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Shockwave

Expansion for G.E.V.Expansion for Ogre
Expansions
Ogre Battlefields

Shockwave Rulebook

Table of Contents

Table of Contents

  • The Day Before
  • Super CP
  • Recon in Force
  • Casey Joneski
  • "Nuts!"

The Day Before

The original Ogre map shows many craters – each one the result of a Cruise Missile that fell short of its target. This scenario assumes that the attackers had more missiles to spend but the defender had a laser.

Setup. The defender gets 40 squads of infantry, 25 armor units, one Laser Tower, and a CP. Units may be set up anywhere in the North or Central areas of the map, except in craters. The defender may not take Missile Crawlers as part of his force. The attacker gets 20 off-board Cruise Missiles, which may enter from any hex at the south end of the map, and an Ogre Mark V.

Tactical hints. The attacker should expect to lose at least 2/3 of his missiles the second they come on the map (unless, of course, the Laser Tower is destroyed first), and plan accordingly. Don't aim missiles at hexes where they will be easy targets for the defenders. Use your Ogre to clear the way for missiles, and vice versa. The defender should deploy his units so that missiles don't have an open path to the rear areas.

Victory conditions. Use the same victory conditions given for the Mark V Attack scenario (rulebook, p. 5). For Victory Point (VP) calculation, the Laser Tower counts as 10 attack strength of the defending force. The attacker does not lose VP for firing his missiles.

Overrun scenario. Try the scenario allowing the defender to use Missile Crawlers. Allow stacking up to 5 units/hex, and overrun attacks. Tactics change!

Super CP

This scenario assumes that the defending forces had been in position much longer, and had built (or appropriated) a much stronger building as their Command Post.

Setup. The defender gets two Mark III Ogres, 40 squads of infantry, 30 armor units, and, for his CP, a 60 SP Strongpoint. Units may be set up anywhere on the North or Central areas of the map, except in craters. The attacker gets two Mark V Ogres.

Victory conditions.

  • CP and all defending units are destroyed: complete attacker victory.
  • CP is destroyed and at least one Ogre escapes from the south end of the map: attacker victory.
  • CP and both attacking Ogres are destroyed: marginal attacker victory.
  • CP survives and at least one attacking Ogre escapes: marginal defender victory.
  • CP survives and attacking Ogres are destroyed: defender victory.
  • Attacking Ogres are destroyed and the CP survives along with at least 30 attack strength points of its force: complete defender victory. Surviving attack strength points include each intact weapon on the defending Ogres, as well as the armor and infantry.

Lasers and Missiles. Add a Laser Tower to the defender's setup, and give the attacker 10 off-board Cruise Missiles.

Recon in Force

This is an expanded version of the Raid scenario. A group of Combine hovercraft is attempting to penetrate to a rear area and do as much damage as possible.

Setup. Use maps G1 and S1, with S1 to the north. The defending player (blue) gets 15 squads of infantry and 8 armor units, placed anywhere on G1 on or north of the road from hex 0104 to hex 2315. He also gets another 20 squads of infantry, four armor units, 12 Trucks, and eight Hovertrucks. Infantry may be placed in any town hexes, one counter (of any size) per hex. All four armor units are set up in hex S1-0711. Trucks and Hovertrucks are placed, one each, in the 19 town hexes of that same map, with the remaining unit being placed in S1-0420. All Trucks and Hovertrucks except the one in S1-0420 are "disabled" (see below). All units are camouflaged.

The attacker (red) gets 25 armor units' worth of hovercraft: GEVs, GEV-PCs, and LGEVs. No more than 10 GEV-PCs may be taken, but each, in this scenario, comes with 3 squads of infantry at no extra point cost. The attacker moves first; all attacking units enter from the south edge of the map. All defending units are revealed at the end of the attacker's first movement phase. The attacker does not have to commit his entire force on Turn 1.

Alert. No defending units on the northern map may move, and no reinforcements may enter, until the defender's third turn. At this point, all units except Trucks and Hovertrucks may move freely. At the beginning of the fourth turn and each following turn, the defender may pick 10 Trucks and/or Hovertrucks and roll one die for each. On a roll of 1 on one die, that unit is "alerted." The counter is turned over and may move normally. On any other result, the unit is not affected.

Escape. Attacking units may escape from the south end of the map. Defending units may escape from the north end. The Trucks and Hovertrucks, representing noncombatant units, should attempt to evacuate from the north as soon as they are alerted . . . unless they are needed to carry troops.

