This scenario is meant to showcase a wide range of OGREs from the Designer’s Edition but also be relatively quick to play. I really liked the idea behind “The Day After” scenario from the OGRE Reinforcement Pack, but it featured way too many OGREs (at least 17 if you include the hulks) and combined too many new rules at once (damaged OGREs plus towing). I already wrote a scenario featuring towing (I’ve Fallen), so here’s one focusing on damaged OGREs.
Salazar sighed heavily and surveyed the apocalyptic scene.
The craters from the yesterday’s heavy bombardment still glowed hot, illuminating the radioactive haze which obscured No-Man’s Land. Ash from the burning cities fell like snow, but luckily the steep mountains kept the fallout confined to the valley. This was now a place of death. It would be centuries before the land would be clean…
His thoughts were interrupted by a beep from his battlesuit – new orders. Suddenly the pocked and blistered OGREs lurched into action, their damaged treads grinding. Salazar glanced at the message:
Reinforcements within range, but additional enemy forces incoming. Engage immediately to secure strategic target. Bridges must remain intact.
Salazar gave another deep sigh and limped forward, muttering an old verse to himself:
“Yea, though I walk through the valley of the shadow of death, I will fear no evil…”
This scenario takes place in a broad valley between rugged mountains; the pass is considered a critical bottleneck of strategic importance. A large battle between OGREs (supported by cruise missiles) recently occurred, and the forces have fought one another to a standstill. Each side controls a number of heavily-damaged OGREs which have now withdrawn to await reinforcements.
2.10 Maps. Place Shockwave map S1 between two GEV-style half-maps, with G1N to the south and G2S to the north. The areas to the east and west are considered impassable to combatants.
The central Shockwave (S1) map represents the “No-Man’s Land” between belligerents. The southern zone (G1N) is occupied by Combine forces and is considered the “Combine Front Line”. The northern zone (G2S) is controlled by Paneuro units and is considered “Paneuro Front Line”. Combine forces may retreat off the southern edge, while Paneuro units can retreat off the northern edge.
The valley has already seen extensive ground combat and cruise missile bombardment. All town hexes on the Shockwave map are rubble. Each player alternates placement of crater hexes, one at a time, until six are laid. Each crater must be five or more spaces from other craters, and cannot be placed in water or adjacent (blocking) a bridge hex.
In addition, each player may damage three hexes in his enemy’s Front Lines; placing “damaged town”, “damaged forest”, and “cut road” overlays to reduce his enemy’s mobility. Each of these must be placed three or more hexes from other overlays (including rubble and crater hexes on the Shockwave map).
(You can also put some of the 3-D OGRE hulks on the map for visual appeal; these have no in-game effect.)
2.20 Initial Forces. Each side starts with four damaged OGREs. The Combine player has one Mk. VI, one Mk. V, one Mk. III-B, and one Mk. III. The Paneuro player has one Doppelsoldner, one Fencer-B, one (regular) Fencers, and one Legionnaire. All have already been engaged in combat. See the boxed text, below, for damaged OGRE rules.
These damaged OGREs are along their respective Front Lines. Each OGRE must be placed three or more hexes from other OGREs (they are maintaining separation in case of further cruise missiles).
Use the following rules (adapted from those found in the OGRE Reinforcement Pack) for damaged OGREs:
- Roll 1 die for each Main Battery, Secondary Battery, and Missile Rack). If a 1 or 2 is rolled, the weapon is still intact; otherwise it’s destroyed.
- Roll 1 die for each intact Missile Rack. The number rolled is the number of internal missiles that are available (the rest have been fired or destroyed).
- Roll 1 die for each External Missile. If a 1 is rolled, the missile is intact and available; otherwise it is absent.
- Roll 1 die for Antipersonnel Weapons The number rolled is the number of AP weapons destroyed; any weapons remaining are intact and usable.
- Roll 1 die for each 5 tread units (ignore any fractions remaining). For example, roll 9 dice for an OGRE Mk. III with 45 treads. That many tread units are remaining.
Each player records damage on their record sheets, but keeps this information secret from the opposing side.
2.30 Residual Forces. Some remaining units from the previous battle are also present. Each side may place 9 squads of infantry and roll five times on the reinforcement table from the “Raid” Scenario (p. 4 of the OGRE 6e Scenario Book) for armour units. Like the damaged OGREs, these forces must be placed in the Front Lines.
3.10 Reinforcements. Each player may select twelve AU worth of mobile forces. Mk. I and Pikemen units may be selected at the cost of 4 AU; no other OGREs may be selected.
In addition, each side gets three GEV-PCs and nine squads of infantry. (Three squads may be replaced by “special forces” such as marines or HW squad at the cost of one Armour Unit.)
These fresh forces may enter the board starting on the second turn. You do not need to commit all your units at once; they can be kept off-board until needed.
3.20 Special Rules. Since the OGRE record sheets are kept secret, an attacker will not be sure which targets are available. During combat, the attacker first states his intended target – e.g., “I target your main battery with Attack Strength 4”. If that component is already destroyed, the defender must declare this. The attacker may then redirect his attack against a different component before rolling – e.g., “Then I switch to treads”. The attacker cannot switch to a different target or change a combined attack strength; he must select another viable target on the same OGRE.
3.30 Blowing Bridges. The large bridges on the Shockwave map must be intact at the end of the scenario. (Higher command – on both sides – wants the bridges intact for strategic reasons.) Destruction of other terrain is permitted (as per OGRE 13.01 and 13.02).
4.10 Objective and Victory Points. The primary objective is to establish control of the valley. This scenario ends when one player no longer has mobile units on the map.
All standard VP rules apply. Score an additional 30 points for controlling the map at the end of the game.
Compare victory point totals. Winning by 40 or more 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 it a Pyrrhic victory for whomever holds the map.
4.20 Escape. Combine units may escape the map along the southern edge, Paneuro to the north, but may not re-enter after leaving.
5.10 Immobile OGREs. In this case, the battle ground to a halt once the OGREs had fought to a standstill in No-Man’s Land. Use the damaged OGRE rules, above, except that no tread units remain. After the crater hexes have been set, players alternate placing one OGRE at a time, until all are on the map. The immobile OGREs may be set up anywhere on the Shockwave map except within 5 hexes of an already-placed OGRE.
5.20 Non-Symmetrical Setup. In this case, a large OGRE assault on the valley has (barely) been resisted with the support of cruise missile bombardment. One side has the damaged OGREs plus initial forces, as described above. He also receives the standard reinforcements from the map’s edge.
The other side places units equivalent to the “reinforcements” – 12 AU, 3 GEV-PCs, and 9 infantry – on his Front Line. (He does not receive the “initial forces”). In addition, the player gets a fresh Mk III (or Legionnaire) plus two armour units starting from the map’s edge.
5.30 Blind Targeting. For more difficult gameplay, do not allow combatants to redirect targets when declaring attacks. Any attack declared against a target that is already destroyed is wasted (the defender must inform the attacker truthfully). Each player will need to remember eligible targets on his opponent’s OGRE, or else risk wasting his firepower.
If this variant is used, allow combatants in an overrun to view each other’s record sheets (they are close enough for an accurate damage assessment).