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Use all stats from the Ogre Mark III. However, when attacking a weapon on a Dragon, “D” results do count. A weapon that receives a “D” result is disabled and may not fire on
the owning player’s turn. This “D” result is cleared at the end of the owning player’s turn. Additional “D” results have no effect.
For example, several tanks fire on a Dragon Main Battery at 1:1 odds. I roll a 4, which is a “D” result. On regular Ogres this would have no effect, but on a Dragon the Main
Battery is now disabled. I make another 1:1 attack against the disabled Main Battery, and roll a 3, which is also a “D” result. This second “D” result has no effect. On the Ogre’s
turn, it may not fire the Main Battery, and at the end of the turn the weapon is no longer disabled.
Karl’s Ogre Miniatures rules:
Here are my quick and dirty miniature rules for playing Ogre/GEV using miniatures. Unless otherwise stated, all rules are according to
GEV and Shockwave.
Scale:
The scale of this game is rather large, much larger that the actual miniature scales (even a huge Ogre is only 1/12th of an inch long in
scale). Think of the game table as a holotank at Headquarters, with the miniatures as 3D icons, showing a visual representation of the
units and terrain. Anyway, we can’t measure distances from any part of the miniatures, as this is much too large, so we need to
measure all distances on a miniature from one single point. Each miniature should have a good single point to measure from, hatches
and whatnot, just be consistent. Distances on the Ogre are, of course, measure from the ball on the conning tower. Measure the
distance from infantry stands from the one infantry figure permanently glued to the base.
The scale is 1” = 750 meters. Thus 2” equals 1 hex in regular GEV. Double the movement rate of all units and you get their movement
rate in inches. Double the range of all units and you get their range in inches.
Spillover Fire:
If a unit is attacked and has any friendly unit(s) within 1” of it, these friendly units will undergo Spillover fire, as per the GEV rules.
Overrun Combat:
If any moving unit(s) move to within 1” of an enemy unit during their movement, they are initiating an Overrun. All units that moved
into 1” range of the enemy unit are in the overrun, and any enemy units within 1” of the enemy unit being Overrun are “in the same
hex”, and thus are involved in the overrun as well.
Unit Summary:
Unit Move Attack Range Defense Cost Notes
Heavy Tank 6” 4 4” 3 6
Missile Tank 4” 3 8” 2 6
Light Tank 6” 2 4” 2 3
Superheavy Tank 6” 3/3 6” 5 12 1
G.E.V. 8”/6” 2 4” 2 6
Light G.E.V. 8”/6” 1 4” 1 3
G.E.V. APC 6”/4” 1 4” 2 6
Howitzer 0 6 16” 1 12
Mobile Howitzer 2” 6 12” 1 12
Infantry Squad 4” 1 2” 1 2
Heavy Infantry Squad 4” 1 2” 1 4 2
Marine Infantry Squad 4” 1 2” 1 4
Engineer Infantry Squads 4” 1 2” 1 4