I’ve always liked the Mk. IV, but it was introduced so late in the war that it never really saw service in Europe. In my (non-canon) OGREverse this is because the Combine rejected the initial Mk. IV design during testing, deciding to create a larger version instead. However, it took so long to work out the bugs on the revised design that the “true” Mk. IV was not deployed much later. (Check out my Combine OGREs page for more info.)
However, a handful of Mk. IV prototypes did participate in combat against Paneurope in 2077-78. And later, the Mk. IV chassis was resurrected as the basis for the OGRE Ninja (since the ECM systems wouldn’t work on a larger hull).
Although OGRE Mk. IVs didn’t see active service until the siege of Mexico City, prototype units were sometimes deployed for special missions or as tests. Several early-model Mk. IVs were used in Europe before 2086, where the Combine monitored their performance and kept their existence a secret. The Paneuropeans, receiving scattered reports of a strange raider-type cybertank, suspected that a new OGRE unit was being introduced. They were eager to get their hands on one.
Mr. Heavyfoot, a prototype Mk. IV being field tested in France, has gotten itself into a sticky situation. After successfully completing a mission on the edge of Paneuropean territory, it was ordered to eliminate all witnesses. Having no missiles and with some of its treads missing, it decided to take a ‘shortcut’ through a swamp. Now Mr. Heavyfoot is in trouble; Combine and Paneuro listening posts have both intercepted an emergency transmission from the OGRE:
“I’ve fallen and I can’t get up.”
1.10 Overview. “I’ve Fallen and I Can’t Get Up” is a capture-the-flag type scenario. Except instead of a flag, it’s a stuck OGRE. The Combine is sending in engineers who want to get the OGRE ‘unstuck’, while the Paneuro forces want to neutralize it then tow it away for analysis. Nobody asked the OGRE what it wants.
1.20 Necessary materials. In addition to the rulebook from OGRE 6e, “I’ve Fallen” uses combat engineers from OGRE Battlefields and towing rules from the Reinforcement Pack. Simplified scenario-specific guidelines are provided in Section 3.0, below. The OGRE Ninja from the BGG Sponsored Sheets is ideal as Mr. Heavyfoot, but a regular Mk IV may be substituted. The scenario requires one GEV map and one Shockwave map.
2.10 Map. Use one GEV-style map and one Shockwave-style map. Connect them along the east/west edge, with the GEV map to the west (left side). There will be an area of swamp on the centerline, near the north end of the map. This is where the unfortunate Mk. IV waits, surrounded by the remnants of a Paneuropean armoured division.
There will also be an urban area, south of the lake and centred on G-2315/S-0115. You can rubble this entire city (and maybe add a few destroyed laser towers for decoration). This was the OGRE’s original target, which was successfully destroyed.
Some maps will make it easier for one side or the other. The road system on Map G1 is unfavourable for the defender, while Map S1 has paths heading straight to the swamp. These can be used to handicap one player or the other. Maps G2 and S2 probably have the “fairest” layouts.
If you have the room, include the southern halves of the remaining GEV and Shockwave maps along the northern edge. This will leave the swamp near the middle of the map. (And happens to be the most maps that I can fit on my basement gaming table.)
2.20 Defender. The Combine gets 72 points of mobile forces (equivalent to 12 armour units), plus 2 GEV-PCs, 4 squads of combat engineers, and 2 HW infantry squads. (If the defender wants more infantry, they must be purchased as part of his starting forces.) In addition, two large towing units are provided as backup in case the engineers fail (use the CRAWLER counters). And, of course, the Combine also starts with the damaged prototype OGRE Mk. IV.
Use the Ninja countersheet for the prototype Mk. IV, but note that the unit does not get any special Ninja abilities. The OGRE has used all of its missiles (internal and external) and lost a quarter of its treads (note that the Mk. IV prototype starts with only 40 treads). Its other weapons are in working order and if unstuck it would have a movement of 3. For ramming and towing purposes, the Mk. IV prototype is considered the same size as an OGRE Mk. III.
You can use the “Ninja” record sheet from OGRE 6e. Alternately, here is a damage sheet (with counter) for Mr. Heavyfoot:
"Mr. Heavyfoot" - OGRE Mk. IV Prototype 1 Main Battery (4/3, D4): O 2 Secondary Batteries (3/2, D3): O O 1 Missile Pod (D4): O 4 Internal Missiles (6/5): x x x x 2 External Missiles (6/5, D3): x x 8 Antipersonnel (1/1 against infantry only, D1): O O O O O O O O 40 Tread Units (Starting M4): x x x x x x x x x x (M3) O O O O O O O O O O (M2) O O O O O O O O O O (M1) O O O O O O O O O O (M0)
2.30 Attacker. There are two groups of attackers; the remnants of a defeated Paneuropean armour division plus the reserves sent to retrieve the enemy OGRE. For the remnant armour, roll four times on the reinforcement table from the “Raid” Scenario (p. 4 of the OGRE Scenario Book); in addition there are 6 squads of infantry. The reservess include 96 points of mobile forces (16 armour units)
2.40 Unit Placement. The defender places the stuck OGRE first, in swamp hex G-2305/S-0105. After the defender has placed his OGRE, the attacker places his remnant units. They must all be located within 6 hexes of the trapped OGRE.
