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Ogre: Scenario Book 2

Expansion for Ogre

Ogre: Scenario Book 2 Rulebook

Table of Contents

Table of Contents

  • Mark-O Polo
    • Maps
      • Overlays
    • Setup
      • Buildings
    • Gameplay
    • Reinforcements
      • Reinforcement Variant
    • Objective
      • Victory Levels
    • Variant Scenarios
    • Scenario Design Notes
  • Storming the Castle
    • Maps
      • Overlays
    • Setup
      • Map Entry & Escape
      • Option-additional factions
      • Reinforcements
      • Escape
    • Special Rules
    • Objective & Victory Conditions
      • Victory Levels
    • Variants
      • Scenario Variants
  • Salvage
    • Maps
    • Setup
      • Ogre Board
      • One GEV-Type Board
      • Four GEV-Type Boards
      • Reinforcements
      • Escape
    • Special Rules
      • Terrain
      • Salvage
      • Set For Stun
      • Hijacking
  • Battle for Sheffield
    • Maps & Overlays
    • Setup
      • Reinforcements
      • Escape
    • Victory Conditions & Special Rules
    • Scenario Variants
  • Luck of the Draw
    • Maps
      • Overlays
    • Setup
      • Enemy Hotspots
    • Reinforcements
    • Escape
    • Special Rules
    • Objectives & Victory Points
      • Victory levels
    • Expanded scenario
    • Tables
      • Operational Tempo
  • Wounded Company: Ogre Rescue
    • Maps
      • Map Overlays (optional)
    • Setup (and Reinforcements)
      • Combine Forces
        • Combine Force Deployment
      • Paneuropean Forces
        • Paneuropean force deployment
    • Escape
    • Special Rules
      • Vulcan
      • Cargo Points and Cargo Items
  • Two Nations, One War
    • Setup
    • Reinforcements
    • Special Rules
    • Victory
    • Strategy
    • Variant scenario
  • The Dragon of Magdeburg
    • Maps
    • Setup
    • Reinforcements
    • Escape
    • Special Rules
    • Objectives
    • Victory Levels
  • The Hidden Lab
    • Setup
      • Maps
    • Reinforcements
    • Escape
    • Special Rules
    • Objectives & Victory Points
    • Victory Levels
    • Scenario Variants
      • Engineer Scenario
      • Ogre Scenario
  • Uncivil Engineers
    • Setup
      • Maps
    • Escape
    • Special Rules
    • Objectives & Victory Points
    • Victory Levels
    • Scenario Variants
      • Ogre Scenario
  • Counterattack!
    • Setup
      • Maps
      • Overlays
    • Reinforcements
    • Escape
    • Special Rules
    • Objectives & Victory Points
    • Victory Levels
  • Footrace
    • Setup
      • Maps
      • Overlays
    • Reinforcements
    • Escape
    • Special Rules
    • Objectives & Victory Points
    • Victory Levels
    • Scenario Variants
  • Assault on Amsterdam
    • Setup
      • Maps
      • Overlays
      • Other re-defined terrain
    • PanEuropean Forces
      • PanEuro Initial Forces and Buildings
    • Combine Forces
      • Combine Initial Forces
    • Reinforcements
      • PanEuro Reinforcements
      • Combine Reinforcements
  • Holidays
    • Maps
      • Overlays
    • Setup
    • Reinforcements
    • Escape
    • Special Rules
    • Objectives & Victory Points
    • Victory Levels
    • Variant Scenarios
      • Ogre scenario

Mark-O Polo

An Ogre scenario

In most Ogre and GEV scenarios, the forces and objectives of both sides are known before the first shot is fired. This scenario is designed to restore the "fog of war" to the game.

Maps

The following three map-halves are to be used in Mark-O Polo:

  • G2-N upside down
  • G1-N
  • G2-S

Additional alteration of the maps is required to make the three halves 'mesh'. These changes are detailed under Overlays below. North is designated by the annotation on map G1-N.

A second identical set of maps may be helpful in tracking the hidden units, but not required.

Overlays

  • A Forest overlay should be placed on hex 0201 and hex 0306 on map G2-N.
  • A Beach with Straight Road should be placed on hex 1106 on map G2-N, connecting hex 1006 to hex 1205.
  • A Clear overlay should be placed on hex 1801 of map G2-N and 1901 of map G2-N (which is hex 0501 of map G1-N) as well as 0401 of map G1-N.
  • A Straight Road overlay should be placed on hex 1801 of map G2-N and 1901 of map G2-N (which is hex 0501 of map G1-N), connecting hex 1702 of map G2-N to hex 0401 of map G1-N.
  • A Curved Road overlay should be placed on hex 0401 on map G1-N, connecting hex 0402 on map G1-N to hex 1901 of map G2-N (which is hex 0501 of map G1-N).
  • A Swamp overlay should be placed on hex 1201 of map G1-N and hex 1301 of map G1-N (which is hex 1101 of map G2-N).
  • A Clear overlay should be placed on hex 1801 and 1902 of map G1-N.
  • A Town overlay should be placed on hex 2002 of map G1-N.
  • A Curved Road overlay should be placed on hex 2002 of map G1-N, connecting hex 2001 to hex 2103, both of map G1-N.
  • A Straight Road overlay should be placed on hex 2001, connecting hex 2002 of map G1-N to hex 0401 of map G2-N.
  • A Town overlay should be placed on hex 0411 on map G1-N.
  • A Clear overlay should be placed on hex 1611 on map G1-N.
  • A Curved Road overlay should be placed on hex 1611 on map G1-N, connecting hex 1511 on map G1-N to hex 1612 on map G2-S.

Any remaining hex at a junction between the maps that has half of the hex with forest and the other half with anything else should become a full hex of forest.

Setup

The attacker gets a Mark V Ogre. The Ogre was injured by a prior CruiseMissile blast; roll 1 die for tread damage incurred from attack. It enters from the southern edge of map G2-S.

The entrance hex counts against the allotted movement allowance. If the Ogre enters on a road, it gets the road movement bonus.

The defender has twelve buildings that are the possible targets for the Ogre.

The twelve buildings are placed on the following hexes:

  • Map G2-N
    • 0306
    • 0711
    • 0804
    • 1507
    • 1710
    • 2104
  • Map G1-N
    • 0305
    • 0510
    • 1005
    • 1503
    • 1608
    • 2102

In the base scenario, the defender can choose what building is placed on which hex.

Buildings

  • Admin 10 SP
  • Admin 20 SP
  • Admin 30 SP
  • Admin 40 SP
  • Laser 20 SP
  • Laser 40 SP
  • Laser Tower 20 SP
  • Reactor 60 SP
  • Strongpoint 60 SP
  • Strongpoint 60 SP
  • Strongpoint 60 SP
  • Hardened CP - DC 3

The Ogre has the schematics of the target building, but does not know the exact location.

Until identified, all buildings will be represented by the yellow "Building ?" counter on the map. Buildings are identified when the Ogre passes within two hexes of the building, and the counter should be turned over showing the building details, and a 3-D building may be set upon it.

Note this is different from the 3-hex distance in rule 11.06 in Ogre Designer's Edition rulebook. This is due to the decreased sensor capabilities of the attacking Ogre.

Additionally, lasers will declare their position with firing.

The Admin 40 SP and Laser 40 SP may use the appropriate 20 SP counter turned over while in the hidden state, with a hidden notation off to the side as to which counter represents the actual 20 SP building and which is in fact the 40 SP building.

A pair of Admin 20 SP counters stacked should be used to designate the Admin 40 counter stacked with a Laser 20 SP counter should be used to designate the Laser 40 SP once those buildings are identified.

Also, use any "Building ?" counter to represent the Hardened CP; just make note of the alternate designation for that counter in that hex to be revealed when necessary. Once identified, the appropriate 3-D building may be placed atop the 2-D counter(s), which designate the SP of the building where necessary.

The defender gets 22 armor units and 27 squads of Infantry (any type, subject to the usual costs).

However, the defender only starts with 8 armor units and 18 squads of Infantry on the map when the game starts. The other 14 armor units and 9 squads of Infantry are held in reserve (see Gameplay below).

The 8 armor units can be set up anywhere north of the crease splitting the map G2-S in half. The armor units should be shown on the map with a numbered marker - "1", "2", "3", etc.

A list should be kept delineating which actual unit is represented by which number. Example: token "1" = Heavy Tank; token "2" = GEV; token "3" = GEV; etc. This list should have each unit on a separate piece of paper (sticky-note, index card, etc.) to facilitate revealing the unit when appropriate (i.e. just hand over the paper).

The Infantry may be set up anywhere on the map north of the crease as well. The defender should write down the map and hex that each squad is starting in, including the composition of the unit if it is of mixed Infantry types.

At the start of the game, there are no counters at all indicating where the Infantry is located on the map. As with the armor, it is helpful to have the squads' initial hex written on separate pieces of paper, thus enabling one squad to be revealed when appropriate without showing the other squads.

Infantry that start the game riding on a vehicle should be described in the armor unit description above. Those Infantry are hidden until they disembark or the unit is identified. The defender may choose to keep a 'master list' for personal convenience as well.

Cruise Missiles are not allowed in this scenario.

Gameplay

If available, it may be helpful for the defender to have a second map shielded from the attacker with their units displayed to better track the movement of Infantry and type of units.

The Ogre player randomly determines their target. Write all 12 Buildings on small pieces of paper, and blindly pull one out from a bag. Keep hidden from the defender, and set aside for confirmation at the end of the game. The Ogre moves first, entering from the south edge of the map, as described in Setup.

Infantry are revealed with A) movement outside of a Town hex, B) firing, or if the Ogre comes within one hex of them (the Honor System is in effect!). Infantry that start the game within a Town hex may move through any contiguous Town hexes without revealing their location. Infantry are also revealed if they are riding on another unit and that unit is revealed.

Armor units all start with a number token delineating the specific unit. Once that unit either A) fires, B) it is fired upon, or C) comes within a 2-hex range of the Ogre, the token is replaced with the unit in question. Use tokens #1-20 initially, then D1 & D2, plus SP10, SP20…SP60 as needed to indicate the individual units.

As units become identified, the numbered tokens can be reused for incoming replacement units as needed (see below). In the unlikely event that all 28 available tokens are used, alternative options include using the "Disabled", "Damaged", "Stuck" and "Road Cut" markers, as well as improvised options (coins, buttons, beads, etc.).

