Scenarios For OGRE
Scenarios For OGRE
Scenarios For OGRE
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
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.
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
DUEL
scenarios
SUPER CP
defender victory.
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.
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
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.
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.
scenarios
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!
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
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.
Special rules. The seven town hexes north of the lake are
intact; other town hexes are rubble.
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.
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.
Use 13.01 and 13.02 to destroy terrain, and 13.06 for the
defenders dummy counters.
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.
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.
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,
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.
CREATING
NEW SCENARIOS
10
To create a version of The Train using map G2, just say that
the road between 1205 and 2003 is also a railroad track.
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.
11
scenarios
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.
For each squad (that is, one attack strength point) of infantry
For each half value armor unit destroyed (e.g., Light Tank):
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OGRE MINIATURES