The rest of the defending (Combine) forces now enter from the south-western corner (hexes G-0123 to G-0422 and G-0120 to G-0123). The defender does not have to commit all of his forces on the first turn; he may retain some of his units ‘behind the line’ until they are needed.
Once the defender’s remaining forces have entered the map, the attacker (Paneuro) reserves can enter from anywhere along the eastern edge of the Shockwave map. Reserve units may be held back until later turns, if desired.
3.0 Game Play
3.10 Reinforcements. Since this area is along the Paneuro border, each turn the attacker rolls for reinforcements (using the “Raid” table). These units may enter anywhere along the eastern edge. (This rule also prevents a stalemate with the last few Combine GEVs and LGEVs buzzing around.)
3.20 Special rules. “I’ve Fallen” uses special towing crawlers and additional rules for engineers. Allow destruction of bridges, roads, and railroads (as per OGRE 13.01 and 13.02). Fuzzy Wuzzy-style deployments are depreciated (see the OGRE Book for details.) It is recommended that no more than 25% of the point value of a force be made up of identical units (with the exception of OGREs).
3.201 Towing with crawlers. For this scenario, consider the crawler units to be special tracked towing crawlers. Using the Reinforcement Pack rules, the crawlers are considered to have 60 tread units for towing only. Thus, one crawler may tow the immobilized Mk. IV protoype at movement 1, and two could combine to tow at movement 2.
3.202 Engineers. Engineers may attempt to re-enable OGREs and armour units which are stuck in swamp or other terrain. If an engineer squad does not move, attack, or do anything else, they may allow a stuck unit in the same hex to reroll its movement status. Armour which becomes “unstuck” may move again during the owning player’s next turn. Only a 1-point squad is required for this procedure, and it can only be attempted once per turn per stuck armour unit. (Extra engineers are not useful – they just end up arguing.)
Due to their knowledge of structures, engineers may also automatically destroy a bridge, road, or railroad when targeting it from an adjacent hex, instead of having to be on the hex itself. (Unless they’re electrical engineers, who are dangerous due to their lack of knowledge in structures.)
In this scenario, engineers may be purchased for 3 points per squad (equivalent to 1/2 an armour unit).
3.301 Rubbling Swamp. The OGRE can not “rubble” his own swamp hex to get unstuck. (Thank-you, playtesters.)
3.30 Defender strategy. The Combine player faces unfavourable odds unless the OGRE regains its mobility. If the engineers are destroyed, you will have to hold off the Paneuro attackers until your towing crawlers arrive.
Instead of sending all your engineers directly to the OGRE, consider using some to destroy bridges and roads ahead of opposing forces. Depending on which maps are used, they may be able to delay the arrival of Paneuro reserves.
3.40 Attacker strategy. Resist the temptation to go straight for the OGRE – the engineers are your real target here (and the crawlers, to a lesser extent). GEVs and LGEVs are recommended. If the engineers can be taken out, then the remaining defense forces may be destroyed at your leisure.
If possible, screen the stranded OGRE with your units. Make sure to prevent openings for Combine GEV-PCs – if even one squad of engineers slips through, your mission is in jeopardy.
4.10 Defender objective. Recovery of the prototype Mk. IV is the defender’s only objective; victory does not depend on the number of enemy forces destroyed.
4.20 Attacker objective. The attacker wins if the Combine forces are eliminated with the OGRE still stuck or immobilized. Attacking units are considered expendable and their loss does not affect victory.
4.30 Ending the game. The scenario ends either when the OGRE leaves the map or when one side or the other is eliminated. Attacking units may escape the map along the western edge, defenders along the east, but may not re-enter after leaving.
4.40 Scoring. Victory points do not need to be calculated for this scenario. The outcome of “I’ve Fallen” is determined as follows:
- The OGRE leaves the map along the western edge under its own power: Total defender victory.
- The OGRE is towed off the western edge of the map: Regular defender victory.
- The OGRE cannot leave the map but enough Combine forces remain to destroy Paneuro reinforcements: Stalemate.
- The OGRE breaks free but is subsequently immobilized and no other Combine forces remain on the map: Regular attacker victory.
- The OGRE never even leaves the swamp and no Combine forces remain on the map: Total attacker victory.
This scenario tends to result in either a total defender victory or total attacker victory; other results are uncommon.
Instead of a prototype Mk. IV, you can use an actual Ninja. In lieu of official rules, check out my Combine OGREs page for guidelines on the Ninja’s ECM. As long as the Ninja remains stuck, this variant is no more difficult than the base scenario – but if it manages to break free the defender has a huge advantage.
Try out the scenario with a Mk. III-B (with no missiles and only 30 treads) or a regular Mk. IV (with no missiles and only 45 treads). Against a III-B, increase the attacker’s remnant forces by 2 rolls on the reinforcement table; add three squads of infantry (6 points) to the remnants if facing a Mk. IV. Compared to the base scenario, the Mk. III-B has more firepower, but is slower; while the regular Mk. IV simply starts with more treads.
You can increase the number of units available to both sides. The defenders should have 3/4 the number of points available to the attackers (the “free” units, Paneuro remnant forces, and Paneuro reinforcements remain the same). If the players agree, allow OGREs to be part of the forces used.
There is no reason to disallow additional towing equipment for units. Relying on a tow-equipped OGRE might be a viable strategy for the defending forces. See OGRE Reinforcement Pack for more details.