anywhere on
or east of the jagged line formed by the roads from hex 1801 to
hex 2203, to hex 1408, to hex 2315, to hex 1822. All town hexes
are already rubble except 0403 and 0404 (to the NW) and 1718
and 1818 (to the SE). All bridges are intact.

Objectives and victory points. The major objective is simply


to shoot up the enemys units and territory. All standard VP
rules apply. For destroying one of the enemys two remaining
town hexes, score 5 points; for destroying both, score 15. For
destroying the enemys main CP, score 30 points. For destroying
his secondary CP, score 15 points.

On map G2: One player sets up anywhere on or north of the


road from hex 0104 to hex 2304. Howitzers or MHWZ may be
placed in the swamp hexes at 2204 and 2305. The other player
sets up anywhere on or south of the roads from hex 0422 to hex
2120, or in or south of hexes 2220 and 2321. All town hexes are
already rubble except 1205 and 2003 (to the north) and 1119
and 2120 (to the south). All bridges are intact.

For controlling the map at the end of the game (no enemy
units left except stuck or immobile Ogres), score 15 points in the
basic game, 25 in the expanded or Ogre scenarios.

Special rules. Section 13.01 must be used; 13.02 may be


used.
Ending the engagement. The game ends when only one
side has units left (except for stuck or immobile Ogres).
The players, by mutual consent, may honor the ceasefire
and end the game at any time that three turns have gone by
without combat i.e., when neither commander feels he has
anything to gain by pressing the attack.

On the screen, one heavy tank faced the Ogre. Two GEVs
swept in and out. Missile tanks and infantry moved closer too
slowly.
Here it comes. Kowalski commander of the last heavy.
Youll have to shoot better than that, you gadget. GOTCHA!
Took out its . . .
Static. Then a new voice. It sounded quite human. And
amused.
Gotcha.

The Ogre rolled on. It was within howitzer range now, and
they were scoring on it. Its missiles were gone, but it still had
guns. The infantry had met it finally but powered armor
notwithstanding, they were dying as fast as they came in.
Its committed, said a big major, his eyes on the screen.
It cant afford to stop now. The general nodded. Get behind
it, he said into his mike. Its after the howitzers. Theyre
killing it.
In the flame-lit darkness, men heard the scrambled
transmission. Men, and one other. The Ogre took in the
surrounding terrain, considered the location of the command
post and the howitzers, watched the movement of its enemies,

OGRE designers edition

Compare victory point totals. Winning by 40 or more points


is a decisive victory. Winning by 20-39 points is a victory, and
winning by 10-19 points is a marginal victory. If the difference
between the totals is under 10 points, consider the result a tie.
Escape. Units may only escape from the side of the map on
which they were set up; for instance, on G2, the first player can
only escape to the north. Mobile CPs may not escape.
Expanded scenario. Each side gets 20 armor units and 30
squads of infantry.
Ogre scenarios. To either scenario, add 20 (or more) armor
units for each side, and then let each side exchange for one or
more Ogres, as per Section 13.03.
weighed the order it had decoded. Behind, it thought. They
have made a mistake.

It was very close now. Had the command post had windows,
the men inside could have seen the explosions. The Ogre was
moving very slowly now, but two guns still spoke. It no longer
dodged; it was a juggernaut, coming straight for its target.
Inside, the generals face was gray. He spoke to no one
in particular. Smart. That thing is smart. A scream still
echoed in the big room the scream from the last missile
tank commander. Out of the Ogres path, safe behind a threemeter ravine, lashing out at the metal giant and the thing
had changed course, ignoring the howitzers, walking over the
gully like it wasnt there, crushing the smaller tank. Two GEVs
had died a second later; their speed was their best defense,
and the Ogre had outguessed them. The side trip had given the
howitzers a few more minutes; then they, too, had died.
The screen showed the Ogre grinding on a shambling
monster, barely able to move. The treads . . . hit the treads,
whispered the general. Stop that thing. The image changed,
and he saw what was left of his force: three GEVs and a handful
of infantry.
The Ogre rolled on . . .

scenarios

NUTS!
This scenario represents the breakout of a small group of Combine
units isolated behind the front.

Setup. Use map S1. The Combine player (red) is the defender,
and gets 12 squads of infantry, 20 armor units, two SP 30 Lasers
or one SP 30 Laser Tower, and one SP 60 Strongpoint, all of which
must be set up within 3 hexes of hex 0911. The Paneuropean
player (blue) is the attacker and gets 30 squads of infantry and
35 armor units, which may be set up anywhere except within 7
hexes of hex 0911. The defender sets up first, with camouflaged
units (Section 13.05); then the attacker sets up. The defender
moves first. The scenario ends when only one side is left on the
map.
Escape. Defenders can escape anywhere from the north
edge, or the northwest corner of the map between the lake and
the river. Attackers can escape along any other edge of the map.

if destroyed on Turn 6-8, and 5 if destroyed on


Turn 9-10. (There is no VP bonus for escaped
defenders; the attacker just does not get points
for destroying them.) The attacker wins if he
earns at least 25 more victory points than the
defender. The defender wins if he earns at least
as many victory points as the attacker. Any
other result is a tie.

