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SCENARIO BOOK 2
Kickstarter Contest Winners
®
OGRE
®
Scenario Book 2
Game Design by Steve Jackson
President/Editor-in-Chief: Steve Jackson • Chief Executive Officer: Phil Reed
Chief Operating Officer: Susan Bueno • Chief Creative Officer: Sam Mitschke
Executive Editor: Miranda Horner • Ogre Line Editors: Daniel Jew, Jen Atkinson, Steve Jackson, Drew Metzger
Scenario Book graphic design by Richard Meaden • Original Ogre image created by Winchell Chung
Map graphics by Gabby Ruenes, based on original paintings by Denis Loubet
Illustrated by Brandon Moore • Layout: Gabby Ruenes
Production Artist: Gabby Ruenes • Production Manager: Sabrina Gonzalez
Quality Control: Bridget Westerman • Prepress Checking by Monica Stephens and Miranda Horner
Operations Manager: Randy Scheunemann • Marketing Director: Rhea Friesen
Special thanks to Daniel Jew and Drew Metzger
Ogre Theme by Tom Smith • Director of Sales: Ross Jepson
Contents
Mark-O Polo The Dragon of Magdeburg
by Drew Metzger������������������������������������3 by Arianne Lapine�������������������������������22
Storming the Castle The Hidden Lab
by Timothy J. Fezatte�����������������������������7 by Josh Megerman�������������������������������23
Salvage Uncivil Engineers
by Karl Gallagher�����������������������������������9 by Josh Megerman�������������������������������26
Battle for Sheffield Counterattack!
by Kevin Henson���������������������������������12 by Mike Ptak���������������������������������������27
Luck of the Draw Footrace
by John-David Karnitz�������������������������14 by David Rock��������������������������������������28
Wounded Company: Ogre Rescue Assault on Amsterdam
by Frank Barberis��������������������������������17 by Kevin Roust������������������������������������30
Two Nations, One War Holidays
by Tristan Koehler�������������������������������20 by Corrado Zabetta�������������������������������33
Copyright © 2016 by Steve Jackson Games Incorporated. Ogre, the distinctive likeness of the Ogre, and the pyramid logo are registered
trademarks of Steve Jackson Games Incorporated. All rights reserved. Rules version 6.1 (January 2017).
Introduction
In 2012, Steve Jackson Games made a foray onto Kickstarter section 6.00 for scenarios using the Ogre map. Likewise, for those
to fund a deluxe version of the Ogre/G.E.V. game. This was not scenarios using the G.E.V. maps, players should use the overrun
expected to be a huge undertaking; the pledge goal was only rules found in Ogre Designer’s Edition, section 8.00, unless
$20,000. It was simply a tribute by the designer to a game line that, specifically instructed otherwise.
although well loved, seemed to have run its course. What happened This book is not to be considered canon for the Ogre universe.
next might best be described as “catastrophic success.” After Some of these scenarios include rules, units,or timelines that aren’t
$923,680 in pledges, 31 stretch goals achieved, and a Kickstarter in full compliance with the official rules of the Ogre Designer’s
record set, Ogre Designer’s Edition was on its inexorable path to Edition. That’s all right. Fans created these scenarios, and all our
creation. fans are encouraged to make Ogre their own. Sometimes departing
One of the 31 stretch goals was a scenario contest in which fans from strict canon is a lot of fun!
could submit their ideas; at least four of the submissions would be
chosen for publication as a PDF. As with the campaign, the results
were impressive! Scores of submissions were received. Instead of ABOUT OGRE
picking just four, fourteen scenarios were chosen for online posting, Ogre and its sequel, G.E.V., have spawned a number of
and now, publication. expansions, including The Ogre Book, and ultimately, Ogre
Back in 2001, Steve Jackson Games released Ogre Scenario Designer’s Edition, as well as other games in the Ogre universe
Book 1 in response to a scenario design contest, showcasing seven including GURPS Ogre, Ogre Miniatures, and Ogre: Objective 218.
fan-created scenarios. We are now pleased to present Ogre Scenario Ogre continues to grow, and we’ll be happy to let you know
Book 2 for your enjoyment, carrying on the tradition of honoring what’s new. The Ogre home page is sjgames.com/ogre. Please visit
our fans who have supported us so well. for scenarios, history, and other info on the Ogre universe.
Ogre Designer’s Edition contains all the maps and counters There is a robust community of Ogre fans on our forums.
necessary for the following scenarios. Although units and overlays Discussions on strategy, variants, game aids, and more may be
from the various sponsored counter sheets (see sjgames.com/ found at forums.sjgames.com. This is an excellent resource to ask
ogre/sponsored-counters) will add complexity, and may be questions on the game, or peruse our FAQs. Official rules updates
needed for a few of the scenario variations, they are not required to are posted here as well.
enjoy most of the options.
Supplements and expansions. Both digital and print products
Unless the scenario’s rules specifically state otherwise, players for Ogre Designer’s Edition may be found in our online store,
should use the ramming rules found in Ogre Designer’s Edition Warehouse 23, at warehouse23.com.
Mark-O Polo
by Drew Metzger
3.0 Game Play 3.03.2 Identification of targets. The attacking Ogre has the
schematics of the target building, but does not know the exact
3.01 Reinforcements. Beginning on turn 5 and every turn location. Each building, until identified, is represented by a yellow
thereafter, the defender may get reinforcements from the reserve “Building?” counter on the map. Buildings are identified when the
forces set aside at the beginning of the game. The defender Ogre passes within two hexes of the building. The counter should be
should roll 1 die at the start of each turn. On a 1 or 2, there are no turned over showing the building details, and a 3-D building may
reinforcements this turn. Otherwise, the defender should randomly be set upon it. Note this is different from the three-hex distance
choose from the remaining reserves; again, slips of paper in a bag in rule 11.06 in the Ogre Designer’s Edition rulebook. This is due
would work. The reserves should be divided prior to the start of the to the decreased sensor capabilities of the attacking Ogre. Once
game into the following groups: identified, the appropriate 3-D building may be placed atop the 2-D
counter(s), which designate the SP of the building where necessary.
A - 3 armor units E - 1 armor unit & 3 squads inf.
Lasers may attack the Ogre, subject to the usual laser rules
B - 3 armor units F - 1 armor unit & 3 squads inf. regarding LOS, etc. Hidden lasers that make an attack are revealed,
C - 2 armor units & 3 squads inf. G - 1 armor unit and the counter may be turned over (and a 3-D laser may be placed
upon it).
