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STEVE JACKSON'S OGRE F.A.Q. =============================================================================== DISCLAIMER: User-submitted unofficial content, not affiliated with Warehouse23, Steve Jackson Games, Meta-Games, or anything sane. =============================================================================== TABLE OF CONTENTS: Introduction The Computer Game Pen / Paper Introduction Note on Range Combat Results Table Over-run Ramming Cruise Missile Detonation Terrain Movement Modes Official Units List Unofficial Units List The Puzzle of the Missile GEV The Ubiquitously Missing Engineering Vehicle Drones Getting the Official Nod from Warehouse 23 Specialist Infantry and why Marines suck all ass Underwater Explosions, Submarine Concussion and Shock Walkers, Large Metal Robots with Guns Overview Movement and Terrain CRT and Overruns Buying Walkers Optional Walker Rules The OGRE Missile Carrier or Heavy Missile Tank Overview Design Notes The Missile Truck Overview Design Notes The EMP Tank Overview Design Notes The Laser Tank Overview Design Notes The OGRE Mk. VII Overview Design Notes Scenarios Nuclear Hare and Hounds Gang Bang OGRE style Appendix Politics =============================================================================== INTRODUCTION: The Apple II-c Steve Jackson's OGRE game uses the basic set sold in 1977 for 3ドル.00 USD and does not include supplements from G.E.V., Shockwave, or Miniatures (meaning no overruns, etc.). For the past 40 years, this game has set a pace of refinement that's been out-paced by computer driven RTS games (Command and Conquer, Starcraft, et al.). Yet, the simplicity of OGRE is one that can be played with a few six-sided die and charts/tables that can fit on a standard 8.5" x 11" paper. No spending 500ドル for anybody to play something that's both simple and complex all at once. This file is published with several intentions: (1) To codify the existing rules and stats with the produced minatures from Warehouse23. (2) To acclimate the modern audience of "fan-b0y-n00bz" who cannot calculate odds from a six-sided die without a calculator .... clicked from their Start Menu. (3) To introduce and archive user-submitted units over the past 40 years, along with explanations. =============================================================================== THE COMPUTER GAME The computer game was written for the Ogre basic set, which covers the Mark III and Mark V Ogre cybertanks against a predetermined force of Paneuropean defenders using a variety of manned armored vehicles: GEVs, Heavy Tanks, Howitzers, Missile Tanks, and Infantry. The other convetional units: Light Tank, Mobile Howitzer, Marines, Engineers, LGEVs, GEV-APCs, Heavy Weapons Infantry, and other Ogre cybertanks were still some years away from being perfected. In addition, the only terrain used were crater and clear. On hex paper. Now that you realize that the computer game is missing about 75% of the whole kaboodle, let's skip the bull and get back to the basics. =============================================================================== PEN/PAPER GAME INTRODUCTION: OGRE is basically a pen and paper real-time strategy game, using a hex-based map for moving armored units around a map to win a battle (or complete objectives). The difference between OGRE and other war-gaming games, is those other games have basically similar units on both sides, OGRE designed one player to be in control of a very powerful, very tough to kill cybertank. The defending player(s) may have a larger number of units, but those units will not stand up in a 1-to-1 fight against the invading player(s) OGRE. Variations of the unit placement and assignment has led to many scenario missions. These official scenarios may be found in these supplements (which may or may not be in print): [] Ogre Deluxe [] G.E.V. Deluxe [] Ogre Miniatures [] Ogre Shockwave [] Ogre Battlefields =============================================================================== NOTE ON RANGE: All distance units in this file are hex-sides, since they are easier to count. Command and Conquer and Starcraft both use cells, despite their advanced look. For OGRE miniatures, the distance units need to be doubled to half-hexes (OGRE miniatures use inches, which translate well if the maps are treated as half-hexes instead of full-hexes ....). Half-hexes definitely offer more variety since units have a wider range of movement. =============================================================================== COMBAT