Expanded scenario. The defender gets 18 squads of


infantry and 30 armor units. The attacker sets up as above, but
is reinforced at the beginning of his third turn by another 15
armor units entering anywhere on the south edge. (Note: The
attacker should make sure he seals off the north edge of the
map with his initial setup, or the defenders are likely to force
an escape.)
Ogre scenario. The defender gets the setup listed for the
basic scenario. At the beginning of his second turn, he gets a
single Mark III Ogre as a relief unit, entering anywhere on
the north edge of the map. The attacker gets the basic scenario
setup, plus reinforcements as in the expanded scenario.

Objectives and victory points. Standard VPs are scored for


destroyed units (p. 12). The Combine lasers are worth 12 VP
each. The building is worth 35 VP if destroyed on Turn 1-5, 20

Other variants. This scenario can be changed drastically by


restricting the units allowed in setup (e.g., no Howitzers for the
attacker, or no Missile Crawlers for the defender). Both players
tactics will also change a great deal if the optional bridgedestruction rules (13.02) are used.

CREATING
NEW SCENARIOS

Special terrain rules: You can make a map much different


by changing terrain rules slightly. Make sure the changes, and
the areas they apply to, are clear to all players before the game!
Examples:

Ever since Ogre was released, more than 35 years ago,


players have enjoyed creating their own scenarios. Ceasefire
Collapse is an especially good starting point its easy to set up
and it works well on multiple maps. The two players are given
equivalent force strengths, and their objective is just to shoot
each other up. Allow 16 to 20 armor units per player per map,
and 18 to 24 squads of infantry per player per map. Ogres can be
substituted as described in Section 13.03.
The other scenarios here can be modified for new maps, or
new ones can be created from scratch.
Length of scenarios: In general, games on the original Ogre
map are fastest, because its smaller and the terrain is simpler.
by:

Everything else being equal, you will make a scenario longer

Adding more units, especially Ogres.


Playing on more maps.
Using optional rules that change (that is, destroy) the terrain.
The battleground: Terrain should be varied enough to
encourage interesting tactics. Placing a few overlays can make
dramatic changes in a map.
Overlays can also show previous battle damage, turning town
hexes into rubble and cutting bridges.

10

Some stream hexsides may be made impassable to all units.


Some forest hexes may be made so heavy that no vehicle
smaller than a Mark III can crash through them.

Some town hexes adjacent to water can be declared to have


ramps which aid GEV movement.

To create a version of The Train using map G2, just say that
the road between 1205 and 2003 is also a railroad track.

Tactical roles: Balance is easy in Ceasefire Collapse,


because the players start with the same size forces, and both

CHANGING ROADS AND RAILROADS


Overlays are provided for roads and railroads, but you
may also represent a road by a thin strip of masking tape.
To add a railroad, use white tape. You dont have to draw
in all the ties unless you have time on your hands.
To remove a road or railroad completely, cover it with a
strip of tape and use transparent markers to make the tape
roughly the background color. Or just place a few overlays
to cut it into uselessly small sections.

OGRE designers edition

scenarios
have the option to attack. In the real world, forces are usually
uneven, and one side is clearly on the attack. Those scenarios
are harder to balance, but when they work, they become great
tactical challenges.
Setup locations: If the starting lines are too close, combat
will start immediately and the first player to move will have an
advantage. If there is a large no mans land between the setup
areas, the battle will develop more slowly, and both players will
have the chance to redeploy their forces. If both sides have good
mobility, and both sides have objectives behind enemy lines,
you will create a meeting engagement.
Available units: A scenario can limit one or both players
access to some unit types. One side can be heavy on infantry, for
instance, or have few or no GEVs.
The value of trucks, hovertrucks, and other transport
depends entirely on the scenario objectives. You may also make
certain combat units cheaper or more expensive for a particular
scenario, just to get players to try unusual force mixes.
Reinforcements: Will either side get reinforcements? These
can be specified, or random. Designing random reinforcement
tables is fun (see the Raid scenario). Getting those random
reinforcements is sometimes fun and sometimes frustrating!
Escape: In some scenarios, one sides whole objective is to
escape. In other situations, an attacker may want to do as much
damage as he can before pulling out. Special escape rules make
a scenario interesting. In general, units that leave the map
should not be allowed to return.

OGRE designers edition

Handicapping: By agreement of the players, the less


experienced player can start with a stronger force, or get more
reinforcements. Or the defender can choose and set up his force
first, and the attacker can choose and deploy his units after
seeing what he will be facing.
Side-specific victory conditions: Its not necessary to give
the two sides identical victory conditions, though that makes
game balance easier. Attacking forces can be given missions
to destroy targets like buildings, important road junctions, or
specific units. Changing the VP weighting of targets can lead to
very different tactics.
Are town hexes worth victory points if damaged or destroyed?
Or does an attacker lose points for destroying civilian areas?
In most scenarios, it will be important to destroy enemy
forces while preserving your own . . . but sometimes the mission
is all that matters.
Time limits: There are two ways that time limits can be
added for a greater challenge.