D - 2 armor units H - 1 armor unit
3.03.3 Identification of Paneuropean forces. Once a unit A)
The defender must decide the exact composition of each fires, B) is fired upon, or C) comes within a two-hex range of the
reinforcement group prior to the start of the game. For example, Ogre, the token is replaced with the unit in question. Additionally,
the reserve group “A – 3 armor units” might be designated as three a unit may be unmasked if it acts in a manner that eliminates any
GEVs, whereas the group “B – 3 armor units” might comprise two other choices (e.g., if three squads of infantry disembark from a
Heavy Tanks and two Light Tanks. If “B” is drawn from the reserve hidden unit, that unit can only be a GEV-PC, and therefore should
pile, the defender gets the four tanks. Once all eight groups (12, if be unmasked).
using the Truck Variant below) of reserves have been brought onto Infantry are revealed A) by movement outside of a town hex,
the map, there are no additional reserves. All armor units should be B) by firing, or C) if the Ogre comes within one hex of them (the
camouflaged with new tokens to hide the nature of the unit from the honor system is in effect!). Infantry that start the game within a
Ogre player. Reserve infantry will be visible from the start, unless town hex may move through any contiguous town hexes without
they are riding in/on another vehicle. Once the infantry disembark, revealing their location. Infantry are also revealed if they are riding
they are visible to the Ogre, even should they resume riding on the on another unit and that unit is revealed.
vehicle. Thus it is possible to know that there is an infantry squad
on a specific unit, but not know what that unit is. The status of the
infantry (riding a vehicle or not) should be designated when the 4.0 Endgame
reserves are listed prior to the start of the game. 4.01 Ending the scenario. The game ends when the Ogre
Reinforcements will enter the map from a randomly determined destroys its target and escapes, or when it is destroyed.
entry point each time. Roll 1 die for the entry hex: 4.02 Objectives. The goal of the Ogre is to destroy the target
1 – 0104 on Map G1-N building with a secondary objective of escaping back off the
southern edge of the map. The goal of the defender is to prevent
2 – 2304 on Map G2-N the destruction of the target building. A secondary objective of the
3 – 1611 on Map G2-N defender is the destruction of the attacking Ogre.
4 – 0104 on Map G2-N 4.03 Victory levels.
5 – 2304 on Map G1-N Complete Ogre Victory – The target building is destroyed and the
Ogre escapes off the south edge of the map.
6 – 2315 on Map G2-S
Marginal Ogre Victory – The target building is destroyed but the
Reinforcements are assumed to be on the road and thus gain
Ogre is also destroyed.
the road movement bonus. The entry hex does count against their
movement allowance. Draw – The target building is not destroyed but the Ogre escapes.
3.02 Escape. The Ogre must escape off the southern edge of Marginal Defender Victory – The Ogre is destroyed but the target
the map to meet the victory conditions. Leaving from any other edge building is damaged.
would constitute a loss of the Ogre as per section 5.12 in the Ogre Complete Defender Victory – The Ogre is destroyed and the target
Designer’s Edition rulebook. Defenders are at home; they can leave building is unharmed.
the map in any direction they choose without penalty. However, as
per 5.12, units leaving the map may not re-enter later.
3.03 Special rules. The following rules should be used when
playing Mark-O Polo.
3.03.1 Target selection. The Ogre player randomly determines
its target. Write all 12 buildings on small pieces of paper, and blindly
pull one out from a bag. The target should be kept hidden from the
defender, and set aside for confirmation at the end of the game.
5.0 Variant Scenarios Mines in Water – For this scenario, mines placed in water
hexes are underwater, and have the usual chance of affecting
5.01 Truck Variant. Instead of rolling a die to determine Ogres traversing the hex. Otherwise, use rule 13.04 from the Ogre
whether reinforcements come on any given turn, add the following Designer’s Edition rulebook.
vehicles to the mix:
Victory conditions and game play are as described above.
W - 2 Hovertrucks & 2 Trucks
5.07 Daredevil Strike. Replace the Mark V with a Mark IV. If
X - 1 Hovertruck & 2 Trucks needed, boost the defense with additional reserve units. In this
Y - 2 Hovertrucks case, the defender gets an additional two more armor units and
three squads of infantry. This should be added as another reserve
Z - 2 Trucks option (i.e., a second “2 armor units & 3 squads inf.” can be drawn).
If using this variant, something enters the map every turn Victory conditions and game play are as described above.
starting on turn 5 until all reserves have been used. If one of the 5.08 Three Blind Mice. Replace the Mark V with three Mark II
Truck options is drawn, there are no combat reinforcements that Ogres. Victory conditions are as follows:
turn. The defender can use the Trucks to fake out the Ogre. The
Trucks should have camouflage markers the same as any offensive Complete Ogre Victory – The target building is destroyed and all
unit, to be revealed when the Ogre gets within two hexes of them. Ogres escape off the south edge of the map.
Randomly determine the entrance hex as usual (see section 3.01). Marginal Ogre Victory – The target building is destroyed and one
5.02 Mission Brief. All of the building locations are known to or two Ogres escape off the south edge of the map.
the Ogre prior to the start of the scenario. The Ogre gets a mission Very Marginal Ogre Victory – The target building is damaged and
update prior to proceeding, with the location of all militarily any or all of the Ogres escape off the south edge of the map. (But if
relevant buildings and a directive as to the target building. During they were in good enough condition to escape, why did they break
setup, the defender places the buildings listed on the prescribed off the attack? Does their AI weight their own survival too highly?
hexes as they wish. The Ogre player is aware of what buildings are Some programmers will have some explaining to do.)
placed on which hexes. The Ogre still determines the target building
Draw – The target building is destroyed but no Ogres escape, or
randomly, and keeps this information hidden until after the game.
the target building is untouched but all Ogres escape.
The defender gets an additional two more armor units and three
squads of infantry. This should be added as another reserve option Marginal Defender Victory – All Ogres are destroyed but the
(i.e., a second “2 armor units & 3 squads inf.” can be drawn). Game target building is damaged.
play and victory conditions are as described above. Defender Victory – The target building is untouched, and one or
5.03 The Hand You’re Dealt. To make life a little more difficult two Ogres escape.
for the defender, have the buildings be randomly placed on the Complete Defender Victory – All Ogres are destroyed and the
specific hexes. The Ogre still randomly determines its target, which target building is unharmed.
is kept from the defender until after the game. Some games will
favor the Ogre (a 10 SP Admin target placed in a southern hex) and Otherwise, the game plays as described above.
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
6.0 Scenario Design Notes
guess where to commit his forces. Game play and victory conditions Despite the mild attempts at adding some uncertainty in
are as described above. the scenario Raid, there is very little mystery in an Ogre game.
Thus the game loses the flavor of a true wartime skirmish, where
5.04 The Near Miss. The Ogre was more damaged by the commanders are trying to second-guess what units are available to
Cruise Missile than just treads. Prior to beginning the game, roll their opponent and the ultimate goal of the attack. This scenario
for damage to each non-tread component of the Ogre at 1-2 odds. and the associated variants attempt to fill that void.
Tread damage is still only the 1D6 amount.
The variants have been designed to allow players to flex the
Reinforcements for the defender only come with a 4, 5, or 6 on scenario in favor of one side or the other, based upon the skills of
the die roll at the beginning of each turn. Otherwise, game play and the players, and perhaps the prior game’s outcome. Options such
victory conditions are as described above. as 5.01, 5.04, and 5.06 can make the scenario harder on the Ogre,
5.05 Construction Delays. The lasers are newly constructed, whereas the variants 5.02, 5.03, 5.05, and 5.07 make life more
and due to wartime shortages and red tape, they have yet to be challenging for the defense.
brought on-line. They are not available for attacks against the Ogre. Additional ways of flexing the scenario in favor of one side or
Otherwise, the game plays and victory conditions are as described the other include adding or subtracting 1 to the die roll to acquire
above. reinforcements; changing the turn that reinforcements begin
5.06 The Rocky Road. The defender has six mines to place in to either sooner or later; and increasing or decreasing the SP of
one to six hexes prior to the start of the game. These hexes should the target buildings. More than one variant may be combined for
be written down and set aside. They are revealed to the attacker additional game options!