RESULTS TABLE: The simplicity of the game is based on a six-sided die. An attacking unit has an attack value that is compared to the target's defence value, rounded towards the defender's favor. For example, a tank with an attack value of 4 shooting a target with a defence value of 2 will have a 2-1 odds. On the other hand, a tank with an attack value of 2 shooting a target with a defence value of 3 will have 1-2 odds. If an attacker does not have an attack factor of at least half of the target's defence value, the attack is negligible. Once the combat odds are found, a six-sided die is rolled and the results can be NE, D, X, or XX: --------------------------------- 1-2 1-1 2-1 3-1 4-1 --------------------------------- 1 NE NE NE D D 2 NE NE D D X 3 NE D D X XX 4 NE D X XX XX 5 D X XX XX XX 6 X XX XX XX XX --------------------------------- NE -- No effect. Target's counter-measures effectively countered the attacker's shots. D -- Disabled. Target is disabled but not destroyed. A D-result on a unit already disabled means it will be destroyed. Since a disabled unit cannot move or attack until one player turn passes, this usually means an opponent will be able to destroy a disabled unit under normal circumstances. A disabled unit becomes "un-disabled" after one turn passes (meaning at the start of every two turns, disabled units recover). X -- Destroyed. The target is destroyed, leaving a hulk that may be used as hard cover (optional rule), or as an obstruction (also optional). XX -- Annihilated. The target is utterly vaporized, leaving behind nothing. For most games ignoring optional rules on hard cover, the XX and X results are effectively the same. =============================================================================== OVERRUN: Overrun attacks were introduced in the expansion G.E.V. Basically speaking, an attacker can initiate an overrun on a hex occupied by an enemy unit. This means the attacker moves as many of his units into the hex for the overrun as he desires. The defender may move any of his units to the same hex to participate in an overun provided they can move there (this is done on the attacker's turn). Immobile units (such as howitzers or any unit that is disabled or stuck) obviously cannot move into the party hex and attend the overrun. A disabled unit in the hex of the overrun may fire back at half attack strength and defend normally during the overrun. Defending units get the terrain defence bonus during an overrun (they are emplaced) as well as from revetments, entrenchment, etc. Attackers do not since they are moving to assault a defensible position. Infantry are treated as single squads for overrun; this is to manage logisitcs and to prevent infantry from being too powerful, since infantry -- like Ogres -- double their weapon attack values during an overrun. Resolve attacks according to the CRT but treat D results as X results, unless the target was a cybertank (Ogre). These fire rounds keep taking place until only one side remains holding the field. The optional walker units (mecha) have first fire (defender's walkers fire first, then attacking walkers, then defending Ogres and units, and last attacking Ogres and units); this coupled with the walker's ability to double its attack value (and allot it to different targets) during an overrun may make it an overrun specialist. =============================================================================== RAMMING: An Ogre may ram after the fire phases during an overrun and lose 5 tread units to an equal sized or larger Ogre, or lose 2 tread units to a smaller sized Ogre or vehicle (there is discussion to reduce this to 1 tread unit for all non-Ogre armor units, except the Superheavy). The rammed unit is destroyed. A Superheavy tank is treated like a Mark I for purposed od the table below; a Superheavy tank that attempts to ram loses "notional tread units", until such it can no longer move. A Superheavy tank has 24 such "notional tread units". Against enemy Ogres, the damage done from a ram is done directly to the tread units. The amount of tread unit damage done is determined by the ramming (or attacking) cybertank: - 1D6 - Mark I, Superheavy, Mark II - 2D6 - Mark III, Mark III-B, Ninja - 4D6 - Mark IV, Mark V, Fencer/Fencer-B - 6D6 - Mark VI, Doppelsoldner =============================================================================== CRUISE MISSILE DETONATION: Cruise Missiles are introduced in the expansion Shockwave. Ogre Miniatures simplified the rules of unit destruction (instead of varying it by unit type); the Miniatures rules will be used for sake of simplicity. When a cruise missile is fired, the opponent scores 12 VP (for the cruise missile's destruction). Time stops as the path of the cruise missile is traced on the battle map. A cruise missile may travel any direction and over any hex (it is flying). Upon reaching its target hex, it will explode and do damage per the following: - 0 hexes away - Units in the target hex are destroyed; no saving throw - 1 hexes away - Units and Ogre weapons are attacked at 4:1 odds; Ogre tread loss of 4D6 - 2 hexes away - Units and Ogre weapons are attacked at 3:1 odds; Ogre tread loss of 3D6 - 3 hexes away - Units and Ogre weapons are attacked at 2:1 odds; Ogre tread loss of 2D6 - 4 hexes away - Units and Ogre weapons are attacked at 1:1 odds; Ogre tread loss of 1D6 - 5 hexes away - Units and Ogre weapons are attacked at 1:2 odds; Ogre tread loss of 1D3 - 6 hexes away - Units and Ogre weapons are unaffected; no Ogre tread loss Any terrain hex caught in the range of the explosion should be treated as an Ogre weapon -- turned into rubble with an X result in the CRT (rubble hexes just accrue more radiation). Additionally, the hex the cruise missile detonated in becomes a crater that is impassable, unless the optional walker rules are used. Units gain "defensive hexes" by being in protective terrain, depending on what they are: - Hexes doubled - Units that are underwater. - Plus 2 hexes - Infantry in town/urban. - Plus 1 hexes - Units (except militia) in protective terrain (forest, rubble, swamp) - Plus 1 hexes - Militia in town/urban. Cruise missiles may be intercepted by enemy units who can fire on it during its travel; this "snap shot" does not impede that unit's ability to move and fire on its own turn. Only lasers are exempt from this rule. Lasers that fired on the previous turn (not the 'previous turn of the owning player') may not intercept the cruise missile (or Ogre missile). Each unit may intercept the cruise missile by rolling two dice and consult this table: - Die roll of 12 - Unit with an attack of 1 or 2. - Die roll of 11+ - Unit with an attack of 3 or more. - Die roll of 11+ - Each individual infantry squad (may not combine fire!). - Die roll of 10+ - Each Ogre main or secondary gun. - Die roll of 9+ - Each Ogre missile. - Die roll of 9+ - Each battlefield laser. On a successful interception the cruise missile player rolls 1 die. On a roll of 6, the cruise missile detonates on the hex where it was intercepted; any other roll means the cruise missile was shot down but nothing happened. The "shoot down" table is further modified by these bonuses: - +1 shoot down bonus - Missile travelled more than 10 hexes from launch. - +2 shoot down bonus - Missile travelled more than 15 hexes from launch. - +3 shoot down bonus - Missile travelled more than 20 hexes, or fired off board. Note that in Ogre Miniatures, the travel distance was given as 30, 45, and 60 inches (or half-hexes). If more than one cruise missile was fired (the number of cruise missiles need to be announced before this interesting shoot-down mini-game), any missiles within 6 hexes of the explosion of another cruise missile will be treated as intercepted (roll for lucky explosion) since all cruise missiles are planned to be fired at the same time. EMP is a killer! =============================================================================== TERRAIN: The core of the game is based on the terrain, since the playable units move differently in different hexes of terrain. Each type of terrain affects different units differently. Clear Terrain --------------- Default terrain representing gentle rolling hills, or relatively flat plains. The ground is comprised of unsaturated, non-compacted soil. All vehicle movement rates are based on the fact that they are travelling on clear terrain with the sole exception of wheeled units. Road 1 Primary ---------------- Primary roads represent large well maintained interstates, large boulevards, or highways. They are capable of carrying a large volume of vehicular traffic without any adverse affects. As an option, primary roads may be considered blocked by two or more "size 4" or smaller hulks in the same hex, or by a single "size 5" or large unit. Roads offer units travelling on them a "road bonus" of an additional 1 hex of bonus movement if the unit travels using the road for its whole movement allotment. The "road bonus" does not have to be taken, but if used, the unit must continue movement on