Additionally, a unit may be unmasked if acts in a manner that eliminates any other choices (e.g. if three squads of Infantry disembark from a hidden unit, that unit can only be a GEV-PC, and therefore should be unmasked). Any units that leave the map are considered lost.

The various Lasers may attack the Ogre, subject to the usual Laser rules regarding LOS, etc. Hidden Lasers that make an attack are considered revealed, and the counter may be turned over (and a 3-D Laser may be placed upon it).

Reinforcements

Beginning on turn 5 and every turn thereafter, the defender may get reinforcements from the reserve forces set aside at the beginning. The defender should roll one die at the start of their turn. If they roll a 1 or a 2, there are no reinforcements this turn. Otherwise, they should randomly choose from their remaining reserves; again slips of paper in a bag would work. The reserves should be divided prior to the start of the game into the following groups:

  1. 3 armor units
  2. 3 armor units
  3. 2 armor units & 3 squads Inf.
  4. 2 armor units
  5. 1 armor unit & 3 squads Inf.
  6. 1 armor unit & 3 squads Inf.
  7. 1 armor unit
  8. 1 armor unit

Reinforcement Variant

Instead of rolling a die to determine whether reinforcements come on any given turn, add the following shielded vehicles to the mix:

  1. 2 Hovertrucks & 2 Trucks
  2. 1 Hovertruck & 2 Trucks
  3. 2 Hovertrucks
  4. 2 Trucks

If using the Truck Variant, something enters the map every turn starting on turn 5 until all reserves have been used. If one of the Truck options is drawn, there are no combat reinforcements that turn. The defender can use the trucks to 'fake out' the Ogre. The trucks should have camouflage markers the same as any offensive unit, to be revealed when the Ogre gets within 2 hexes of them. Randomly determine the entrance hex as usual (see below).

The defender may decide the composition of each offensive group, but it must be done prior to the start of the game.

For example, the reserve group "A - 3 armor units" might be designated as three GEVs, whereas the group "B - 3 armor units" might be comprised of two Heavy Tanks and two Light Tanks. If "B" is drawn from the reserve pile, the defender gets the four tanks.

Once all eight groups (12, if using the Truck Variant) of reserves have been brought onto the map, there are no additional reserves. All armor units should be camouflaged with new tokens to hide the nature of the unit from the Ogre player. Reserve Infantry will be visible from the start, unless they are riding in/on another vehicle. Once the Infantry disembark, they are visible to the Ogre, even should they resume riding on the vehicle. Thus it is possible to know that there is an Infantry squad on a specific unit, but not know what that unit is. This should be designated when the reserves are written out prior to the start of the game.

Reinforcements will come from a randomly determined entry point each time. Roll one die for the entry hex:

  • 0104 on Map G1-N
  • 2304 on Map G2-N
  • 1611 on Map G2-N
  • 0104 on Map G2-N
  • 2304 on Map G1-N
  • 2315 on Map G2-S

Reinforcements are assumed to be on the road and thus gain the road movement bonus. The entry hex does count against their movement allowance.

Objective

The goal of the Ogre is to destroy the target building. The goal of the defender is to prevent that. The level of victory is dependent upon the ease with which each side accomplishes their task.

Victory Levels

Complete Ogre Victory: Destruction of the target building and Ogre escapes off the south edge of the map.

Marginal Ogre Victory: Destruction of the target building but Ogre destroyed.

Marginal Defender Victory: Ogre destroyed but damage to the target building.

Complete Defender Victory: Ogre destroyed and target building unharmed.

Variant Scenarios

The Mission Brief: An option to this scenario would be to have all of the buildings locations known to the Ogre prior to the start of the scenario. The Ogre gets a mission update prior to proceeding, with the location of all militarily relevant buildings and a directive as to the target building. During setup, the defender places the buildings listed on the prescribed hexes as they wish. The Ogre player is aware of what buildings are placed on which hexes. The Ogre still determines the target building randomly, and keeps this information hidden until after the game. The defender gets an additional two more armor units and three squads of Infantry. This should be added as another reserve option (i.e. a second "2 armor units & 3 squads Inf." can be drawn). Gameplay and victory conditions are as above.

The Hand You're Dealt: To make life a little more difficult on the defender, have the buildings be randomly placed on the specific hexes. The Ogre still randomly determines its target, which is kept from the defender until after the game. Some games will favor the Ogre (an Admin 10 SP target placed in a southern hex) and some will favor the defender (an 80 SP Stronghold target in the far north), but that's the way the cards fall sometimes. The challenge is in making do with what's available, and the defender needs to guess as to where to commit their forces. Otherwise gameplay and victory conditions are as above.

The Near Miss: The Ogre was more damaged by the Cruise Missile than just treads. Prior to beginning the game, roll for damage to each non-tread component of the Ogre at 1-2 odds. Tread damage is still only 1d6 amount. Reinforcements for the defender only come with a 4, 5 or 6 on the die roll at the beginning of each turn. Otherwise gameplay is as above. Victory conditions unchanged.

FUBAR Lasers: The lasers are newly constructed, and due to wartime shortages and red tape, have yet to be brought on-line. They are not available for attacks against the Ogre. Otherwise gameplay and victory conditions are as above.

The Rocky Road: The defender has six mines to place in 1-6 hexes prior to the start of the game. These hexes should be written down and set aside. They are revealed to the attacker if the Ogre traverses the mined hex. Use rule 13.04 from the Ogre Designer's Edition rulebook. Mines may be placed in water hexes using the following rule:
Mines in Water - Mines placed in a water hex must be designated as being on the surface or underwater. Mines on the surface will affect GEVs, Marines on the surface and all other Infantry types. Mines underwater will affect Ogres, Superheavy Tanks and submerged Marines. A water hex may be mined on both the surface and underwater in the same hex. Otherwise use rule 13.04 from the Ogre Designer's Edition rulebook. Victory conditions and gameplay is as above.

Daredevil Strike: Replace the Mark V with a Mark IV. If needed, boost the defense with additional reserve units. In this case, the defender gets an additional two more armor units and three squads of Infantry. This should be added as another reserve option (i.e. a second "2 armor units & 3 squads Inf." can be drawn). Victory conditions and gameplay is as above.

Three Blind Mice: Replace Mark V with three Mark II Ogres. Victory conditions as follows:

ResultCondition
Complete Ogre VictoryDestruction of the target building and all Ogres escape off the south edge of the map.
Marginal Ogre VictoryDestruction of the target building and one or two Ogres escape off the south edge of the map.
DrawDestruction of the target building and all Ogres destroyed.
Marginal Defender VictoryOgres destroyed but damage to the target building.
Complete Defender VictoryOgres destroyed and target building unharmed.

Otherwise gameplay is as above.

Scenario Design Notes

Despite the mild attempts at adding some uncertainty in the scenario "Raid", there is very little mystery in an Ogre game. Thus the game loses the flavor of a true wartime skirmish, where commanders are trying to second-guess what units are available to their opponent and what is the ultimate goal of the attack. This scenario and the associated variants attempt to fill that void.

The variants have been designed to allow players to flex the scenario in favor of one side or the other, based upon the skills of the players, and perhaps the prior game's outcome. Options such as Mission Briefing, The Near Miss and Rocky Road can make the scenario harder on the Ogre, whereas the variants The Hand You're Dealt, Construction Delays and Daredevil Strike make life more challenging for the defense.

Additional ways of flexing the scenario in favor of one side or the other include adding or subtracting 1 to the die roll to acquire reinforcements; changing the turn reinforcements can begin either forward or back; and increasing or decreasing the SP of the target buildings. More than one scenario variant may be combined for additional game options!


Storming the Castle

An Ogre scenario

Competing factions seek to capture an important scientist. The mission is further complicated by the fact that the scientist's island castle is defended by hardened gun emplacements.

Maps

G1 and S1, with S1 to the east.

Overlays

One of the triangular "town" overlays, setup over hexes G1-2309, G1-2310, and S1-0209. This overlay represents the island.

Setup

Determine the number of factions vying to capture the scientist, then randomly determine the order of play based on the number of factions. Use numbered markers or some other method (such as extra dice) to insure that the order of play is clear in a game with more than two factions (i.e.: F1, F2, F3, F4), especially as the players may not necessarily be seated in a clockwise fashion.

Place a gray admin building in hex G1-2310 to represent the castle. Use one of the "?" markers (with the "?" facing up) to represent the scientist, which is also placed in hex G1-2310.

Select 1 MHWZ per faction in play to represent the hardened gun emplacements (from all available counters - feel free to mix and match-these units are "neutral"; see Special rules). These units should be evenly distributed between hexes G1-2309 and S1-0209 (if there is an odd number of MHWZ, place the last unit in G1-2309).

Each faction receives 12 GEVs.

Map Entry & Escape

Before the first turn of play, each faction (in order), will choose one of the available sections of the map as their entry point. That faction may only enter from those hexes, and must exit using those same hexes. The entry hex counts for movement. Once all factions have chosen their entry point, the first turn begins, using the same order of play.

  • 2 factions: E, W
  • 3 factions: NE, SE, W
  • 4 factions: NE, NW, SE, SW

Option-additional factions

If you have access to additional factions from other sources, this scenario may be played with up to six players.

  • 5 factions: NE, NW, S, SE, SW
  • 6 factions: E, NE, NW, SE, SW, W

Reinforcements

None.

Escape

  • E: Eastern entry/escape hexes are S1-2308 through S1-2315.
  • NE: Northeastern entry/escape hexes are S1-1601 through S1-2301.
  • NW: Northwestern entry/escape hexes are G1-0101 through G1-0801.
  • S: Southern entry/escape hexes: G1-1923 through S1-0323.
  • SE: Southeastern entry/escape hexes are - S1-1622 through S1-2323.
  • SW: Southwestern entry/escape hexes are G1-0123 through G1-0822.
  • W: Western entry/escape hexes are G1-0108 through G1-0115.

Special Rules

The Admin building ("castle") may not be attacked as long as the scientist is present in the same hex. If attacked, it has a SP value of 30.

The goal of this scenario is to capture and escape the map with the scientist. If the scientist is in the castle, a manned unit (or infantry squad) capable of reaching the island must spend one full turn in the castle hex without moving. The scientist can still be captured by a disabled unit. Once captured, the scientist marker is placed with the unit. The scientist can be transferred to another unit as long as both units spend an entire turn in the same hex without moving.