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:
1.0 Introduction 2.01.2 Buildings. Place a gray Admin building in hex G1-2310
to represent the “Castle” headquarters of Lord Black.
The AI called itself “Lord Black.” It ruled an ever-shifting territory
2.01.3 Markers. Use one of the “?” markers (with the “?” facing
for six years, which was a long time in those days. But eventually
up) to represent the AI. This is also placed in hex G1-2310.
its forces were destroyed by a coalition of (as far as anyone knew)
human warlords, leaving it no territory but its island stronghold, 2.02 Castle defenses. Mobile Howitzer counters of any neutral
and no mobile defenses. The coalition dissolved, as every warlord color represent the island’s hardened gun emplacements. There are
sent a force to capture the AI core and probe its secrets. as many guns as there are players. These units should be evenly
distributed between hexes G1-2309 and S1-0209. If there are an
1.01 Overview. Competing factions seek to capture an AI.
odd number, place the last unit in G1-2309.
The mission is further complicated by the fact that hardened gun
emplacements defend the AI’s island stronghold. 2.03 Faction units. Each faction receives 12 GEVs.
1.02 Necessary materials. Storming the Castle requires only
the retail version of Ogre Designer’s Edition. Counters from some 3.0 Game Play
of the Sponsored Counter Sheets may be helpful, especially if this
scenario is to be played with more than four players. 3.01 Order of play. Determine the number of factions vying
to capture the AI, and then randomly determine the order of play
based on the number of factions. Use numbered markers or some
2.0 Setup other method (such as extra dice) to ensure that the order of play
is clear in a game with more than two factions (i.e., F1, F2, F3,
2.01 Maps. Use maps G1 and S1, with S1 placed to the east (i.e.,
F4), especially as the players may not necessarily be seated in a
to the right) of map G1.
clockwise fashion.
2.01.1 Overlays. Place one of the three-hex town overlays over
hexes G1-2309, G1-2310, and S1-0209. This overlay represents the
island.
Salvage
by Karl Gallagher
1.0 Introduction one may have a road on it. Starting with the player closest to the NW
corner and moving clockwise, each may place one overlay anywhere
During the Factory States era, a freelancer decrypted a top- on the board. An overlay may not be placed adjacent to another
secret file with the location of several mini-reactor cores hidden player’s overlay or within six hexes of another player’s starting hex.
since the Collapse. He sold the file to every local warlord, and Sponsored sheet overlays may only be used if all players agree on
discreetly moved to another continent. Now all these warlords are their terrain effect.
converging on the sites at the same time . . .
2.01.2 Terrain damage. All bridges are destroyed. All roads
1.01 Overview. Salvage is a tribute to the classic microgames. through towns are cut. This does not apply to overlays placed by
This scenario will support up to nine players, for those with some of players.
the alternative counters and/or Sponsored Counter Sheets (Classic
2.01.3 Reactor markers. The “?” markers are used to designate
Counters, Barbarians at the Gate, and Nihon Empire). The basic
the location of the reactors. Check the starting tables below for
Ogre Designer’s Edition set will support four factions (Combine,
both the board configuration and number of players you have. The
Paneuropean, Third Force, and Black Rose). Two-player scenarios
reactor markers are placed in the designated hexes. If a reactor is in
are provided for completeness, but they tend to turn into “Ceasefire
a water hex, place a clear terrain overlay under it.
Collapse” and are not recommended. Three or more players are
ideal. 2.02 Entry points. Assign players randomly to the starting
positions. Each player’s units must enter from off the board within
1.02 Necessary materials. Salvage requires only the retail
two hexes of their designated starting hex. Units that start on
version of Ogre Designer’s Edition to be played, although some of
a road may receive the road bonus as applicable. (This applies to
the Sponsored Counter Sheets and/or the Classic Counters set are
infantry and GEVs for rail hexes, and GEVs for water hexes, as well).
required to play with more than four players.
2.03 Faction units. Each player may choose a starting force
consisting of 10 armor units or their equivalent. One or more units
2.0 Setup may be exchanged for three squads of infantry per unit. Specialist
2.01 Maps. The Ogre board may be used for two players. The infantry may be chosen at the usual cost. Each player also has three
GEV-type boards may be used for two to five players. A larger game Hovertrucks.
may be played on a four-map board with four to nine players. For the 2.04 Turn order. The first player is selected randomly. Play
four-map board, choose one board randomly to be the NW corner. proceeds clockwise.
Choose randomly between the two matching boards to be the NE
corner. Place the remaining two boards to fit. 2.05 Starting tables. The following tables are used to determine
both the location of the reactor markers as well as the entry point
2.01.1 Overlays. Each player takes three terrain overlays. One for the various players.
must be single-hex. Only one may be larger than two hexes. Only
3.02 Escape. Units may escape from any edge hex within two 5.0 Variant Scenarios
hexes of their starting hex. They may not re-enter the map once 5.01 Timed Variant. A time limit can be set. At the end of the
they have left. Units that leave the map elsewhere are considered game, players count non-disabled Hovertrucks carrying a core as
destroyed. half a core toward their score. Otherwise, game play and victory
3.03 Special rules. The following rules should be used when conditions are as described above.
playing Salvage. 5.02 Advanced Scenario. Each player starts with 20 armor
3.03.1 Salvage. If a Hovertruck begins the turn in a hex with units and three Hovertrucks. One or more armor units may be
a reactor marker, the core can be loaded onto the Hovertruck. exchanged for three squads of infantry per unit. Specialist infantry
Disabled Hovertrucks may not move or load cores. Disabled results may be chosen at the usual cost. Otherwise, game play and victory
have no effect on the cargo. If a Hovertruck is destroyed, the core conditions are as described above.
is destroyed as well. 5.03 Ogre Scenario. Ogres are available to oversee the removal
Cores are very heavy. A Hovertruck carrying one has movement of the cores. Each player may choose one of the following starting
M2/0. forces:
A Hovertruck can’t hold infantry if it has a core loaded. Cores Mark V, 10 armor units (exchangeable for
remain on the Hovertruck unless it loads an infantry unit, in which infantry), 3 Hovertrucks.
case the core is placed in the hex and may subsequently be loaded Mark IV, 10 armor units (exchangeable for
by any player. GEV-PCs may not carry cores. infantry), 3 Hovertrucks.
3.03.2 Set for stun. Players may make “spillover only” attacks Fencer, 13 armor units (exchangeable for
on units (see section 7.12 in the Ogre Designer’s Edition rulebook). infantry), 3 Hovertrucks.
The difference here is that there is no specific target of the attack
(i.e., no unit is attacked at normal strength). Apply the spillover Mark III, 18 armor units (exchangeable for
effect of the attack to all units in the hex. Section 13.01.2 in the infantry), 3 Hovertrucks.