the road. Roads do not block line of sight and offer no defensive bonuses, unless the road is within protective terrain. Road hexes have a defence of 3, and are effectively turned to a rubble hex only by an X or XX result. Road 2 Secondary ------------------ Secondary roads represent an unpaved, or ill-repaired road. It is treated as a road, but imparts no road bonus. Secondary roads running through protective terrain will bestow relative terrain defense values or bonuses to units travelling on the road through such terrain. Like primary roads, secondary roads can be turned into rubble, or destroyed and repaired by engineering units. Road hexes have a defence of 3, and are turned into rubble only on an X or XX result. Forest (Protected Terrain) ---------------------------- Represents a moderately to densely wooded area, populated by trees of varying thickness, growth, and age. Forest hexes sometimes have broken terrain, and are considered "protective terrain" since they impart a defensive bonus to some units (as well as breaking line-of sight for lasers). Additionally, forest hexes prevent laser turrets from firing at units inside or over forest hexes. A laser tower may fire at a unit over or past a forest hex, but cannot penetrate the protective canopy to snipe at units inside a forest hex. Forest hexes may be destroyed and turned into rubble if a single, concentrated, non-overrun attack of 12 or more is made against it in a turn; two Superheavy tanks for example, can turn a forest hex into rubble. Rubble (Protected Terrain) ---------------------------- Represents an area of broken terrain formed from rocks, boulders, and debris from other terrain. Like forest, rubble is considered "protective terrain". Rubble imparts a defensive bonus to some units, as well as breaking line-of sight for lasers. Additionally, rubble prevents laser turrets from firing at units inside or over a rubble hex. A laser tower may fire at a unit over or past a rubble hex, but cannot penetrate the protective features of the debris to snipe at units in a rubble hex. Swamp (Protected Terrain) --------------------------- Swamp is moist watery ground or similar wetland marsh. Swamp is fairly flat and does not block line of sight for lasers, but the muck and vegetation provides cover. Swamp hexes are difficult for some units to move in. A version of the swamp, the "wooded swamp" (OGRE Miniatures), will block line of sight for lasers, but will otherwise be treated as swamp for movement and defense bonuses and values. Town (Protective Terrain) --------------------------- Any urban sprawl, from moderate to dense, or a concentration of settlements. It does not represent individual buildings unless a particular model (like a large corporate tower) is provided. In such cases, it would be best to say the model is one particular structure within the town hex. Town, like forest, can be turned into rubble by mounting a concentrated (non-overrun) attack on a single hex of 12 or more strength points. Like forest and rubble, town hexes break laser line of sight. Water ------- Water is any large body of water, including rivers, lakes, and seas. Unlike streams, water is defined as an area and not a boundary as streams are. Water is treated as clear terrain, but it is not accessible to all units. Water does nothing to prevent laser line of sight, unless a unit is underwater. Units not able to survive in water and which are forced into water (e.g., by collapsing a bridge) are automatically destroyed from the fall. Stream -------- Where rivers, lakes, and oceans are areas of water, streams are boundaries and as such, exist only "in between" hexes. Streams are rather steep ravines and stop the movement of most units. Units should end turns on either side of a stream, and not sit ambiguously on the boundary between two (or more) hexes. Cliff ------- Like streams, cliffs are boundaries reflecting a large change in elevation. Ogre uses an arbitrary unit of height called a "level" of 18 actual feet. Cliffs are impassable by most units except for infantry, walkers, and aircraft. Units going down a cliff will undergo falling damage, except in certain circumstances where ramps may be created. Like streams, units should be on one side or the other of a cliffside. Crater -------- Craters are formed by the detonation of Cruise Missiles. They represent a large kilometer and a half wide radioactive hole too "hot" and dangerous to existing units. Craters are impassable to any unit except aircraft (which may fly over, but not land