While the scientist is being carried by an enemy armor unit, all "X" results against that unit are treated as "D" results (if using infantry, an infantry unit cannot be reduced below 1 squad) except during overrun combat. In order to capture the scientist from an enemy unit, the attacker must "destroy" said unit during an overrun. The attacker must spend the entire next turn in that hex in order to capture the scientist. Note: This can occur in any terrain-even water-as whoever captures the scientist first would put him in a hardened survival suit.

The MHWZs ("hardened gun emplacements") on the island are "neutral", existing only to defend the scientist. At the end of each faction's Second (GEV) movement phase, but before the turn passes to the next faction, there is a "neutral fire phase" (one for each faction). During this phase, an opposing player should control the MHWZs, but they may only fire at the units of the faction that just finished their turn!

For this scenario, the MHWZs are immobile (place a "Stuck" marker on them, if desired), and ignore "D" results as if they were Ogre weapons. As they are in town hexes, their defense is doubled.

Objective & Victory Conditions

The objective is to capture the scientist and escape the map (see Map entry and escape). Any faction that achieves this goal immediately wins the scenario. If something prevents all factions from achieving this goal (such as all the attackers being destroyed or the only surviving unit becoming "Stuck"), then no one wins.

Victory Levels

None.

Variants

Scenario Variants

If the players agree, they may assemble their own forces using 12 armor units (or their equivalent in Victory Points). Alternately, they may elect to use 18 armor units. In this case, add 2 additional MHWZs to the castle's defenses.

When assembling their own force, no unit may be selected unless they have at least M2 (nothing slower would have kept up with the raiding force). Cruise Missiles, Hovertrucks and Trucks are not allowed.

Ogre scenario

None.


Salvage

An Ogre scenario

This scenario will support up to nine players, for those with all supplemental counters (Classic, Barbarians at the Gate, and Nihon).

The basic DE set will support four factions (Combine, PE, Third Force, and Black Rose). Two player scenarios are provided for completeness, but tend to turn into Ceasefire Collapse and are not recommended.

Maps

The Ogre board may be used for 2 players. The GEV-type boards may be used for 2-5 players. A larger game may be played on a four-map board with 4-9 players. For the four-map board, choose one board randomly to be the NW corner. Choose randomly between the two matching boards to be the NE corner. Place the remaining two boards to fit.

Setup

Ogre Board

Players2
Reactor0811
Reactor0411
Reactor1212
EntryN Side
EntryS Side

One GEV-Type Board

Players2345
Reactor1211151212111312
Reactor1713191218120909
Reactor0710111706120915
Reactor110712051912
Reactor

Four GEV-Type Boards

Players456789
ReactorNW2323SW2303NE0416NE0816NE0417NE0715
ReactorSE0408SW2306SE0803SE0905
ReactorNW1523

Check the starting table above for the board configuration and number of players you have. The reactor markers ("?") are placed in the designated hexes. If a reactor is in a water hex, place a clear terrain overlay under it. Assign players randomly to the starting positions. Each player's units must enter from off the board within two hexes of their designated starting hex.

Each player takes three terrain overlays. One must be single-hex. Only one may be larger than two hexes. Only one may have a road on it. Starting with the player closest to the NW corner and rotating clockwise, each may place one overlay anywhere on the board. An overlay may not be placed adjacent to another player's overlay or within six hexes of another player's starting hex. Sponsored sheet overlays may only be used if all players agree on their terrain effect.

Players each select 10 armor units. A unit may be exchanged for three squads of infantry. Each player also has three hovertrucks.

First player is selected randomly. Play proceeds clockwise.

Reinforcements

Every even-numbered turn players receive reinforcements. If a player has fewer than three hovertrucks on the board one hovertruck is received with the reinforcement. Roll one die to see what the reinforcement will be.

Reinforcements enter on the starting hex.

Players with no units on the board may not receive reinforcements.

  1. HVY or GEV
  2. MSL or GEV-PC
  3. 2 LTs or 2 LGEVs
  4. GEV
  5. Three points of INF
  6. Any unit or combination of units worth up to 6 VPs

Escape

Units may escape from any edge hex within two hexes of their starting hex.

Special Rules

Terrain

All bridges are destroyed. All roads through towns are cut. This does not apply to overlays placed by players.

Salvage

If a hovertruck begins the turn in a hex with a reactor marker it can be loaded onto the hovertruck. They have unarmed crews to handle this. A hovertruck can't hold infantry or other units if it has a container loaded. Reactors remain on the hovertruck unless it loads an infantry unit, in which case the reactor is placed in the hex and may be loaded by any player. If a hovertruck is destroyed the reactor is destroyed as well.

Disable results have no effect on the cargo. Reactors are very heavy. A hovertruck carrying one has movement M2/0.

Disabled hovertrucks may not move or load reactors.

GEV-PCs may not carry reactors.

Set For Stun

Players may make spill-over only attacks on hexes. Apply the spill-over effect of the fire to all units in the hex.

Hijacking

If infantry overrun a hex containing an enemy hovertruck, when all combat is over the hovertruck is replaced by a friendly one. A squad can spare one member as a driver without losing combat effectiveness. Cargo is unaffected by the hijacking.

Hijacked hovertrucks cannot move until the new owner's next turn. If a hovertruck carrying infantry overruns an enemy one the infantry may dismount and hijack the enemy hovertruck after all other overrun combat is concluded.

Blocking

Armor units may overrun an enemy hovertruck without destroying it. The enemy hovertruck may not move until the overrunning units leave the hex.

Victory conditions

The game ends when all reactors have been removed from the board or only one player has units on the board. If one player controls the board he counts all remaining reactors toward his score.

The player who carries the most reactor off the board through his entry hexes is the winner. If there's a tie in number of reactors the tied player with the most units surviving (on board or escaped) wins. If a player destroys a reactor all other factions will be angry over the destruction of pre-Collapse gear. This counts as minus one reactor for the player's score.

A time limit can be set. At the end of the game players count non-disabled hovertrucks carrying reactors as half a reactor toward their score.

Having two reactors more than the second-place player is a decisive victory. Any player who recovers two reactors can claim a marginal victory. Any player with more than two reactors has a normal victory.

Variant Scenarios

Advanced Scenario

Each player starts with 20 armor units and 3 hovertrucks. An armor unit may be exchanged for three points of infantry.

Ogre Scenario

Each player may choose one of the following starting forces:

  1. Mark V, 10 armor units (exchangeable for infantry), 3 hovertrucks
  2. Mark IV, 10 armor units (exchangeable for infantry), 3 hovertrucks
  3. Fencer, 13 armor units (exchangeable for infantry), 3 hovertrucks
  4. Mark III, 18 armor units (exchangeable for infantry), 3 hovertrucks
  5. Two Mark IIs, 19 armor units (exchangeable for infantry), 3 hovertrucks

Ogres may perform "Blocking" as described above.

Peaceful Countryside

Bridges and roads through towns are intact. This will speed up the game but help some starting positions more than others.

Racing

Hovertrucks carrying reactors have movement M2/1. This will favor speed over slugging it out.


Battle for Sheffield

An Ogre scenario

Maps & Overlays

GEV Maps: Left side S1, North UP; Right side G1, North UP, bridge at 2013 is SP30

City tri-plate on G1S right side (2215,2216,1216) Sheffield Ogre plant SP60 structure located somewhere in the adjoining city area (defender's digression) use strongpoint counter to indicate.

Defender gets 12 rubble ridges and 1 bridge SP20 he MAY deploy on anywhere on G1S at setup.

Stacking Limit: No more than 6 squads can occupy the Factory hex.

Setup

2 Players or Teams. Paneropean and Combine.

Combine: regular forces and Mk II start anywhere on map G1.

Paneuropean: forces deploy from anywhere on the left edge of map S1.

  • Combine Forces

    • Mk II Ogre [BNJ-231 "Benji"] - 1 Mk II OGRE
    • 15th Sheffield Home Guards [Col. Richard Smyth] - 6 Armor, 20 INF units
    • 122nd Artillery Battery [Cpt. Dave Lynch] - 4 Howitzers (Fixed or Mobile)
    • Mk III Ogre [SHP-153 "Shepard"] - 1 - Mk III OGRE Ready on Turn 3
    • Mk V Ogre [BLD-062 "Bulldog"] - 1 - Mk V OGRE Ready on Turn 5

    Note: The defender may swap out howitzers for conventional units at standard rate.

  • Paneuropean Forces

    • XII Landsknecht Cyber Assault Division - 8 Mk I "Pikeman", 1 Mk II, OGREs
    • 5thHapsburg Regiment [Gen Karl Rinehart] - 20 Armor, 20 Infantry Units
    • Assault force may use GEVPCs and/or swap their Infantry for Marines or Engineers at standard rate.
    • No fixed Howitzers, maximum of 2 Mobil Howitzers, and no crawlers.

Reinforcements

Paneuropean: None

Combine: Mk III Ogre on Turn 3, Mk V Ogre on Turn 5, both deploy from the factory.

Escape

Units may escape on any traversable terrain on any map edge.

Victory Conditions & Special Rules

A Paneuropean infantry squad may attempt to hack the factory mainframe during the attack phase of its next turn after moving into the factory. Only one attempt per turn, success is a 6 on 1d6. Each additional, consecutive turn a Paneuropean squad occupies the factory 1 is added to the die roll, after six consecutive turns, it is automatically taken. If the combine retakes the factory before a successful hack, the Paneuropean player would have to start over.

ResultCondition
Complete Combine VictoryAll Paneuropean infantry destroyed and at least 1 Ogre survives.
Marginal Combine VictoryFactory intact, but no friendly Ogres survive.
DrawFactory Destroyed.
Marginal Paneuropean VictoryFactory captured.
Complete Paneuropean VictoryFactory captured, 20 points of armor and/or equivalent Ogres survive.

Game Length: 40 turns.

Scenario Variants

This scenario is designed for the GEV terrain and standard ramming rules. Advanced players may wish to experiment with the SHOCKWAVE OVERRUN RULES. This makes infantry truly fearsome within a city, consider revising the stacking limit down to 3 for the factory.

"Spawning Ogre" Scenario: Using available assemblies, the factory produces additional Ogres after turn 16 at the following rate:

  • 3 Turns for a Mk I
  • 5 Turns for a Mk II
  • 9 Turns for a Mk III
  • 11 Turns for a Mk III-B
  • 13 Turns for a Mk V

Defender must write down what he is building, no changing in mid-build.