Ogre Designer’s Edition rulebook may be used if damage to terrain Two Mark IIs, 19 armor units (exchangeable
is desired as well. for infantry), 3 Hovertrucks.
3.03.3 Hijacking. If infantry overrun a hex containing an More than one player may choose any specific Ogre force. Ogres
enemy Hovertruck, a friendly Hovertruck replaces the enemy one may perform “Blocking” as described above. Otherwise, game play
once the overrun is resolved. A squad can spare one member as a and victory conditions are as described above.
driver without losing combat effectiveness. Cargo is unaffected
5.04 Peaceful Countryside. Bridges and roads through towns
by the hijacking. Hijacked Hovertrucks cannot move until the
are intact. This will speed up the game but help some starting
new owner’s next turn. If a Hovertruck carrying infantry overruns
positions more than others. Otherwise, game play and victory
an enemy Hovertruck, the infantry may dismount and hijack the
conditions are as described above.
enemy Hovertruck after all other overrun combat is concluded.
5.05 Quick Getaway. Cores are less heavy. Hovertrucks carrying
3.03.4 Blocking. Armor units may overrun an enemy Hovertruck
cores have movement increased to M2/1. Otherwise, game play and
without destroying it. The enemy Hovertruck may not move until
victory conditions are as described above.
the overrunning units leave the hex.
1.0 Introduction 2.01.2 Markers. Place a “SP 30” marker on the bridge at hex G1-
2013. If the defender places a bridge on the southern half of map
Spring 2079: The Paneuropean High Command wishes G1, place a “SP 20” marker on that bridge.
to capture the Ogre Factory at Sheffield. The assault force is
2.01.3 Factory building. The defender places the Ogre Factory
composed primarily of new “Pikeman” Mark I cybertanks, led by
in one hex of the 11-hex town on map G1. This structure is a 60 SP
a “irregularly acquired” Mark II cybertank nicknamed “Burghut,”
target. A strongpoint structure should be used to indicate the plant.
with conventional support. The factory has a small, dedicated
defense force and is hurriedly preparing two additional Ogres that 2.02 Combine units. The defending force consists of the
are essentially complete at the factory. But time is running out . . . following units:
1.01 Overview. This scenario depicts an attack on a strategic One Mark II Ogre – BNJ-231 “Benji”
target that is defended by what is initially an overmatched force. Six armor units and 20 squads of infantry – 15th Sheffield Home
1.02 Necessary materials. Battle for Sheffield requires only Guards [Col. Richard Smyth]
the retail version of Ogre Designer’s Edition. Four Howitzers (any mix) – 122nd Artillery Battery [Cpt. Dave
Lynch]
2.0 Setup The Combine player may choose to exchange one or more of the
2.01 Maps. Use maps G1 and S1, with S1 placed to the west (i.e., Howitzers for other armor at the standard rate. Cruise Missiles and
to the left) of map G1. Crawlers are not available to the Combine force.
2.01.1 Overlays. Place a three-hex town overlay over hexes 2.02.1 Combine setup. The Combine units may be placed
G1-2116, G1-2215, and G1-2216. Place a two-hex road overlay to anywhere on map G1.
connect the road in G1-2016 to that in G1-2315. Additionally, the 2.03 Paneuropean units. The attacking Paneuropean force
defender (Combine player) gets 12 ridge hexsides and one river consists of the following units:
bridge that may be placed anywhere on the southern half of map
Eight “Pikeman” (Mark I) and one “Burghut” (Mark II) Ogres –
G1, if desired.
XII Landsknecht Cyber Assault Division
1.0 Introduction Any enemy unit that is discovered will immediately attack the
closest friendly (player) unit, using a ranged attack on its turn if
Luck works both ways; only time will tell if it is good or bad. adjacent and overrun combat if the friendly unit enters the hex. See
This time it’s your luck that you have been ordered to take your section 3.03 below. Note that the discovery of Enemy Hotspots is
company and clear a route for supply convoys to push forward to done at the end of the player’s turn with the exception of overruns.
support the friendly salient extending into the enemy lines. Further There can be a second reveal after the player’s GEVs take their
complicating things is a mandate to protect the countryside as your second movement, if any additional Enemy Hotspots are traversed
force passes through. (initiating an overrun), or if a GEV finishes its move next to a
1.01 Overview. This is primarily a solitaire gauntlet scenario, dummy counter.
though it can be played with two or even more players. At its 3.02 Escape. Units may escape on any traversable terrain
core, it was designed as a way for beginning players to get a feel via any map edge but may not re-enter the map, and should be
for movement and combat while remaining interesting to more considered destroyed as per section 5.12 of the Ogre Designer’s
advanced players. Edition rulebook.
1.02 Necessary materials. Luck of the Draw requires only the 3.03 Special rules. The following rules should be used when
retail version of Ogre Designer’s Edition. playing Luck of the Draw.
3.03.1 Overrun combat. The player’s unit is considered the
2.0 Setup attacker against any discovered enemy units during an overrun.
Thus the revealed enemy units fire first and receive any terrain
2.01 Maps. Use Map G1. bonuses for defense.
2.01.1 Overlays. None are applicable for the basic scenario; see 3.03.2 Combat initiative. After all of the player’s units
5.01.1 in the Expanded Scenario below. have moved and any overruns have been resolved, but prior to
2.02 Enemy hotspot markers. The path the player’s force will the player’s combat phase, roll to determine initiative prior to
take to traverse the map must be determined beforehand. It must revealing the Enemy Hotspot. As a scenario-specific rule, if an
ultimately travel from the entrance edge to the opposite edge enemy unit conducts a ranged attack against the player’s adjacent
using one route. This route may be composed of any combination unit that uncovered it, the enemy unit will fire first on a further
of road or railroad hexes. Roll 2D6 and add 6 to the total; this is 1D6 roll of 1-3; this demonstrates that although the friendly units
the number of dummy counters that will represent potential enemy are actively searching for enemy holdouts . . . the enemy is still
concentrations. Each is to be placed in a hex on or bordering the waiting in ambush. Therefore, if the die roll determines the player
route that will be taken, preferably in some type of obstructed has initiative, reveal the Enemy Hotspot as above and proceed with
terrain. the player’s fire phase. If the hidden unit acquires the initiative,
2.03 Player units. For the basic scenario, the player will control do not reveal the unit until the player’s turn is done. Any Enemy
a force of one Superheavy Tank, three Heavy Tanks, three GEVs, one Hotspots revealed after the player’s GEV second movement phase
GEV-PC carrying three squads of infantry, and four Light Tanks. automatically get initiative, as the player’s fire phase has already
occurred for that turn. The sequence of the player’s turn is as
2.03.1 Player start. The force enters on turn 1 from either the follows:
north or south edge of the map. Units that begin on a road may
receive the movement bonus if applicable. Player units must stay Recovery phase.
within three hexes of the route at all times. Movement phase. Player moves all units, revealing and resolving
any Enemy Hotspots that are overrun.
3.0 Game Play Disable check for any unit entering terrain that could cause a
disable.
3.01 Enemy hotspots. When one of the player’s units either
ends its movement adjacent to, or attempts to move through, a hex Initiative phase. Roll for initiative for any Enemy Hotspots that
containing a dummy counter, roll 1D6 and consult the following are adjacent to a player’s unit. The enemy unit wins initiative on a
table: 1-3 roll on 1D6; the player wins on 4-6. If the player wins, reveal the
Hotspot.