Give the attacker an objective which he must take in a given


number of turns . . . or reduce the point value of the objective
for every turn he delays.

Use a chess clock. The time on the clock depends on the

complexity of the scenario. Put different amounts of time


on the two clocks to handicap the game, or to simulate an
engagement where one side has superior information and
communications.

11

scenarios

GENERAL SETUP RULES


AND VICTORY POINTS
Each scenario specifies what map to use, what units each
side receives at the beginning of the game, and where they may
be placed and/or when and where they may enter. Units may be
set up in any terrain type they may legally enter. Units which
are set up in unsafe terrain (e.g., armor units in swamp) are safe
when the game begins, but must roll to determine whether they
become disabled (or stuck) if they enter another unsafe hex.

Captured units. When all remaining units on one side are


immobilized, they are captured. For instance, a unit is captured
if it is stuck in the swamp (Section 5.08.3) when all its allies
have left the map. Scenarios may also add rules for capture or
surrender. Captured units count double VP. Exception: An Ogre
does not surrender and is never captured unless a scenario
specifically provides for it. Even a treadless, weaponless, dead
Ogre is usually pounded to scrap from a distance. Investigating
a dead Ogre makes bomb disposal look safe by comparison!
Therefore, immobile Ogres left on the map count as destroyed.
VP for destroyed Ogres. If an Ogre is destroyed by loss of
all treads and firable weapons, or is left immobile on enemyheld ground, score VP as follows:

In some scenarios, players are not given specific units;


instead, they will be given a specified number of infantry and
a certain allowance for armor units. Within the limitations of
the counter set supplied, the player may pick any combination
of armor units to make up this number. However:

Mark I ............................................................. 25 points

Superheavy Tanks, Howitzers, and Mobile Howitzers count


double that is, each counts as two armor units.

Fencer ............................................................130 points

Light Tanks and Light GEVs each counts only half that is, a
player may take two Light Tanks instead of one armor unit.
If Missile Crawlers are allowed in a scenario at all, they cost
three armor units.

Mark II ............................................................ 50 points


Mark III ..........................................................100 points
Mark III-B .......................................................120 points
Fencer-B .........................................................140 points
Mark IV or V .....................................................150 points
Mark VI or Doppelsoldner ...................................240 points
Damage to Ogres. For damage done to enemy Ogres which
are not destroyed. The total points scored for damage to an Ogre
may not exceed that Ogres VP value in the chart above.

Victory points. Each player earns victory points for


accomplishing certain objectives. Each scenario has its own
objectives and victory point lists. Unless specified otherwise,
each player always earns victory points for destroying enemy
units as follows:

For every AP gun destroyed .................................... 1 point

For each squad (that is, one attack strength point) of infantry

For every secondary battery gun destroyed ............... 4 points

For each half value armor unit destroyed (e.g., Light Tank):

For every missile rack destroyed ............................. 4 points

destroyed: 2 points. Specialist infantry count double.


3 points.

For each standard armor unit or Crawler destroyed:


6 points.

For each double value armor unit, such as a Howitzer,


destroyed, or each Cruise Missile destroyed (or fired by
enemy): 12 points.

ARMOR UNITS/VICTORY POINTS


The original Ogre described forces in terms of armor
units, and this has been retained both for tradition and
because it makes learning a bit easier. However, advanced
players often prefer to choose their forces in terms of the VP
value of units, in which each standard armor unit is worth
6 VP and each squad of standard infantry is worth 2 VP. This
allows more freedom of choice between armor, infantry,
and Ogres.
The table above lists Ogres in terms of their victory point
value. When a force is built by VPs, the cost to buy a unit is
normally the same as the VP the enemy gains by destroying
it. Scenarios may value some units differently, or even
provide them free.
See p. 24 (the back cover) of the rulebook for a table
listing Ogres in terms of their armor unit value.

12

For every tread unit destroyed ................................ 1 point

For every main battery gun destroyed ...................... 8 points


For every missile destroyed (or fired by enemy) .......... 1 point

ONLINE RESOURCES

The Ogre website at ogre.sjgames.com includes:

News and forums.


Free downloadable play aids, including an app for
mobile devices.

An Ogre wiki with scenarios, fiction, and the future


history of the world of Ogre
Ogre..

A bibliography of Ogre releases.


To find other Ogre players, sign up with the Gamer and
Store Finder. gamerfinder.sjgames.com

OGRE MINIATURES

Metal miniatures of some Ogre units, scaled to fit


on the Designers Edition maps, are available online
at www.warehouse23.com
www.warehouse23.com.. Thanks to our Kickstarter
supporters, this line will continue and out-of-print units
will reappear in either metal or resin.

OGRE designers edition

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