The attacker gets an additional Mk 1 "Pikeman", 1 armor unit and 1 Infantry on turns 14, 20, 26, 32, and 38, these to enter on road grid 401(north edge) of map G1N.

Balance: If the PE assault force is winning too often, have the Combine deploy the larger Ogres sooner. The Combine player could be handicapped by using 2 Mk III-Bs instead of the Mk III and Mk V.

Historical Note: Paneuropean forces eventually overrun the factory to capture the Mk III and Mk V templates, so they have no Ogre larger than Mk II. The Mk IV, Mk VI, Fencer, Ninja, Vulcan and Doppelsöldner designs have not yet been invented.


Luck of the Draw

An Ogre scenario

Luck works both ways; only time will tell if it is good or bad. This time it's your luck that you have been ordered to take your company and clear out a route for supply convoys to push forward to support the friendly salient protruding into the enemy lines.

Maps

Use map G1.

Overlays

None applicable; see Expanded scenario.

Setup

This is primarily a solitaire scenario, though it can be played with two or even more players.

At its core, it was designed as a way for beginning players to get a feel for movement and combat whist retaining applications for more advanced players.

For the basic scenario, the player will control a force composed of one Superheavy Tank, three Heavy Tanks, three GEVs, one GEV PC carrying three Squads of infantry, and four Light Tanks.

The force enters on Turn 1 from either the north or south edge and must ultimately travel to the opposite edge using one Road or Railroad route that travels from edge to edge.

Enemy Hotspots

Roll 2D6 and add 6 to the total; this is the number of Dummy counters that will represent potential enemy concentrations. These will need to be placed in a hex bordering the route that will be taken, preferably in some type of obstructed terrain (Town, Forest, or Swamp, for example).

During the game, when a Friendly element of the player's either ends its movement adjacent or attempts to move through a hex containing a Dummy counter, roll 1d6 and consult the following table:

1D6 ResultEnemy Unit
1 and 2All Clear
31×Infantry Squad
42×Infantry Squads
51×Light Tank
61×Heavy Tank

Any Enemy unit that is discovered will immediately attack the closest Friendly unit, using a Ranged Attack if adjacent and Overrun Combat if the Friendly unit enters the hex. See Special Rules below for further explication.

Reinforcements

None.

Escape

None.

Special Rules

Special Rule 13.06 is required for this scenario. Sections 13.01 and 13.02 may be used if desired.

However, Section 13.01.02 must be used if applicable. Section 13.04 will be used if a result per the Opposition Force Table warrants it.

As a scenario-specific rule, if an Enemy unit conducts a Ranged Attack against an adjacent Friendly unit that has uncovered it, the enemy unit will fire first on a further 1D6 roll of 1-3; this shows that that the Friendly units are actively searching for Enemy holdouts . . . but the enemy is still waiting in ambush. Any Enemy unit that survives to a second Turn will withdraw to the closest Dummy Counter and will attack any eligible Friendly units as laid out previously.

Objectives & Victory Points

The player gains Victory Points per the standard rules on p. 12 of the Scenario Book for both the destruction of Enemy units and the preservation of Friendly units. In addition, clearing the chosen route of all Enemy Hotspots will give the player an additional 20 VPs. However, VPs are lost per the standard rules as above for Friendly units destroyed. Divide the total VPs gained by the total VPs lost and consult the schedule below:

Victory levels

ResultRatio
Decisive Victory2.00+
Marginal Victory1.00-1.99
Draw0.5-0.99
Marginal Defeat0.25-0.49
Decisive Defeat< 0-0.24

Expanded scenario

Use the included table in order to expand the game considerably.

First, choose the operational tempo that the player force must contend with: Low, Medium, or High. In short form, this is the relative difficulty the player will have to contend with in clearing the route for the following convoy. However, it is also a statement of the relative importance that higher headquarters is placing on the route-clearance operation, ranging from the "men over the mission" to the "mission over the men."

Second, devise a force to command per the rules laid out on p. 12 of the Scenario Book.

Note the "Convoy Option" present in the table; this adds further complexity through the inclusion of a actual convoy (in which case, the mission would then change from convoy security/protection to purely route clearance).

If the Convoy Option is used, Enemy units will target a roll of range; additionally, prior to the Friendly movement phase each Turn, roll an additional 1D6; on a result of 6 a random Truck element will suffer a single ranged attack from an adjacent hex by a 1/1 Infantry Squad that will then be eligible to be attacked by any Friendly unit in a conventional manner

Third, identify the number of Enemy Hotspots that are needed per the stipulations laid out in the Basic Scenario above.

Fourth, choose a map to play on and define a route to be cleared; this route can be north/south for longer games or east/west for comparatively shorter ones (though the potential engagement areas will be more compact). Any map can be used, even two disparate halves with appropriate overlays to join them properly-just clearly identify a road-route that crosses from one end of the map to another. Indeed, even the orange Ogre map could be used with the craters being replaced with rubble piles (in which case no route would need to be cleared, just a sector of enemy holdouts).

Fifth, score Victory Points (or lose them) per the chart in conjunction with the stipulations laid out in the Basic Scenario.

Sixth, good luck to you and your troopers . . .!

Tables

Operational Tempo

LowMediumHigh
Player Force8 Armor Units + 3 Infantry Squads12 Armor Units + 3 Infantry Squads16 Armor Units + 3 Infantry Squads
Enemy Hotspots10+1D615+1D620+1D6
MapAny G or SAny G or SAny G or S
Time Limit20 Turns20-1D6/2 Turns20-1D6 Turns
Victory Points

Opposition Force Matrix

2D6 ResultOptempo: LowOptempo: MediumOptempo: High
21×Mine2×Heavy Tanks1×Superheavy Tank
31×Missile Tank1×Mine2×Mines
4All Clear1×GEV1×Mine
51×Light Tank1×Heavy Tank2×Infantry Squads
6All ClearAll ClearAll Clear
71×Infantry Squad2×Infantry Squads3×Infantry Squads

Wounded Company: Ogre Rescue

An Ogre scenario

An impetuous Vulcan is determined to rescue an immobilized Mark-V. Despite the odds, or his orders, he will retrieve his comrade's AI brain.

A Vulcan is too tempting a prize; forcing the Paneuropeans to re-engage. The Combine is drawn back into the conflict to protect their disobedient, but irreplaceable, Vulcan.

Maps

Players select a map of their choice and begin on opposite sides.

Map Overlays (optional)

Map overlays are determined by random die rolls which may be performed by either or both players.

For each bridge, large or stream, roll the die and consult this table:

Die RollOverlay
1 - 3None
4 - 6Destroyed

For each city hex or group of adjacent city hexes roll the die and consult this table:

Die RollOverlay
1 - 2None
3 - 4Damaged, roads cut
5 - 6Rubble, roads cut

Additionally the Paneuropean player may place one die roll of crater overlays anywhere on the map except that they may not be placed adjacent to each other.

After all Map Overlays have been placed players construct their forces.

Setup (and Reinforcements)

Players should use Stacking Rule for G.E.V. map scenarios, Designer Edition rules 5.02.2 and Overrun Rules, Designer Edition rules 8.00 even for play on the Ogre map.

Cruise missile crawlers are not allowed for either player.

Designer Edition rules 10.00. Turn sequence is used to determine when additional reinforcements are deployed.

The Combine player moves first (odd numbered turns) and the Paneuropean player second (even numbered turns.)

Combine Forces

The Mark V has no tread units, no missiles and no main batteries, but has one die roll of secondary batteries, and one die roll of APs, still functional. The Mark V is placed as close to the center of the chosen map as possible, not in water or a crater. During play it may be useful to replace the Mark V with a flat Ogre counter to allow easier unit stacking.

Vulcan force: The Vulcan has remote control of 4 armor units, each of which is a Vulcan Drone, a Heavy Tank, or a Missile Tank. During play Vulcan Drones "riding" on the Vulcan's trailer can be considered to be stacked with the Vulcan itself. A Vulcan Drone placed underneath the Vulcan's trailer is considered to occupy that hex - and is not considered to be stacked with the Vulcan itself.

Fort Lion A force: 6 Infantry and 6 armor units.

Fort Lion B force: 6 Infantry (mounted on 2 GEV-PCs) and 6 armor units.

Combine Force Deployment

Vulcan force enters the map from the Combine side at the start of turn one.

Fort Lion A force may enter the map from the Combine side at the start of turns five and seven. All of the units from this force may be deployed entirely in either turn, or split as desired between them.

Fort Lion B force enters the map from the Combine side at the start of turn nine. Any unit entering the map on a road hex is assumed to have been traveling on the road and gets a road bonus.

Paneuropean Forces

Striker Flank force: 6 Infantry and 6 armor units.

Striker Main force: 6 Infantry (mounted on 2 GEV-PCs) and 12 armor units.

Striker Point force: 6 Infantry and 6 armor units.

Paneuropean force deployment

Striker Flank force enters the map from the Paneuropean side at the start of turn two.

Striker Main force may enter the map from the Paneuropean side at the start of turn six and eight. All of the units from this force may be deployed entirely in either turn, or split as desired between them.

Striker Point force enters the map from the Paneuropean side at the start of turn ten.

Any unit entering the map on a road hex is assumed to have been traveling on the road and gets a road bonus.

Escape

Units may escape off their respective sides of the map. No units may escape off the edges of the map.

Special Rules

Vulcan

A Vulcan may remotely control up to 4 armor units (of any type, save as limited by specific scenario instructions) to form a Vulcan Platoon. Armor units within a Vulcan Platoon move and fire normally.

If the Vulcan is destroyed (all weapons and all tread units destroyed) its remote armor units are immobilized and unable to fire.

Stacking Rule for G.E.V. map scenarios, Designer Edition rules 5.02.2, is increased to six for Vulcan Platoons only. This allows an entire Vulcan Platoon (five vehicles) to occupy a hex already containing another vehicle, such as an Ogre requiring repair or reloading.

A Vulcan's arms are each defense 2. A Vulcan arm can carry a single Cargo Item. On each Recovery Phase an operational Vulcan arm generates one work point for use within its hex.

Cargo Points and Cargo Items

A Vulcan has 12 Cargo Points of internal storage which can be used with the following cargo items:

  • Ogre Rattler missile - 1 cargo point
  • Ogre AI Brain - 6 cargo points (lighter, but bulkier than a missile!)