1 All Clear
Fire phase. The player may target any revealed enemy units.
2 All Clear Enemy Hotspots that have yet to be revealed may not be targeted.
3 One Infantry Squad GEV second movement phase. Reveal and resolve any overruns
4 Two Infantry Squads as appropriate.
5 One Light Tank Reveal any Enemy Hotspots that won initiative during the
Initiative phase above. Also, reveal any Hotspots now adjacent to a
6 One Heavy Tank
GEV that has completed its second movement.
Operational Tempo
Low Medium High
Player Force 8 armor units & 3 12 armor units & 3 16 armor units & 3
infantry squads infantry squads infantry squads
Enemy Hotspots 10+1D6 15+1D6 20+1D6
Time Limit 20 turns 20-(1D6/2) turns 20-1D6 turns
Victory Points Add 20 VP for complete route Add 20 VP for complete route Add 20 VP for complete route
clearance. Double the cost clearance. Use standard clearance. Halve the cost of all
of all friendly elements lost VP costs for friendly units friendly units lost (i.e., a Heavy
(i.e., a friendly Heavy Tank (i.e., a friendly Heavy Tank Tank destroyed counts as -3
destroyed counts as -12 VPs). destroyed counts as -6 VPs). VP); round normally (so, a Light
Tank lost will cost the player -2
VP [3⁄2 = 1.5, rounded up to 2]).
5.02 Convoy Scenario. Further complexity may be added infantry squad that will then be eligible to be attacked by any of the
through the inclusion of an actual convoy (in which case, the player’s units in a conventional manner. Determine the target Truck
mission would change to convoy security/protection instead of randomly. The enemy infantry squad will be placed in an unoccupied
purely route clearance). hex adjacent to the Truck that has the highest defensive bonus for
the infantry (randomly determined if more than one hex qualifies).
5.02.1 Convoy details. The quantity and value of the Trucks is
If there are no empty adjacent hexes, place it in the hex with the
dependent upon the Operational Tempo level of the scenario. For
Truck and proceed with an overrun as if the Truck just moved into
a Low Operational Tempo, the convoy consists of four Trucks and
the hex.
each Truck is worth 3 VP if destroyed. For a Medium scenario, there
are eight Trucks valued at 6 VP each. Finally, for a High Operational 5.03 Ogre Map Scenario. The orange Ogre map may be used for
Tempo, add 12 Trucks to the player’s force, and each Truck is worth any of the non-convoy scenarios above. In this case no route needs
9 VP if destroyed. to be cleared; rather a sector of enemy holdouts must be eliminated.
All of the craters on the map should be replaced with rubble piles,
5.02.2 Targeting Trucks. When an enemy unit is revealed, if a
with corresponding movement and defense statistics. Place the
player’s Truck is within range of the revealed enemy unit, that unit
Enemy Hotspots in any manner on the map, including in rubble.
will preferentially attack the Truck. Otherwise combat is as above.
Whenever an Enemy Hotspot is revealed, any adjacent Hotspots are
5.02.3 Random Truck attacks. Prior to the start of each turn revealed at the beginning of the enemy’s turn and will engage the
for the player, roll an additional 1D6; on a result of 6 a single Truck player’s forces. Otherwise play as above.
element will suffer a ranged attack from an adjacent hex by a 1⁄1
Good luck to you and your troopers...!
Wounded Company:
Ogre Rescue
by Frank Barberis
1.0 Introduction “It didn’t answer the Comm, sir. Are we going to follow it back to
the front?”
Combine Fort Lion, 0430 hours
The major lowered his binoculars and answered ponderously,
“Sorry to wake you, sir, but we have new orders from Command. “Sergeant . . . if I lose the fort, the general will understand. If I lose
Something went to hell at the front. General Keyes has ordered the the battalion, it will end my career. But if I lose the general’s Vulcan,
Mark V to cover for our immediate evac.” he will shoot me himself. Sometimes I truly hate Ogres.”
“I see . . . thank you, Sergeant.” The groggy major drew a slow 1.01 Overview. An impetuous Vulcan is determined to rescue
exasperated breath before he continued, “We mustn’t leave anything an immobilized Mark V. Despite the odds, and his orders, he intends
for the enemy. Your job is to encrypt and hard copy our computer to retrieve his comrade’s AI brain.
data. Bring that to me when you’re done. Order the infantry and tank
A Vulcan is too tempting a prize to ignore, forcing the
crews to bug out now and have the engineers rig the fort to blow in
Paneuropeans to re-engage. In return, the Combine force is drawn
three hours. Call in the patrols. I want them all back in two hours and
back into the conflict to protect their disobedient, but irreplaceable,
ready to evacuate.”
Vulcan.
“Sir, about the tanks. We don’t have enough crew for them all.
1.02 Necessary materials. Wounded Company: Ogre Rescue
Should we blow them too?”
requires the Kickstarter version of Ogre Designer’s Edition. The
“Not so hasty, Sergeant. Just give command access to the Vulcan, scenario may be played with the retail version by substituting a
and let it handle it.” different Ogre mini for the Vulcan and other tokens or counters for
the Vulcan Drones.
Combine Fort Lion, 0620 hours
“Sir, our patrols are all in and Fire Cat platoon reports the Mark V
2.0 Setup
is holding the front, but it won’t last long.” 2.01 Maps. Players may select a map of their choice and begin
on opposite sides.
“All right then, time for us to go, Sergeant. But I don’t see the
Vulcan. Where is it?” 2.01.1 Overlays. Map overlays are optional, but if used are
determined by random die rolls. For each bridge, either large or
stream, roll one die and consult this table:
Paneuropean Striker Battalion Command, 0623 hours
“Sir, Striker Flank reports the Mark V is immobilized and that they Die Roll Overlay
are bypassing it now to attack the fort.” 1-3 None
“Fate favors us today! We’ll finish it off later, Lieutenant. It’s not 4-6 Destroyed
going anywhere.”
“Sir, Striker Flank’s scanners are reporting a new target vectoring For each city hex or group of adjacent city hexes, roll 1 die and
toward the Mark V. My God, sir . . . it’s a Vulcan!” consult this table:
“Lieutenant, send this Flash 2: All Striker forces to return to Mark
V locale and engage Vulcan, now designated as target: Opportunity. Die Roll Overlay
New primary mission goal – capture Opportunity at all costs!” 1-2 None
The battalion commander gave a relaxed sigh and continued, 3-4 Damaged, roads cut
“Lieutenant, I’m going to hang that thing’s ID plaque on my wall,
right next to the medal Central Command’s going to give me!” 5-6 Rubble, roads cut
1.0 Introduction 2.02 Blue Nation. The Blue Nation, the island in the northwest
corner, uses Paneuropean units and tactics. Use Paneuropean
A theoretical wargame, used by Combine commanders to counters to depict the Blue Nation on the map. Strong militarily,
train officer candidates, the scenario was played with the help of the Blue Nation is deficient in materials and resources, and has
sophisticated combat simulators, and the results were dissected begun a war of conquest to subjugate the peoples of the free world.
and studied. The victorious commander had to be a master of both
2.02.1 Blue Nation units. The Blue Nation starts the game with
tactics and strategy – planning the shape and layout of the battle
one Fencer cybertank, 18 armor units, 18 squads of infantry, and
was as important as the conduct of combat.
