(Mk. III swiped from Nyrath [Winchell Chung]’s Flickr Photostream.)
Here’s another solitaire review from the OGRE Scenario Book 1. This time, I’m looking at Kill the OGRE, by Barry Stockinger.
The premise here is that a newly-assembled OGRE Mk. III is activating over several turns and an attacking force must damage (or destroy) it before it is fully ‘awake’. Each turn, new weapon systems come online, and eventually it can move (and escape). As with all Scenario Book missions, this takes place on the original OGRE map.
Pre-Game / Setup
I ran this scenario as a solitaire game. For the defender, I used my Nihon Mk. III from the Uncommon OGREs sponsored sheet and the Nihon North American Divisions. The attacker was represented by my green Paneuro units. (This is a reversal of the default forces from the published scenario.)
Initial setup was very quick. The Nihon defenders get a howitzer and 12 infantry squads, plus the unfinished OGRE. The Paneuro attackers get 6 GEVs, 4 Heavy Tanks, and 4 Missile Tanks.
The defender really needs to deploy his infantry correctly to delay the attack for a crucial turn or two. Spread out to block his advance, but avoid placing your second rank in attack range. You won’t be able to manoeuvre effectively to block the GEVs; let the howitzer take them out. You’ll surely die, but your sacrifice won’t be in vain if the OGRE can get its weapon systems online. Once the Mk. III is awake, escape as quickly as possible.
The attacker needs make a decisive assault – no dilly-dallying here – but it can come down to the dice. The first time I tried this scenario, the attackers spent too much time defeating the screening force and the OGRE escaped with minimal damage. In another session, I used the GEVs to take out the howitzer quickly. A few lucky shots later took out key OGRE components, and even though the Nihon infantry managed to destroy a few armour units, I was able to achieve a partial attacker victory.
Endgame & Analysis
I ran this scenario three times. I got one partial Nihon defender victory and one partial Paneuro attacker victory. The third time I lost track of which turn I was on so I wasn’t sure which OGRE systems were active. I think it would have ended up as a defender win.
This is a sweet little scenario. It plays quickly and relies a bit on luck, but I had a blast. The only downside is that you have to keep close track of each turn, since the OGRE systems come online one at a time. Other than that, I’ve got no complaints. I’ll definitely use this one the next time I host a game.
Overall, I give Kill the OGRE 4 out of 5 nuclear trefoils.
Kill the OGRE (Scenario): ☢☢☢☢◯ (4/5)
I’ll update this post once I’ve tested the variants. The Mk. V version should reduce the luck factor.