Vulcan Drone

A Vulcan Drone is treated as a Heavy Tank with movement 3 and defense 3. A Vulcan Drone may be disabled. A Vulcan Drone's arm can carry a single Cargo Item. On each Recovery Phase an operational Vulcan Drone arm generates one work point for use within its hex.

Work Points

All work points generated by a Vulcan Platoon can be applied toward completion of one or more Tasks within their respective hexes.

Tasks

  • Load or unload a Cargo Item from the Vulcan's internal storage - 1 work point
  • Reload an Ogre's external missile launcher with an Ogre Rattler missile - 2 work points
  • Ogre AI brain removal or installation - 16 work points
Example Tasks

A healthy Vulcan can remove the AI brain from an Ogre that it is stacked with in 8 turns. If a Vulcan Platoon (a healthy Vulcan and 4 Vulcan Drones, generating 6 work points per Recovery Phase) can perform the same Task in 3 turns (using 16 of the 18 generated work points.)

A single Vulcan Drone can reload an external launcher of an Ogre that it is stacked with in two turns. A healthy Vulcan can perform this Task in a single turn.

Special Vulcan Rules (scenario specific). The Paneuropean player may attack the Vulcan's arms, but each lost arm subtracts 15 victory points from the player's total - but drones are expendable!

Special Rules (optional, but recommended)

Terrain Destruction, Designer Edition rules 13.01 Bridge Destruction, Designer Edition rules 13.02

Objectives and victory points

Combine The Vulcan must reach the standard Mark V, retrieve its AI brain, and then escape off the Combine side of the map. Since loss of the Vulcan is not acceptable it may be forced to escape.

After the Ogre AI brain removal is completed the Combine player must designate the Vulcan's arm (specifically left or right) or one of the Vulcan Drones as the unit carrying the Ogre AI brain. If this unit or arm is destroyed (also destroying the Ogre AI brain) before escaping the map the mission is, at best, a draw for the Combine player.

Paneuropean "Capture" the Vulcan at all costs by destroying all of its tread units, but not all of it weapons, which would constitute destroying the Vulcan, not the desired objective!

Note from the chronicler: It is assumed that "pinning" the Vulcan to this local will allow overwhelming Paneuropean reinforcements to complete the "capture," driving any remaining Combine forces from the battlefield.

Victory levels and conditions.

When the last tread unit of the Vulcan is destroyed or it has escaped the map the scenario ends.

Victory Levels

ResultCondition
Combine Total VictoryVulcan escapes with the Mark V's AI brain with less than 40 victory points worth of lost units.
Combine VictoryVulcan escapes with the Mark V's AI brain.
DrawVulcan escapes.
Paneuropean VictoryVulcan captured.
Paneuropean Total VictoryVulcan captured and 80 victory points worth of Combine forces destroyed.

Scenario Variants

Heavy Ordinance!

The Vulcan and the Vulcan Drones may be used to resupply the Mark V with additional Ogre Rattler missiles. The Vulcan can carry one missile in each arm, and each Vulcan Drone can carry one missile.

Note from the chronicler: While a Vulcan can carry more Ogre Rattler missiles internally, up to 12 at the time of this writing, our would-be hero did not have time to pack that many!

While the Mark V has no missiles it does have one die roll of external missile launchers still functional.

Attacking a Vulcan or Vulcan Drone carrying a missile

An Ogre Rattler missile (defense 3) and its carrier (Vulcan arm, defense 2, or Vulcan Drone, defense 3) should be treated as a single unit. If this combination receives a D result (from direct or spillover fire) the missile is detonated. Immediately resolve a missile attack of 6 against the carrying unit.

"Missile" attack

After initiating an overrun attack and resolving the defender's first fire round a Vulcan Drone carrying a missile may ram the defender generating a "missile" attack against the defender and itself.

This is similar to Ramming by other units during overrun, Designer Edition rules 8.05.3.

Note from the chronicler: It would not be useful in this scenario for the Vulcan to attempt this maneuver with either of its arms - but drones are expendable!

Ogre scenario

None

Tables

Turn Tracker

TurnPlayerReinforcements Available
1CombineVulcan force Vulcan & 4 armor units
2PaneuropeanStriker Flank force: 6 Infantry and 6 armor units.
3Combine
4Paneuropean
5CombineFort Lion A force: 6 Infantry and 6 armor units.
6PaneuropeanStriker Main force: 6 Infantry (mounted on 2 GEV-PCs) and 12 armor units.
7Combine

Vulcan Tasks

TaskWork Point CostMark V AI Brain Extraction Task
Load or Unload Cargo item from Vulcan's internal bay1Progress Tracker: □□□□ □□□□ / □□□□ □□□□
Reload an Ogre's external launcher with 1 Rattle Missile2Progress Tracker: □□□□ □□□□ / □□□□ □□□□

Two Nations, One War

An Ogre scenario

A theoretical war-game, used by Combine Commanders to sharpen the wits of officer candidates, the scenario was completed with the help of sophisticated combat simulators, and the results were dissected and studied. The victorious commander had to be a master of both tactics and strategy - planning the shape and layout of the battle was as important as the conduct of combat.

Setup

Use the G1 and S1 maps, both maps with north facing up. Place the S1 map to the west of the G1 map. All towns are intact and all bridges are up. Both rivers have a fordable hex - 1720 and 1304. Treat these hexes as forest, not river. Place a forest hex overlay to mark the ford.

The White Nation, the island in the northwest corner, uses Paneuropean units and tactics. Use white counters to depict the White Nation on the map. Strong militarily, the White Nation is deficient in materials and resources and has begun a war of conquest to subjugate the peoples of the free world.

The Black Nation, the island in the southeast corner, uses Combine units and tactics. Use black counters to depict the Black Nation on the map. The Black Nation must defend itself against the aggressive plans of the White Nation. The Black Nation starts the game with more resources at it's disposal.

The White Nation starts the game with one Fencer Cybertank, eighteen armor units, eighteen squads of infantry, and CP Alpha (D1, M0). These forces setup anywhere on the northwest island.

The Black Nation starts the game with one Ogre Mark III-B, fourteen armor units, eighteen squads of infantry, and CP Beta (D1, M0). The Black forces setup anywhere on the southeast island.

Both sides should setup behind a screen. Stacking limits must be observed. No cruise missiles are allowed.

White moves first.

Reinforcements

At the beginning of each turn, each player will earn 1 armor unit for every 5 town hexes under his control. Thus the Black Nation, provided he sets up with at least 1 infantry squad per town hex, earns 2 armor units of reinforcements at the beginning of his first turn (there are 10 town hexes on the island).

Reinforcements can be redeemed before the start of the movement phase, or saved until later in the game. It's permissible to save up 10 armor units, for example, and then redeem and place them all at the beginning of a turn.

Reinforcements can be placed in any town hex that the player controls. Stacking limits must be observed. They can move and fire normally as soon as they are placed. The available units and armor unit costs are outlined in 3.01.

A player also has an option to "save up" his reinforcements, and to purchase another cybertank. Once 12 reinforcements are saved, the player may purchase another Fencer (White Nation) or Ogre Mark III-B (Black Nation). The reinforcements do not have to be all saved at once - a player could save 1 armor unit for 12 turns, for example, and then acquire an Ogre on the 13th turn.

Special Rules

Towns play a key role in this scenario. They are representative of wealth and materials, and both sides will want to control as many town hexes as possible, as soon as possible.

Towns cannot be destroyed in this simulation. They provide defensive bonuses as usual. Roads in towns can be targeted and destroyed as per 13.01.

Towns are considered under a player's control when at least one squad of infantry occupies the hex. Therefore every town hex in rear areas will tend to have 1 squad of infantry in each hex.

Victory

The winner will either: Eliminate all enemy units, or gain such a superiority that his opponent surrenders. Or; Destroy their opponent's CP. The Command posts in this scenario are like kings in chess. If they are destroyed the game is instantly over for that player.

Strategy

Early on, speed is of the essence, as both players try to capture as many towns as possible. The White Nation is assured of the capture of the 12 town hexes immediately south of their island, as well as the 4-hex town just east of the ford. White should be able to ramp up to 3 reinforcements quite easily.

The Black nation starts the game with 10 town hexes, and they are assured of the 5-hex town in the northeast corner. Thereafter they will have to fight for more towns.

Getting a foothold on the string of towns along the north-south road is key, since you can dump reinforcements into a town and then make your move on the towns further along the road. The towns along the road are in easy howitzer range of each other, which is a good way to lower your enemy's reinforcements.

Good use of your reinforcements is vital. With patience, you can redeem and place a sizeable force at just the right time and place to deliver a knockout blow against your opponent. The most noticeable example of this is redeeming an Ogre, and placing it right into the thick of the battle.

Over time, the player who can obtain the greatest number of reinforcements should win. The Ogres are a bargain at 12 armor units, and saving for a second or third Ogre is a sound strategy.

Variant scenario

Substituting a Doppelsoldner for the Fencer and an Ogre Mark VI for the III-B is an obvious and sound choice, since these two cybertanks are balanced against each other.


The Dragon of Magdeburg

An Ogre scenario

The Dragon is a Doppelsoldner that controls the area around Magdeburg. It has recently acquired the large Ogre manufacturing facility outside of Braunschweig, along with all of the highly trained engineers and artificers that live there.

This dramatically changes the balance of power in the region.

Two other local warlords who lack this heavy industrial capability seek to take this area from The Dragon while its forces are concentrated to the east.

What the warlords aren't counting on is The Dragon itself showing up! This is a time of scarce resources, so all of the battling factions must try to preserve their hard to replace armies.

Maps

Use maps G1N and G1S.

Setup

This is a three-player scenario. Forces are determined by both standard strength points and victory point units. (See Objectives and Victory Point section for variant scoring rules.)

The Dragon's garrison units are Blue and are defending. Blue gets 24 strength points of infantry plus 60 VP worth of units that can set up anywhere on the map.

The warlords are Red and Green (or some other third force color) and are attacking Blue and possibly each other. (Red and Green players are encouraged to think up suitably grandiose titles for themselves).

The attackers get 300 VP each (no cruise missile units - if they want Ogres, Mk II or MkIs only). One warlord enters between hexes 0822 and 0118 while the other enters between hexes 0801 and 0106.

The warlord who rolls highest on the die either gets to move first or choose which entry zone he wants.

Reinforcements

Starting on turn 2, the Blue player rolls a die at the beginning of each of his movement phases - on a roll of 1 or 2, The Dragon (a Doppelsoldner) enters from any hex on the east edge!