CP Alpha (D1, M0). These forces setup anywhere on the northwest
1.01 Overview. Players must destroy the opponent’s CP or island. Specialist infantry, if chosen, are picked with the additional
eliminate all opposition. By occupying towns on the map, players cost as per Ogre Designer’s Edition.
can influence the quantity and location of reinforcements during
2.03 Red Nation. The Red Nation, the island in the southeast
the game.
corner, uses Combine units and tactics. Use Combine counters to
1.02 Necessary materials. Two Nations, One War requires only depict the Red Nation on the map. The Red Nation must defend
the retail version of Ogre Designer’s Edition. itself against the aggressive plans of the Blue Nation. The Red
Nation starts the game with more resources at its disposal.
2.0 Setup 2.03.1 Red Nation units. The Red Nation starts the game with
one Ogre Mark III-B, 14 armor units, 18 squads of infantry, and CP
2.01 Maps. Use the G1 and S1 maps, both maps with north Beta (D1, M0). The Red forces set up anywhere on the southeast
facing up. Place the S1 map to the west of the G1 map. All towns are island. Specialist infantry may be taken at additional cost per Ogre
intact and all bridges are up. Designer’s Edition.
2.01.1 Overlays. Each river has a fordable hex – hex 1720 on 2.04 Scenario setup. Both sides should set up behind a screen.
map S1 and hex 1304 on map G1. Treat these hexes as forest, not Stacking limits must be observed. No Cruise Missiles are allowed.
river. Place a forest hex overlay on these two hexes to mark the ford Blue Nation moves first.
(see map).
1.0 Introduction northwest corner (map edge hexes 0106 to 0801 inclusive) and the
southwest corner (map edge hexes 0118 to 0822 inclusive). The
The Dragon is a Doppelsoldner that controls the area around Red and Green players need not bring in all their forces on the first
Magdeburg. It has recently acquired the large Ogre manufacturing turn, but all forces must enter in their respective entry zones when
facility outside of Braunschweig, along with all of the highly trained they do enter the map. The entrance hex does count against their
engineers and artificers who live there. This dramatically changes movement allowance. Units that enter on the road (or rail, for GEVs)
the balance of power in the region. may receive the movement bonus as per section 5.07.1 of the Ogre
Two local warlords who lack this heavy industrial capability seek Designer’s Edition rulebook.
to take this area from the Dragon while its forces are concentrated 2.04 Cruise Missiles. Cruise Missiles are not permitted in this
to the east. What the warlords aren’t counting on is the Dragon scenario.
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.
1.01 Overview. This is a three-player scenario where three
3.0 Game Play
factions fight over strategic resources on the map. 3.01 Reinforcements. Starting on turn 2, the Blue player rolls
a die at the beginning of his first movement phase every turn – on
1.02 Necessary materials. The Dragon of Magdeburg requires a roll of 1 or 2, the Dragon (a Doppelsoldner) enters from any hex
only the retail version of Ogre Designer’s Edition to be played, on the east edge of the map! Only one Doppelsoldner is available for
although the Kickstarter version may be helpful. reinforcements.
3.02 Escape. Any Blue unit can withdraw from the east edge of
2.0 Setup the map. Warlord units can exit from their respective entry zones.
2.01 Map. Use Map G1. Units that leave may not re-enter the map. Units that leave the map
are not counted as lost for victory point calculations (see below).
2.02 The Dragon forces. The Dragon’s garrison units are Blue
and are defending. The Blue player gets 48 VP of infantry plus 60 VP 3.03 Overrun combat. The overrun rules from Ogre Designer’s
worth of armor units that can set up anywhere on the map. The Blue Edition (section 8.00) should be used for this scenario.
player moves last. 3.04 Special rules. The following rules should be used when
2.02.1 The Dragon Doppelsoldner. The Blue player has a playing The Dragon of Magdeburg.
Doppelsoldner that enters the map at some point as a reinforcement 3.04.1 Control of town hexes. All unoccupied town hexes
force (see below). This unit also acts as the CP for the Blue player. are considered to be under the Dragon’s control. For a town to be
If the Dragon withdraws, it still acts as a functioning Blue CP, even considered controlled by one of the warlord factions, a minimum
though it may not re-enter the map. of one armor unit or squad of infantry must occupy it at the start of
2.03 Warlord forces. The warlord forces are Red and Green (or that player’s turn.
some other third force colors) and are attacking Blue and possibly 3.04.2 Overrun damage to terrain. Section 13.01 from Ogre
each other. (The Red and Green players are encouraged to think up Designer’s Edition (Damage to terrain and roads) is in effect for
suitably grandiose titles for themselves). The attacking warlords this scenario, but due to the sturdy construction of the factory
get 300 VP each, in any combination of armor and infantry, at the buildings, only vehicular overruns cause automatic damage to
standard cost per unit. town hexes.
2.03.1 Warlord Ogres. The Red and Green player may choose 3.04.3 Combat Engineers. Combat Engineers are available
Ogres as part of their respective 300 VP force. Only Mark I or Mark for purchase during the initial force selection. Armed with
II Ogres may be selected. A Mark I Ogre costs 24 VPs and a Mark II nasty close-in weapons like flamers, plasma guns, and explosive
Ogre costs 48 VPs. charges, these specialist troops have their attack strength tripled
2.03.2 Warlord Command Posts. The Red and Green players in overrun combat and receive a +1 bonus to their die roll on the
must each designate one unit as a Command Post (CP). This CP can Combat Results Table during overruns. Otherwise they act as normal
be either one of their Ogres or a mobile CP (a mobile CP has no VP infantry. They cost twice as much as normal infantry. If there are
cost). If more than one of the same Mark of Ogre is purchased by a no Combat Engineer counters (as per the retail edition of Ogre
faction, the CP identity should be kept secret and recorded in a side Designer’s Edition), Marine counters may be used to differentiate
note. the Combat Engineers from regular infantry, or some other token
(penny, etc.) may be placed upon the infantry counter to designate
2.03.3 Warlord entrance. The Red and Green players should it as a Combat Engineer.
each roll 1 die, and the player with the highest roll has the choice
of either moving first or picking which zone they wish to enter
the map. The entry zones for the Red and Green players are the
1.0 Introduction of artillery set up on or within one hex (again, no more than one
unit per hex); they can all be dummy units or some of the additional
The Combine has discovered a Paneuropean bioweapons armor units may be used for real artillery to set up next to the
lab hidden in the jungles of Nova Brasilia. A Combine-backed decoy building(s) and the remaining dummy units may be placed
mercenary force is dispatched to destroy it while still allowing for elsewhere. The infantry and remaining armor units may be set up in
plausible deniability. or north of hexes S2-xx05. The defender also gets reinforcements
1.01 Overview. An attacking force must identify and destroy a (see below).
hidden target, while sustaining as minimal casualties as possible.
1.02 Necessary materials. The Hidden Lab requires only the
retail version of Ogre Designer’s Edition.