inside them). Craters may be designated as "old craters" formed by asteroid strikes, and may be treated as rubble by any unit. Old craters may also be filled with water, forming a lake. In that case, a crater would be treated as rubble ringing an area of water. =============================================================================== MOVEMENT MODES: Units have different movement modes that determine how fast they move across different types of terrain. This is important since only by moving quickly can a combat unit bring its armament to bear on a target. Your tanks may have the biggest guns, but if they can't move to a battle, your tanks will be nothing more than expensive lawn ornaments. ---------- GEV Mode ---------- GEVs are hover vehicles that do not contact the terrain they travel on. They use plenum skirts and vertical lift fans to take them off the ground. GEVs are very sensitive to terrain conditions and do not perform well in non-ideal conditions. When they do perform well, GEVs are deadly. GEVs have two movement phases. The first normal phase, and a second "GEV phase" that occurs after the firing phase. GEVs treat clear terrain as normal. GEV units receive two road bonuses: one during the normal movement phase, and a second during the GEV phase. Both bonuses must be used to travel on road. Forest, rubble, and swamp require GEVs to make a terrain check: on a 1 or 2, the unit is disabled. GEVs move only 1 hex per turn while in such terrain. Clear - Moves at normal rate. No defensive bonus. Road 1 - Moves at normal rate. 1 hex road bonus. Relative terrain defense bonus. Road 2 - Moves at normal rate. Relative terrain defense bonus. Forest - Move 1 hex. Terrain check. 1-2, disabled. 3-6, no effect. No GEV phase & defense bonus. Rubble - Move 1 hex. Terrain check. 1-2, disabled. 3-6, no effect. No GEV phase & defense bonus. Swamp - Move 1 hex. Terrain check. 1-2, disabled. 3-6, no effect. No GEV phase & defense bonus. Urban - Moves at half rate. Defense is doubled while in town. Water - Moves at normal rate. No defensive bonus. Stream - Movement stopped until the next turn. Cliff - Impassable. Crater - Impassable. ----------- Tank Mode ----------- Tanks are treaded vehicles up to, and including "size 4" units. They rely on caterpillar treads to combat difficult terrain and should be considered the yardstick by which all normal combat vehicles are judged. Most tracked vehicles in OGRE will move in this mode, but some heavier models will be able to move more efficiently in some terrain than other modes. Clear - Moves at normal rate. No defensive bonus. Road 1 - Moves at normal rate. 1 hex road bonus. Relative terrain defense bonus. Road 2 - Moves at normal rate. Relative terrain defense bonus. Forest - Moves at half rate. No defensive bonus. Rubble - Moves at half rate. Terrain check. 1-2, disabled. 3-6, no effect. No defense bonus. Swamp - Moves at half rate. Terrain check. 1-2, disabled. 3-6, no effect. No defense bonus. Urban - Moves at half rate. Defense is doubled while in town. Water - Cannot enter water. If forced into water, unit is destroyed. Stream - Movement stopped until the next turn. Cliff - Impassable. Crater - Impassable. ------------ Heavy Mode ------------ Large tanks are big enough to ignore some terrain effects. Like tanks, they too rely on caterpillar treads to cross difficult terrain, but due to their size, these units are affected differently by different terrain. Units using this mode of movement are more susceptible to being permanently stuck (perma-disable) in certain terrain while ignoring the effects of others. Clear - Moves at normal rate. No defensive bonus. Road 1 - Moves at normal rate. 1 hex road bonus. Relative terrain defense bonus. Road 2 - Moves at normal rate. Relative terrain defense bonus. Forest - Moves at normal rate. No defensive bonus. Rubble - Moves at half rate. Terrain check. 1-2, stuck. 3-6, no effect. No defense bonus. Swamp - Moves at half rate. Terrain check. 1-2, stuck. 3-6, no effect. No defense bonus. Urban - Moves at half rate. Defense is doubled while in town. Water - Cannot enter water. If forced into water, unit is destroyed. Stream - Ignores this terrain feature. Cliff - Impassable. Crater - Impassable. ----------- Ogre Mode ----------- Ogre mode covers all the cybertanks and one conventional unit. This mode of movement allows a unit to ignore all but the most difficult terrain. However, such terrain will cause the unit to become perma-disabled and stuck. Of all movement modes used by ground vehicles, this mode is the most devastating. Clear - Moves at normal rate. No defensive bonus. Road 1 - Moves at normal rate. 1 hex road bonus. Relative terrain defense bonus. Road 2 - Moves at normal rate. Relative terrain defense bonus. Forest - Moves at normal rate. No defensive bonus. Rubble - Moves at normal rate. No defensive bonus. Swamp - Moves at half rate. Terrain check. 