Escape

Any Blue unit can withdraw from the east edge. Warlord units can exit from their respective entry hexes.

Special Rules

Overrun Combat (8.0) is in effect. Damage to terrain (13.01) is in effect, but to due to the sturdy construction of the factory buildings, only vehicular overruns cause automatic damage to town hexes.

Combat engineers are available for purchase. These specialist troops, armed with nasty close in weapons like flamers, plasma guns and explosive charges, have their attack strengths tripled in overrun combat and receive a +1 bonus to their die roll. They cost twice as much as normal infantry.

Each side must designate one unit as a CP. This CP can be a purchased Ogre (if more than one is purchased by a faction its identity can be kept secret and recorded on a side note) or a mobile CP unit that can be acquired for no VP cost.

The CP for the Blue player is The Dragon. If The Dragon withdraws, it still acts as the Blue CP.

If a faction loses its CP, it skips the movement phase for the remainder of the game.

Objectives

Scoring is by VP, except instead of getting points for destruction of enemy units, VP are subtracted from a faction's total for units they lose (or for damage to Ogres).

Each town hex is worth 50 VP undamaged, 25 VP damaged, and nothing if destroyed. All town hexes begin the game controlled by the blue player.

Victory Levels

If one faction controls all of the town hexes, they get an automatic decisive victory. If The Dragon is destroyed, the Blue faction gets an automatic decisive defeat.

Otherwise, a faction wins a standard victory if has scored twice as many victory points as any other faction, or a marginal victory if they have 1.5 times the victory points. Any other result is a draw.


The Hidden Lab

An Ogre scenario

The Combine has discovered a Paneuropean bio-weapons lab hidden in the jungles of Nova Brasilia. A Combine-backed mercenary force is dispatched to destroy it while giving still allowing for plausible deniability.

Setup

The defender gets 4 buildings, 3 20 SP admin buildings and 1 80 SP strongpoint, all set up camouflaged at least 6 hexes apart on map G2S. The defender gets 6 AU of artillery (MSL, MHWZ and/or HWZ), along with an additional 18 AU of dummy artillery, 6 AU of additional armor and 18 INF.

The 6 real AU of artillery must be set up within 1 hex of the lab, no more than one unit per hex. The remaining buildings must also have 6 AU of artillery set up within 1 hex of the lab (no more than one unit per hex); this can be all dummy units or some of the additional AU can be used for real artillery to set up next to the building and some dummy units can be placed elsewhere. The remaining building gets 3 INF set up in it; the remaining AU and INF may be set up in or north of hexes S2- XX05. The defender also gets reinforcements (see below).

The attacker gets 3 waves of forces: The scout wave consists of 6 AU of GEVs and/or LGEVs, and enters on turn 1. The attack wave consists of 16 AU of armor and infantry, and may enter at any time beginning on turn 2, but no later than turn 5. The cleanup wave consists of 8 AU of armor, 12 INF, and 4 cruise missiles; the missiles are fired from off-board unless AU are spent for crawlers (1 AU each).

The cleanup wave enters in its entirety on the third turn after the lab is identified (per 11.06), except for off-board cruise missiles, which may be saved indefinitely. The attacker does not have to reveal his forces to the defender until they enter the map, but they must all be selected and put aside before the game starts. The attacker may see the defender's setup before finalizing his forces, but cannot change them once the first wave enters.

Maps

Use maps G2S north of S2N. The defender places up to 12 hexes of overlays anywhere they want in or north of hexes S2-XX05. The overlays are placed before the attacker selects his forces.

Reinforcements

At the beginning of turn 2, the defender rolls for reinforcements using the same rules as for the Raid scenario (p. S4), but using the table below.

ResultReinforcementEntry Hex
1Heavy TankG2-0712
22 Light TanksG2-1612
3Missile TankG2-0115
4GEVG2-2315
53 INF squadsS2-0104
62 AU units, defender's choiceS2-230

Additionally, on turn 6 the defender gets 12 AU of fast armor (M3 or better) and infantry entering together from hex G2-1612 or G2-2315. All INF must be riding vehicles on entry, but may dismount at any time following 5.11.3.

Escape

Defenders may escape from the north, east, or west sides, but only after the lab is destroyed. Attackers may escape only from the south side.

Special Rules

13.01 (terrain destruction) and 13.06 (dummy units) are in effect. 13.02 (bridge destruction) may be used. 13.05 (camouflage) is not used (use 11.06 for hidden buildings). Additionally, the lab can only be fully destroyed by cratering it, either via cruise missile or self destruct (the strongpoint is just the surface entry). To cause the lab to self destruct, the attacker must do the following:

  • Eliminate any enemy units in the lab hex itself.
  • Reduce the strongpoint to 60 SP or less.
  • Overrun the lab hex with INF. Instead of attacking the SP, each INF squad may make a 1-1 attack to enter the lab itself on an X result; like overrun attacks on buildings, they get 2 attacks per overrun. Once inside, they are taken off the board, as they can no longer be attacked by units on the board unless they leave.
  • After the overrun is over, the INF spend MP to attempt to override the labs defenses (if they have any left after the overrun, they may start immediately, otherwise they start the next turn). For each MP spent, each INF squad makes a 1-1 attack on the lab, with an X result indicating one safety interlock has been bypassed.
  • On the defender's turn, they get 1 1-2 attack for every full 10 SP remaining on the strongpoint. Each attack is made against a single squad of INF.
  • Once 4 interlocks have been bypassed, one INF squad must remain to trigger the destruct, but any remaining INF may attempt to run away from the lab hex to escape the destruction. It costs 1 MP to exit the lab, at which point they move normally.
  • The lab gets one additional turn to attack any INF that have not exited yet (if it has enough SP remaining), and the lab explodes at the end of the attacker's next turn. When the lab explodes, treat it as a cruise missile explosion, except that everything outside the lab's hex is treated as being 2 hexes further away (since the detonation was underground).

Objectives & Victory Points

The primary objective is to destroy the lab; if it survives, the defender wins. Standard VP rules apply to all units. The admin buildings are worth 5 VP each, the strongpoint is worth 20 VP by itself, or 50 VP if the lab is cratered. Dummy units are worth 1 VP each to the defender if they remain on the board at the end of the game.

Victory Levels

The winner is determined by the survival of the lab: if the lab is destroyed, the attacker wins. If the lab survives, the defender wins. The strength of victory is determined by comparing the number of victory points gained by each player, as follows:

  • Winner ahead by 100 or more points: decisive victory.
  • Winner ahead by 25 or more points: marginal victory.
  • Winner ahead by less than 25 points: pyrrhic victory.

Scenario Variants

Engineer Scenario

Instead of cruise missiles, the attacker gets 4 GEV-PCs and 6 Engineers. Each Engineer squad carries a suitcase nuke, which can destroy the lab. To do so it must overrun the lab, as above, but instead of triggering the self-destruct, they must spend 1 turn in the lab to plant the nuke. If they survive the defender's turn, the nuke is placed on the attacker's turn, and will go off at the end of the attacker's next turn.

The Engineers may leave the lab on the turn that the nuke goes off; they do not have to remain behind. If the Engineers are killed before they can plant the nuke, the lab may be self- destructed as above. Engineers are worth 4 VP if killed.

Ogre Scenario

Instead of the attack wave forces, the attacker gets a single Ogre Mark VI, and the scout and cleanup waves each get an additional 2 AU. The defender gets 8 additional AU to spend on initial forces, and rolls for reinforcements beginning on turn 1, rolling twice per turn on even-numbered turns. Use 13.03 for both initial forces and reinforcements - only rolls of 6 (2 AU, player's choice) may be used for Ogres, and the Ogre rolls to determine the a entry hex when it enters.


Uncivil Engineers

An Ogre scenario

The combine has captured a Paneuropean power plant intact, but not before it was sabotaged. A mechanized infantry company is rushing a group of engineers to repair it, but they have to run a Paneuro gauntlet across a rear area to get there.

Setup

The defender sets up first. He gets 24 squads of infantry and 10 armor units, all but 6 AU (combined) of which are placed north of the line running from S1- 0101 to S1-2312. The remaining 6 AU of units may be set up anywhere on the board. He sets up his units camouflaged, per Section 13.05.

The attacker gets 3 engineers (use marines if engineer counters are unavailable), 9 squads of infantry, 4 GEV-PCs and 8 AU of additional GEVs and/or LGEVs. The attacker moves first, entering on any hex(es) on lake in the SW corner of the map; the entry hex counts for movement, and any unit entering on the road may take road bonus if applicable.

All defending units are revealed at the end of the attacker's first movement phase.

The attacker does not have to commit all of his forces on Turn 1, but must commit the remainder on turn 2.

Maps

Use maps G1 South and S1 North. The defender chooses up to 4 hexes to start the game as rubble. All three bridges on map must start the scenario intact.

Escape

Attackers escaping the map can leave from either the NE corner between hexes G1-1712 and G1-2315 or lake in the SW corner (though only NE counts for victory conditions). Defenders may escape from anywhere on the map except the two lakes.

Special Rules

Use 13.01 and 13.02 for terrain destruction, and 13.05 for camouflaged units. Also, other than being treated as special for victory conditions, the engineers are treated as normal infantry with no additional abilities.

Objectives & Victory Points

The attacker's objective is to get the engineers and at least one GEV-PC across the map and exit the NE corner, as quickly as possible. The attacker loses victory levels if it takes more than 10 turns to get off the map. The game ends when all of the attacker's units have left the map.

Victory Levels

The winner is determined by how many engineers make it off the board, if at least one GEV-PC makes it off the board, and how long it takes. Starting on turn 9, reduce the attacker's victory by one level, and again every 2 turns thereafter.

ResultCondition
Total defender victoryNo engineers escape.
Defender victory1 engineer and no GEV-PCs escape.
Marginal defense victory2 engineers and no GEV-PCs escape.
Draw3 engineers and no GEV-PCs escape.
Marginal attacker victory1 engineer and at least 1 GEV-PC escapes.
Attacker victory2 engineers and at least 1 GEV-PC escapes.
Total attacker victory3 engineers and at least 1 GEV-PC escapes.

Scenario Variants

Ogre Scenario

The defender and attacker each get an additional 4 AU of units, and may use Section 13.03 to trade for Ogre Mark Is.


Counterattack!

An Ogre scenario

Following the successful assault against the CP, a Combine recovery team has reached the Ogre to repair it. But they are too late to escape a counter-attack!