Reinforcements. The defender gets reinforcements as per the Raid scenario (p. 4), starting on Turn 4. They appear on the northern map.

Special rules. All rail hexes on map G1 are already destroyed and all bridges on G1 are cut; towns on G1 are damaged (and therefore deserted, and roads are cut) but not rubble. Use Sections 13.01 and 13.02, since the attacker will be trying to destroy towns, bridges, and railroad on S1.

Victory points and victory levels. The attacker gets 4 victory points for each Truck destroyed, and 6 for each Hovertruck. Other victory points are scored as per Raid, except that the deserted towns on G1 are worth no victory points, and the defender has two river bridges and no CPs. Victory levels are also as per Raid.

Ogre scenario. The attacking player gets an extra 10 armor units. The defender gets a "watchdog" Ogre Mark III, and an SP 20 Admin building, worth 25 victory points if destroyed, both in hex S1-1314.

Casey Joneski

This is a variation of The Train. Combine raiders are trying to eliminate a train carrying strategic supplies – but Casey Joneski is at the throttle, and he's not stopping!

Setup. Use maps G1 and S1, with S1 to the east. The train enters at the west side of G1, at any speed, on turn 1. Each hex of the train has one 4/2 weapon, which is only destroyed when the train is lost. The defender may emplace five SP 20 lasers, or one Laser Tower and two SP 20 Lasers, anywhere (be careful!). He may not take Missile Crawlers. The defender also gets one Howitzer at S1-0413, and 12 armor units and 20 squads of infantry anywhere on the map. The attacker gets 15 armor units (most or all of these should be GEVs). These units enter anywhere on the south edge of G1, after seeing the defender's setup.

Victory conditions. The attacker wins if the train is destroyed and at least 15 strength points of the attacking force survive by escaping off the S edge of either map. The defender wins if the train reaches hex S1-0413 and survives. Any other result is a tie. Note that the train can escape from the east edge of the map, but may not back off the west edge.

Infantry scenario. The attacker gets all the forces above, plus 15 squads of infantry. He should choose a mix of armor units that will let him get his infantry into action. The defender gets an extra HWZ or MHWZ anywhere on the board. Victory conditions are unchanged.

Ogre scenario. The defender gets the forces listed for the regular scenario, plus one Mark III Ogre in hex S1-0810. The attacker gets 25 armor units and 15 squads of infantry. Victory conditions are unchanged.

"Nuts!"

This scenario represents the breakout of a small group of Combine units isolated behind the front.

Setup. Use map S1. The Combine player (red) is the defender, and gets 12 squads of infantry, 20 armor units, two SP 30 Lasers or one SP 30 Laser Tower, and one SP 60 Strongpoint, all of which must be set up within 3 hexes of hex 0911. The Paneuropean player (blue) is the attacker and gets 30 squads of infantry and 35 armor units, which may be set up anywhere except within 7 hexes of hex 0911. The defender sets up first, with camouflaged units (Section 13.05); then the attacker sets up. The defender moves first. The scenario ends when only one side is left on the map.

Escape. Defenders can escape anywhere from the north edge, or the northwest corner of the map between the lake and the river. Attackers can escape along any other edge of the map.

Objectives and victory points. Standard VPs are scored for destroyed units (p. 12). The Combine lasers are worth 12 VP each. The building is worth 35 VP if destroyed on Turn 1-5, 20 if destroyed on Turn 6-8, and 5 if destroyed on Turn 9-10. (There is no VP bonus for escaped defenders; the attacker just does not get points for destroying them.) The attacker wins if he earns at least 25 more victory points than the defender. The defender wins if he earns at least as many victory points as the attacker. Any other result is a tie.

Expanded scenario. The defender gets 18 squads of infantry and 30 armor units. The attacker sets up as above, but is reinforced at the beginning of his third turn by another 15 armor units entering anywhere on the south edge. (Note: The attacker should make sure he seals off the north edge of the map with his initial setup, or the defenders are likely to force an escape.)

Ogre scenario. The defender gets the setup listed for the basic scenario. At the beginning of his second turn, he gets a single Mark III Ogre as a "relief" unit, entering anywhere on the north edge of the map. The attacker gets the basic scenario setup, plus reinforcements as in the expanded scenario.

Other variants. This scenario can be changed drastically by restricting the units allowed in setup (e.g., no Howitzers for the attacker, or no Missile Crawlers for the defender). Both players' tactics will also change a great deal if the optional bridge-destruction rules (13.02) are used.