2.0 Setup
2.01 Maps. Use maps G2 South and S2 North, with G2-S placed
on the north end of S2-N.
2.01.1 Overlays. The defender may choose up to 12 hexes of
overlays (any type) and place them anywhere in or north of hexes
S2-xx05. The overlays are placed before the attacker selects his
forces.
2.02 Buildings. The defender gets four buildings: one 80 SP
strongpoint (The Lab) and three 20 SP admin buildings (Decoys).
All four buildings are set up camouflaged (see section 11.06 in the
Ogre Designer’s Edition rulebook) and at least six hexes apart on
map G2-S.
2.03 Paneuropean units. The defending Paneuropean force
consists of six armor units of artillery (defined as Missile Tanks,
Mobile Howitzers and/or Howitzers), along with an additional
six armor units and 18 squads of infantry. The defender also has
18 armor units of dummy artillery (see section 13.06 in the Ogre
Designer’s Edition rulebook).
2.3.1 Paneuropean setup. The six armor units of artillery must
be set up on or within one hex of the Lab, no more than one unit
per hex. The remaining buildings must also have six armor units
Uncivil Engineers
by Josh Megerman
1.0 Introduction 3.02 Escape. Attackers escaping the map can leave from either
the NE corner between hexes G1-1712 and G1-2315 or the lake in the
The Combine has captured a Paneuropean power plant intact, SW corner (though only the NE exit counts for victory conditions).
but not before it was sabotaged. A mechanized infantry company Defenders may escape from anywhere on the map except the two
is rushing a group of engineers to repair it, but they have to run a lakes.
Paneuropean gauntlet across a rear area to get there.
3.03 Terrain damage. The optional rules “Damage to terrain
1.01 Overview. Uncivil Engineers is a timed gauntlet scenario, and roads” and “Destruction of bridges” should be used in this
where the attacking force must break through a camouflaged scenario. See Ogre Designer’s Edition rulebook, sections 13.01
Paneuropean line as quickly as possible. and 13.02.
1.02 Necessary materials. Uncivil Engineers requires only 3.04 Special rules. The following rule should be used when
the retail version of Ogre Designer’s Edition, although the playing Uncivil Engineers.
Kickstarter edition is preferred.
3.04.1 Engineers. The Engineers have no opportunities for
engineering in this scenario – their job will come later. Other than
2.0 Setup being treated as special for victory conditions, the Engineers are
treated as normal infantry with no additional abilities.
2.01 Maps. Use maps G1 South and S1 North, with G1-S placed
on the north end of S1-N. All three bridges on the map start the
scenario intact. 4.0 Endgame
2.01.1 Overlays. The defender may choose up to four hexes 4.01 Ending the scenario. The game ends when all of the
to start the game as rubble. They must be placed north of the line Combine units either escape or are destroyed.
running from S1- 0101 to S1-2312. Additionally, they may not be
4.02 Objectives. The attacker’s objective is to get the Engineers
placed in a water hex nor may they be in adjoining hexes.
and at least one GEV-PC across the map and exiting the NE corner,
2.02 Paneuropean units. The defending Paneuropean player as quickly as possible. The attacker loses victory levels if it takes
gets 16 squads of infantry and six armor units, all placed north of the nine or more turns to get off the map. The defender’s objective is to
line running from S1-0101 to S1-2312. The units are camouflaged prevent this from occurring.
as per Section 13.05 of the Ogre Designer’s Edition rulebook.
4.03 Victory levels. The winner is determined by how many
2.02.1 Paneuropean setup. The defender sets up first. All Engineers make it off the board; whether at least one GEV-PC
defending units are revealed at the end of the attacker’s first makes it off the board; and how long it takes. Starting on turn 9,
movement phase. reduce the attacker’s victory by one level, and again every two turns
2.03 Combine units. The attacker gets three Engineers (use thereafter.
Marines if Engineer counters are unavailable), nine squads of Complete Paneuropean Victory – No Engineers escape.
regular infantry, four GEV-PCs, and eight armor units of additional
Paneuropean Victory – One Engineer and no GEV-PCs escape.
GEVs and/or LGEVs.
Marginal Paneuropean Victory – Two Engineers and no GEV-PCs
2.03.1 Combine setup. The attacker moves first, entering on
escape.
any hex or hexes on the lake in the SW corner of the map. The entry
hex counts for movement, and all GEV units are assumed to have Draw – Three Engineers and no GEV-PCs escape.
been on the lake and may take the water bonus if applicable (see Marginal Combine Victory – One Engineer and at least one
5.08.2 in the Ogre Designer’s Edition rulebook). The attacker does GEV-PC escapes.
not have to commit all of his forces on turn 1, but must commit the
remainder on turn 2. Combine Victory – Two Engineers and at least one GEV-PC
escapes.
3.0 Game Play Complete Combine Victory – Three Engineers and at least one
GEV-PC escapes.
3.01 Reinforcements. There are no reinforcements in this
scenario.
5.0 Variant Scenario
5.01 Ogre Variant. The defender and attacker each get an
additional four armor units, and may use section 13.03 of the Ogre
Designer’s Edition rulebook to trade units for Ogre Mark Is.
Counterattack!
by Mike Ptak
Footrace
by David Rock
1.0 Introduction to be a Mobile Howitzer umbrella supporting their infantry line, but
the latest intel says it’s moved to the western front. You might be
“I’m sorry, Captain. I don’t have any forces to spare.” The major able to get some trucks through. I can only give you a few squads in
looked back at the holodisplay. support. It will be tough enough without the Howitzers in place; if
“But sir,” the Captain implored, “people are dying. Without the they’re still there, it will be a bloodbath.”
vaccine we have, there won’t be anyone left. Even if we could get just The captain stared at the major. “We can get through. We must.”
one truck through the blockade, some will survive. A half-dozen could
1.01 Overview. Paneuropean forces are trying to run a convoy
save much of the city.”
of Trucks with supplies. The problem is they have only infantry to
Silence enveloped the two like a wool blanket as they stared at the escort the Trucks. On the plus side, the Combine forces have only
regional map. infantry as well, and not a lot of them. It’s a footrace to see how
“Perhaps . . .” The major pointed to a suburb on the southern many Trucks can get off the north side of the map.
aspect of the city. “There. These ruins are lightly defended, as most 1.02 Necessary materials. Footrace requires only the retail
armor would be destroyed trying to navigate that morass. There used version of Ogre Designer’s Edition.
2.0 Setup 3.03 Terrain damage. The optional rule “Damage to terrain and
roads” should be used in this scenario. See the Ogre Designer’s
2.01 Maps. Footrace utilizes the north half of the Ogre Map. Edition rulebook, section 13.01.
2.01.1 Overlays. Both town and damaged town overlays are 3.04 Special rules. The following rules are to be used in
used. Town overlays are placed on the following hexes: Footrace. When applicable, the related rule from Ogre Designer’s
3-hex (x6): 0301-0302-0402, 0601-0602-0701, 0901-0902- Edition is noted.
1002, 1108-1208-1209, 1201-1202-1301, 1304-1404-1405 3.04.1 Stacking units. The stacking limit of 5 units per hex
2-hex (x6): 0502-0503, 0604-0605, 0609-0708, 0804-0903, (5.02.2) is enforced.