Setup

The combine player (Red) is defending. They are permitted 6 armor units but each must have a movement value 3 or higher. The defenders are also given 3 Hovertrucks, 2 Infantry units, and a Mark 3 Ogre. The defender places the Ogre 3 hexes south from the northern border. Other units are placed no more than 2 hexes away from the Ogre.

The Ogre begins the game damaged from attacking the CP. Roll 3-1 on each Ogre weapon system, and score 2D6 damage on the treads. The Ogre begins with no exterior missiles.

The Combine player may elect to use the transports as a decoy. That player secretly records which transport is carrying which infantry unit (or both) and places the black "?" tokens to mark which transport is which.

The Paneuropean player (blue) is attacking. During setup the player sets up three waves of units, each with 7 armor units worth of units. Every armor unit must have a movement of 2 or higher. Hover APCs with a full complement of troops cost 3 points. All of these units start off-board and come in under the rules for Reinforcements.

Defender has the first turn.

Maps

The Ogre map!

Overlays

No overlays will be used.

Reinforcements

During the first, third, and fifth turns the Attacker is allowed to bring reinforcements on to the board. They may enter the East and West edges of the board in the center region of the map. At the beginning of the Attacker's turn, the attacker rolls one die.

ResultWave
1-2First wave activated.
3-4Second wave activated.
5-6Third wave activated.

Once the wave is activated it begins off-board and must move on to the board normally.

If the roll result is a wave that was already activated, it remains off-board. In the next turn the player may roll 2 dice. In the unlikely event that this second roll has no result, the Attacker may activate one wave of his choice. In the next turn, the player rolls for the next wave normally.

Escape

The Defenders can only retreat off the southern edge of the map. Attackers can retreat on any other edge.

Special Rules

Cruise Missiles and Missile crawlers are prohibited from being used. For a variant, the Infantry units can function as Combat Engineers.

Objectives & Victory Points

The Defenders objective is to get the Ogre and the specialist infantry off the southern edge of the board. The Attackers objective is to prevent this.

When the transports are destroyed the counter is not revealed. Counters are flipped only after all defenders have escaped or been destroyed.

Victory Levels

If the defender can get at least one infantry squadron off the map with the Ogre, it is an astounding Defender Victory!

If the defender gets at least the Ogre off the map, it is a Victory for the Ogre

If the Ogre does not get off but some units do, it is a draw.

If no units escape, it is a total defender victory!


Footrace

An Ogre scenario

Paneuropean forces are trying to run a convoy of trucks with supplies. The problem is they have only Infantry to escort the trucks. On the plus side, the Combine forces have only Infantry as well, and not a lot of them. It's a footrace to see how many trucks can get off the North side of the map.

Setup

Number of Players: 2

Combine: 12 strength points of Infantry. Place 3 squads each in 0301, 0601, 0901 and 1201

Paneuropean: 18 strength points of Infantry and 10 trucks. All units may enter anywhere along the south edge of the Map.

Paneuropean forces move first

Maps

Ogre Map, North half only

Overlays

Town:

  • 3-hex (x6): 0301-0302-0402, 0601-0602-0701, 0901-0902-1002, 1108-1208-1209, 1201-1202-1301, 1304-1404-1405
  • 2-hex (x6): 0502-0503, 0604-0605, 0609-0708, 0804-0903, 0908-1009, 1102-1203
  • 1-hex (x1): 0104

Damaged Town:

  • 3-hex (x6): 0208-0307-0308, 0304-0404-0405, 0510-0610-0611, 0705-0805-0806, 1104-1204-1205, 1306-1307-1407
  • 2-hex (x6): 0203-0204, 0309-0410, 0406-0407, 0807-0808, 1210-1211, 1505-1506

Tip for placing overlays: Place all the 3-hex overlays first, especially the four 3-hex towns across the top. Place the single 1-hex at 0104 and the 2-hex overlays will become fairly obvious as connecting pieces.

Reinforcements

Combine forces get an additional 6 squads of Infantry; 3 entering from either 0601 or 0901 on the North edge, and 3 from anywhere on the South edge on the turn after any Paneuropean unit crosses the crater row marked by the arrows on the side of the map (the same line used to separate the North and Central areas of the Ogre map)

Escape

Paneuropean squads exiting the North edge count toward total alive squads for victory conditions.

Special Rules

All optional terrain destruction rules (13.01) may be used.

Infantry may not ride in the trucks; they are already full with supplies.

Ridges partially covered by overlays are not ridges and do not affect movement.

Stacking limit of 5 units (5.02.2) is enforced

Objectives & Victory Points

Victory is based on number of surviving trucks, not victory points.

Combine Objective: Destroy as many Paneuropean trucks as possible.

Paneuropean Objective: Get as many trucks off the North edge of the map as possible.

Victory Levels

Complete Paneuropean victory: All trucks exit the North edge and at least 9 PE squads still alive.

Paneuropean victory: 6-9 trucks exit the North edge and at least 9 PE squads still alive.

Marginal Paneuropean victory: 6 or more trucks exit the North edge.

Marginal Combine victory: 5 or fewer trucks exit the North edge.

Combine victory: 1-5 trucks exit the North edge and at least 9 Combine squads still alive.

Complete Combine victory: All trucks destroyed and at least 9 Combine squads still alive.

Scenario Variants

Hovertruck scenario: The Paneuropean forces may replace any number of Trucks with Hovertrucks at a 1:1 ratio.

Ogre scenario: None.


Assault on Amsterdam

An Ogre scenario

Setup

Maps

Six half-maps, oriented as follows:

G1 SouthS1 South
S2 NorthG2 North
S2 SouthS1 North (Rotated 180°)

Overlays

Place the following overlays.

Clear terrain

  • G2N - 1508

Town terrain

  • G2N - 1510
  • G2N - 1511
  • G2N - 1512
  • G2N - 1711
  • G2N - 1712
  • S1N - 1206
  • S1N - 1510
  • S1N - 0912 (see G2N-1512)
  • S1N - 0712 (see G2N-1712)

2-hex town with straight road and three-way intersection

  • G2N - 1611 (straight road in line with 1604-1610 road)
  • S1N - 0811 (three-way connecting S1N-0711, S1N-0911 and G2N-1611)

Forest terrain

  • S1N - 0312
  • S1N - 0411
  • S1N - 1112
  • S1N - 1912
  • S1N - 2112
  • S1N - 2305
  • S1N - 2307
  • S1N - 2310
  • S1N - 2311
  • G2N - 2112
  • G2N - 1312
  • G2N - 0512
  • G2N - 0312 (all half-hexes with S1N)
  • S2S - 2319
  • S2S - 2317
  • S2S - 2314
  • S2S - 2313 (all half-hexes with S1N)

Road (straight, 2-hex length)

  • S2S - 2121
  • S2S - 2220
  • S2S - 2320

Railroad (straight, 2-hex length)

  • S2S - 2123
  • S2S - 2222
  • S2S - 2322

Other re-defined terrain

On map S1-North, all hexes from the river (1501-0112) toward hex 0101 are considered open water.

On maps G1-South, S2-North, and S2-South, all hexes from the river (G1S-2012 - S2S-0114) toward hex row 01xx are considered open water.

Any half-hex terrain (other than clear) is considered to occupy the entire hex. (With the overlays, there should be none of these.)

Any half-hexside streams are considered to occupy the entire hexside. (This should affect only hex S1N-2308/S2S-2316, where only the edge with number 2308 is clear.)

Amsterdam is defined as the following city hexes:

  • G2N - 1510-1512, 1610-1611, 1710-1712
  • S1N - 0710-0712, 0810-0811, 0911-0912

PanEuropean Forces

The PanEuro player deploys first but moves second.

PanEuro Initial Forces and Buildings

Amsterdam forces

  • 4x 3/1 Infantry
  • 4x 10SP Admin buildings (PE blue)
  • 2x 30SP Admin buildings (grey)
  • 2x 60SP Strongholds (PE blue)

Laser Towers

  • 4x 20SP Laser Towers (PE blue)
  • 2x 40SP Laser Towers (grey)

Laser Turrets

  • 6x 20SP Laser Turrets (PE blue)
  • 2x 40SP Laser Turrets (grey)
  • 8x 3/1 Infantry

Ogre forces

  • 1x Doppelsoldner
  • 1x Fencer
  • 1x Fencer-B

Amsterdam forces must be deployed in any hexes of Amsterdam.

Laser Towers must be deployed in any of the island hexes.

  • G2N - 1507-1508
  • G2N - 1606-1608
  • G2N - 1907

Laser Turrets may be deployed in any city hex on G2 North or S1 North, excluding Amsterdam. Each laser turret must be placed with a 3/1 INF.

Ogre forces may be deployed in any non-water hex on map S2 with hex number 1023 or less (hex rows 01xx - 10xx).

Combine Forces

The Combine player deploys second but moves first.

Combine Initial Forces

  • 8x Superheavy Tank
  • 12x Heavy Tank
  • 12x Missile Tank

Superheavy tanks may be deployed in any forest hex or town hex connected to edge 23xx of map S1 North or contiguous to edge 01xx of map G2 North, on maps G1 South or S2 North, or between edge 01xx and the road from S1S-0512 to G2N-0104.

Heavy tanks and Missile tanks may be deployed in any forest hex or town hex connected to or north of row xx17 on map S1 South. In this sceario, "connected to" means that a continuous path of forest/town hexes connects the placement hex with the specified line of hexes.

For example, a Superheavy may deploy in G2N-0312 but may not deploy in G2N-0512.

Reinforcements

PanEuro Reinforcements

Turn 4

  • 12x GEV enter water hexes, S1 North 0101-1501.

Turn 9

  • 12x GEV enter water hexes, S1 North 0101-1501.

Combine Reinforcements

Turn 4

  • 12x Light GEV enter from river on maps G1S and S2.
  • 12x GEV-PC enter from river on maps G1S and S2.
  • 12x 3/1 Infantry enter mounted on GEV-PCs.

Turn 10

  • 4x Missile Crawler Enter land hexes, S1 South 0401-2301.

The Turn 4 reinforcements are considered to be moving from the water's edge, so may immediately move on land.

Special Rules

Use the Rules for Overrun (8.0), Cruise Missiles (10.0), Buildings (11.0), Lasers (12.0), Damage to Terrain and Roads (13.01), and Damage to Bridges (13.02). Rules 13.03 (Ogre equivalents) and 13.07 (Partial damage to superheavies) have not been playtested and are not recommended.