0908-1009, 1102-1203 3.04.2 Mounted infantry. Infantry may not ride in the Trucks;
1-hex (x1): 0104 the Trucks are already full with supplies.
Damaged town overlays are placed on the following hexes:
3-hex (x6): 0208-0307-0308, 0304-0404-0405, 0510-0610-
4.0 Endgame
0611, 0705-0805-0806, 1104-1204-1205, 1306-1307-1407 4.01 Ending the scenario. The game ends when the last
Paneuropean unit either escapes or is destroyed.
2-hex (x6): 0203-0204, 0309-0410, 0406-0407, 0807-0808,
1210-1211, 1505-1506 4.02 Objectives. Victory is based on the number of surviving
Trucks, not victory points, at the end of the scenario. Surviving
Tip for placing overlays: Place all of the three-hex overlays first,
infantry squads play a role in determining the level of victory for
especially the four 3-hex town that overlays across the north end of
each side.
the map. Place the single 1-hex town overlay at 0104 and then the
two-hex overlays will become fairly obvious as connecting pieces. 4.02.1 Combine objective. Destroy the Paneuropean Trucks.
2.01.2 Hexsides. Ridges partially covered by overlays are not 42.2 Paneuropean objective. Get as many Trucks off the north
ridges and do not affect movement. edge of the map as possible.
2.02 Combine units. The Combine force consists of 12 strength 4.03 Victory levels.
points of infantry. Place three squads each in hex 0301, 0601, 0901, Complete Paneuropean Victory – All Trucks exit the north edge
and 1201. of the map and at least nine Paneuropean squads escape and/or
2.03 Paneuropean units. The Paneuropean force consists of survive.
18 strength points of infantry and 10 Trucks. All units may enter Paneuropean Victory – Six to nine Trucks exit the north edge and
anywhere along the south edge of the map. The Paneuropean forces at least nine Paneuropean squads escape and/or survive.
move first.
Marginal Paneuropean Victory – Six or more Trucks exit the north
edge.
3.0 Game Play Marginal Combine Victory – Five or fewer Trucks exit the north
3.01 Reinforcements. Combine forces get an additional six edge.
squads of infantry – three entering from either hex 0601 or hex 0901
Combine Victory – One to five Trucks exit the north edge and at
on the north edge, and three from anywhere on the south edge.
least nine Combine squads survive.
These forces enter on the turn after any Paneuropean unit crosses
the crater row marked by the arrows on the side of the map (i.e., the Complete Combine Victory – All Trucks are destroyed and at least
line separating the north and central areas of the Ogre map). nine Combine squads survive.
3.02 Escape. Paneuropean squads exiting the north edge count
toward the total surviving squads for victory conditions. Squads or 5.0 Variant Scenario
Trucks that exit off any other map edge are considered destroyed.
5.01 Hovertruck Scenario. The Paneuropean forces may
replace any number of Trucks with Hovertrucks.
Assault on Amsterdam
by Kevin Roust
1.0 Introduction obvious that this is no mere feint, but instead an attack directed at
Amsterdam’s lasers.
Although the first Combine attack on Amsterdam in August
As the Paneuropeans recognize the trick, can they restore
2092 was repulsed, the six weeks that followed saw swarms of
Amsterdam’s defenses before the Cruise Missiles start flying?
Cruise Missiles targeting the regional Paneuropean headquarters.
The network of Laser Towers did its job, however, and every missile 1.01 Overview. The Combine forces, led by an underwater
was destroyed harmlessly, far from anything of value. force of Superheavy Tanks and a land-based force of smaller tanks,
are attempting to bring down the laser network and begin the
In mid-September, Combine Ogres and GEVs were observed
destruction of Amsterdam. The GEV reinforcements, scrambling
organizing off Denmark, obviously preparing for another attack
from the (feint) assembly area, arrive to face the Paneuropean
on Amsterdam. Paneuropean forces were redeployed to meet this
reinforcements and continue the destruction. Finally, the missile
threat, leaving Amsterdam with only its lasers and home guard.
carriers enter to make a shorter-range launch against a defenseless
At dawn on 22 September, the woods around Amsterdam came Amsterdam.
alive with the sound of Combine tanks. Within minutes it was
Holidays
by Corrado Zabetta
1.0 Introduction on the map (including the two half hexes in 1312 and 1512), the
defender rolls a die and consults the table below to determine what
A dead railroad branch, a forgotten Howitzer, a holiday (if any) force is in that hex:
interrupted . . .
1.01 Overview. A Combine unit, in the rear guard and late 1 Nothing
to retreat, decides to cut through a quiet strip of land to reunite 2 One Truck
with the main army. Hoping to shoot their way through a weak
point, these Combine troops are in for a holiday surprise. Many 3 One GEV-PC
Paneuropean infantrymen are spending time at home or friends’ 4 One infantry squad
homes, and most of them have their battlesuits and the transport 5 Two infantry squads
they arrived in. Alerting each other to the danger barreling down
on them, scratch units form up and move into position to protect 6 Three infantry squads
their homes . . .
1.02 Necessary materials. Holidays requires only the retail Note: If a defender’s unit appears in a town already occupied by
version of Ogre Designer’s Edition to be played. attacker units (it can happen for the westernmost cities in the first
turn), there is an immediate overrun combat (rule 8.00) with the
newly created defending unit firing first.
2.0 Setup
2.01 Maps. Use maps G1-North and S2-North. Place map S2-N 3.0 Game Play
east of map G1-N (i.e., to the right of map G1-N).
3.01 Reinforcements. The advance guard of the main
2.01.1 Overlays. The two half cities in 1312 and 1512 on map Paneuropean force is pursuing the Combine units. These
S2-N are treated as complete cities. Place a city overlay under these reinforcements begin to arrive on turn 6, at which time the
hexes to help remember this if necessary. All half hexes are legal defender gets one armor unit that enters anywhere on the west
and counted as full hexes of the dominant terrain type. edge of map G1-N. On turn 7, two armor units arrive from any hex on
2.01.2 Markers. The defender places five “?” counters along the west edge. Three more armor units arrive from the west on turn
the railroad and secretly chooses one, writing the location down. 8, followed by four more on turn 9. The Combine does not receive
This is the location of a railcar-mounted Howitzer (see section 3.04 reinforcements in this scenario.
below). 3.02 Escape. Attackers can only escape from the east side of
2.02 Combine units. The Combine attacker gets 12 armor units map S2-N. Leaving from any other edge would constitute a loss of
and moves first, entering from the west border of the map. Note the unit as per 5.12. Defenders are at home; they can leave the map
that no defending units are on the map during the attacker’s initial in any direction they choose without penalty. However, as per 5.12,
movement phase. units leaving the map may not re-enter later.
2.03 Paneuropean units. The composition and location of the 3.03 Terrain damage. The optional rules “Damage to terrain
Paneuropean defender’s units are determined after the attacker’s and roads” and “Destruction of bridges” should be used in this
force has entered the map, but before it fires. For each city hex scenario. See Ogre Designer’s Edition rulebook, sections 13.01 and
13.02 respectively.