Objectives & Backstory

The Combine forces, lead by an underwater force of SHVY and a land-based force of smaller tanks, are attempting to bring down the laser network and begin the destruction of Amsterdam. The GEV reinforcements, scrambling from the (feint) assembly area arrive to face the PanEuro reinforcements and continue the destruction. Finally, the Missile Carriers enter to make a shorter-range launch against a defenseless Amsterdam.

The PanEuro forces are thin at the start, consisting only of lasers and garrison infantry. The Ogres begin redeployment back to Amsterdam, but will not arrive until about Turn 10. Similarly, a group of GEVs immediately redeploy to meet the Combine attack, with a second group coming later to further bolster Amsterdam. Between the Ogres and GEVs, Amsterdam should be protected from cruise missiles (until the lasers can be rebuilt), assuming that anything survives the initial assault/

Victory Conditions

The scenario ends after Turn 12 (or when a PanEuro Ogre occupies Amsterdam while no Combine forces are in Amsterdam).

The Combine player's victory points are determined by the following items:

  • 1 VP per SP destroyed in Amsterdam. (Maximum: 220 VP.)
  • 20 VP per city hex destroyed (but not cratered) in Amsterdam. (Maximum: 260 VP.)
  • 40 VP per city hex cratered in Amsterdam. (Maximum: 80 VP.)

Combine victory

Combine earns at least 420 VP.

PanEuro victory

Combine earns less than 420 VP.

Scenario Variants

Limited Space

Remove maps G1 South, S2 North, and S2 South.

Combine Reinforcements enter edge 01xx edge of S1 South, 01xx edge of G2 North, or 23xx edge of S1 North at start of second movement phase of Combine Turn 4.

PanEuro Ogre force enters S1 North hexes 2302-2304 (from railroad to road) on PanEuro Turn 5.

(Also, note that hex rows 01xx-08xx of maps G1 South, S2 North, and S2 South are essentially unused and can be folded under the rest of those maps.)

Customized Combine Forces

The Combine player may choose their forces, subject to the following constraints:

  • Initial units can only be Tanks (SHVY, HVY, MSL, LT) and mounted INF. Total armor points: 40.
  • Turn 4 reinforcements can only be GEVs (GEV, LGEV, GEV-PC) and mounted INF. Total armor points: 30.
  • 3/1 INF may be chosen for 1 armor point each.

Bidding for Combine

To provide further balance, players may bid to play Combine forces.

Option 1: bid on total force

  1. Each player secretly writes down the number of armor points they bid.
  2. Lowest bid gets to play Combine.
  3. Initial units must be between 40% and 60% of the low bid in armor points.
  4. Turn 4 reinforcements are the remainder of the low bid in armor points.

Option 2: bid on initial force

  1. Each player secretly writes down the number of armor points they bid.
  2. Lowest bid gets to play Combine.
  3. Initial units must total no more than the low bid in armor points.
  4. Turn 4 reinforcements are limited to 30 armor points.

Holidays

An Ogre scenario

Maps

Map G1 north and Map S2 North to his right (east) edge.

Overlays

The two half cities in 1312 and 1512 are treated as complete cities, put an overlay under them to help remember this. All half hexes are legal and counted as full hexes of the dominant terrain type.

Setup

This is basically a 2-player scenario, though you could divide forces and play it in three or four. Notice the railroad that runs west-east along the northern border. The defender set up 5 question mark counters along the railroad and secretly chooses one. This is the location of a railway wagon-mounted howitzer. (See special rule below).

The attacker gets 12 armor units or Ogre equivalents (rule 13.03) and moves first, entering from the west border of the map.

The defender, after the attacker enters the map, but before it fires, for each City Hex on the map (including the two half town in 1312 and 1512) rolls a die and consults the table below:

  1. none
  2. 1 truck
  3. 1 GEV-PC
  4. 1 infantry squad
  5. 2 infantry squad
  6. 3 infantry squad

Note: if a defender's unit appears in a town already occupied by attacker units, (it can happen for the westernmost cities in the first turn) there is an immediate overrun combat (rule 8.00) with the defending infantry just created firing first.

Reinforcements

Attacker: No reinforcements.

Defender: the advance guard of the main PanEuropean force pursuing the Combine units arrives on turn 6, and 1 armor unit enters from anywhere from west edge. On turn 7, 2 armor units arrive from any hex on the west edge. Three more armor units arrive from the west on turn 8; followed by four more on turn 9.

Escape

Attackers can only leave from the east side of the map. Defenders are at home; they can leave from every direction they choose. As per 5.12, units leaving the map may not re-enter later.

Special Rules

The railroad Howitzer "Dora" is far from rusty. The National Guard keeps it in perfect working order, like a Swiss watch. As soon as a squad of infantry reaches it, ending movement for the rest of the turn, it is activated and can operate.

After activation, the squad can leave the Howitzer to its fully automated operation and go defend elsewhere . . .

The cannon has normal static Howitzer stats (6/8), but can move 1 hex along the railroad AFTER the firing phase, much like a GEV.

It needs time to get operative: if in this move it enters/overruns an enemy occupied hex, it is automatically destroyed by the enemy without a chance to fire. It is also destroyed if the enemy moves through its hex before it is fully activated.

Objectives & Victory Points

Attacker gets 5 VP for each city hex destroyed (turned to rubble as per rule 13.01 ) and 5 VP for each unit that crosses the east edge of S2 map.

For every damaged (not destroyed) city Hex the attacker gets 2 points. Small bridges (2 hex) are worth 3 VPs, and large bridges are worth 5. If defenders destroy the bridges to slow down enemy movement, the VPs are awarded to the attacker.

Enemy units destroyed count as usual for both sides.

The railroad Howitzer, Dora, is worth 12 points, and Gustav is worth 18 VP.

Victory Levels

Victory levels are calculated on attacker's performance. Subtract defender's points from attacker's to calculate final score.

  • Attacker's points: less than 0 is a decisive defender victory
  • Attacker's points: from 1 to 25 is a marginal defender victory
  • Attacker's points: from 26 to 50 is a marginal attacker victory
  • Attacker's points: more than 50 is a decisive attacker victory

Variant Scenarios

East wind: Same map, but played from the EAST side . Flip everything.

Gustav: The Howitzer is a monster from an old conflict. It has an attack strength of 10 attack and 10 hexes of range. Mechanics for Gustav are the same as Dora for all other play. It's worth 18 points if destroyed.

Snow: The land is covered by very thick snow. All units except infantry have their movement reduced by 1 movement point each turn. GEVs have their movement reduced by half, that is 3/2 instead of 4/3. As per 5.09, any unit can always move at least one hex as long as it is not moving into totally prohibited terrain. Howitzers are not affected by the snow and have the same rate of fire. (EDITOR'S NOTE: Having been dismounted in snow, I disagree with INF being the only ones NOT affected by heavy snow.)

Heavy Weapons Teams: All "1 infantry squad" on the setup table is transformed in "1 Heavy Weapons Team squad."

Ogre scenario

The attacker can choose a Mark I and a Mark II or 2 Mark I and 4 armor units as indicated by rule 13.03.

Note: Of course the defender can also "activate" the fake howitzers and move them along the railway to confuse the attacker. The real cannon is revealed when it fires, an enemy unit reaches firing range, or it is overrun.

  • Ogre scenario
  • Blocking
  • Victory conditions
  • Variant Scenarios
    • Advanced Scenario
    • Ogre Scenario
    • Peaceful Countryside
    • Racing
  • Opposition Force Matrix
  • Vulcan Drone
  • Work Points
  • Tasks
    • Example Tasks
  • Special Rules (optional, but recommended)
    • Objectives and victory points
  • Victory levels and conditions.
    • Victory Levels
  • Scenario Variants
    • Heavy Ordinance!
    • Attacking a Vulcan or Vulcan Drone carrying a missile
    • "Missile" attack
  • Ogre scenario
  • Tables
    • Turn Tracker
    • Vulcan Tasks
  • Special Rules
  • Objectives & Backstory
  • Victory Conditions
    • Combine victory
    • PanEuro victory
  • Scenario Variants
    • Limited Space
    • Customized Combine Forces
    • Bidding for Combine
  • 1217
    1505
    Reactor1519
    EntryN Side011201012304
    EntryS Side200123012320
    Entry202223230112
    Entry01230923
    Entry0901
    NW1616
    SW2007
    SW1505
    ReactorNW1720NW1715
    ReactorNW1212NW1513NW2308NE0809NW2310NE0708
    ReactorNE1212NE0913NE1215NE1617NE1014NE1414
    ReactorSW1212SE1409SE1209SE1209NE1422SE1603
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    EntryNW2301NW2301NW1001NW2301NW1301NW2301
    EntryNW0123NE2319NE1401NE2302NE1001NE1801
    EntryNE2323SE1523NE2323SE2304NE2313NE2317
    EntrySW2323SW0923SE1423SE1222SE2310SE2313
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    EntryNW0123SW0104SW1323SW1422
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    EntryNW0113NW0117
    Add 20VP for complete route clearance. Double the cost of all friendly elements lost (i.e. a friendly Heavy Tank destroyed counts as -12 VPs).
    Add 20VP for complete route clearance. Use standard VP costs for friendly units (i.e. a friendly Heavy Tank destroyed counts as -6 VPs).
    Add 20VP for complete route clearance. Halve the cost of all friendly units lost (i.e. a Heavy Tank destroyed counts as -3 VP); round normally (so, a Light Tank lost will cost the player -2 VPs . . . 3/2 = 1.5, rounded up).
    Convoy OptionAdd 4 Trucks; each costs 3VP if destroyed.Add 8 Trucks; each costs 6VP if destroyed.Add 12 Trucks; each costs 9VP if destroyed.
    82×Infantry Squad3×Infantry Squads3×Light Tanks
    91×Light GEVAll Clear1×Infantry Squad
    10All Clear1×Missile Tank1×Heavy Tank
    111×Missile Tank1×Mine1×Superheavy Tank
    121×Heavy Tank1×Superheavy Tank1×Ogre Mark I
    Any remaining Fort Lion A force
    8PaneuropeanAny remaining Striker Main force
    9CombineFort Lion B force: 6 Infantry (mounted on 2 GEV-PCs) and 6 armor units.
    10PaneuropeanStriker Point force: 6 Infantry and 6 armor units.