1-2, stuck. 3-6, no effect. No defense bonus. Urban - Moves at half rate. Defense is doubled while in town. Water - Moves at half rate. Cannot be attacked or attack while underwater. No defensive bonus. Stream - Ignores this terrain feature. Cliff - May cross 1 level of height for 1/2 hex of movement (see size table). Crater - Impassable. --------------- Infantry Mode --------------- This mode represents infantry wearing powersuits. Infantry without powersuits are referred as militia by the official game. Infantry mode is elaborated on in the supplemental games, G.E.V. and Shockwave. These units are often provided free of charge in most of the original printed scenarios. Clear - Moves at normal rate. No defensive bonus. Road 1 - Moves at normal rate. 1 hex road bonus. Relative terrain defense bonus. Road 2 - Moves at normal rate. Relative terrain defense bonus. Forest - Moves at half rate. Defence is doubled while in forest. Rubble - Moves at half rate. Defence is doubled while in rubble. Swamp - Moves at half rate. Defence is doubled while in swamp. Urban - Moves at half rate. Defence is tripled while in town. Water - Moves at half rate. Cannot attack while on water. No defensive bonus. Stream - Ignores this terrain feature. Cliff - Going down costs nothing; going up costs 1 hex per 6 levels of height. Crater - Impassable. ------------- Marine Mode ------------- This mode reflects the specialist suits of marine infantry, which is stupid considering the presence of powersuits. For the original game, marine units cost twice the amount of regular infantry but treated water as clear terrain. Marines can end their turn underwater, in which case only howitzers, OGRE missiles, and Cruise Missiles can attack them. A recommendation to make infantry very deadly (and more important) would be to apply the water rules for marines to infantry. Clear - Moves at normal rate. No defensive bonus. Road 1 - Moves at normal rate. 2" road bonus. Relative terrain defense bonus. Road 2 - Moves at normal rate. Relative terrain defense bonus. Forest - Moves at half rate. Defence is doubled while in forest. Rubble - Moves at half rate. Defence is doubled while in rubble. Swamp - Moves at half rate. Defence is doubled while in swamp. Urban - Moves at half rate. Defence is tripled while in town. Water - Moves at normal rate. Treats water as clear terrain. Underwater, see notes. Stream - Ignores this terrain feature. Cliff - Going down costs nothing; going up costs 1 hex per 6 levels of height. Crater - Impassable. -------------- Militia Mode -------------- This reflects trained human soldiers without powersuits. In some fan-made scenarios, this mode may be applied to civilians, etc. Note that the media in GURPS Ogres often featured infantry out of powersuits, making the widespread use of micro-saturation nukes a laughably absurd idea. Only the miniatures rules have militia units, since their default movement could not be reflected in the hex based game. If used in a non-minatures environment, militia units need to move every other turn to reflect their lack of mobility. Clear - Moves 1 hex every 2 turns. Destroyed with D, X, or XX result. Defence of 1 regardless. Road 1 - Moves 1 hex every 2 turns. Relative terrain defense value; destroyed with D, X, or XX result. Road 2 - Moves 1 hex every 2 turns. Relative terrain defense value; destroyed with D, X, or XX result. Forest - Moves 1 hex every 4 turns. Defence is 2 regardless; D results as Infantry while in forest. Rubble - Moves 1 hex every 4 turns. Defence is 2 regardless; D results as Infantry while in rubble. Swamp - Moves 1 hex every 4 turns. Defence is 2 regardless; D results as Infantry while in swamp. Urban - Moves 1 hex every 4 turns. Defence is 3 regardless; D results as Infantry while in town. Water - Cannot enter water. If forced into water, unit is destroyed. Stream - Ignores this terrain feature. Cliff - Cannot climb; rappeling down costs 1 turn per 3 levels of height. Crater - Impassable. -------------- Wheeled Mode -------------- Wheeled mode reflects the best off-road capability of trucks back when the game was conceived (in 1977). Off-road abilities of wheeled UGVs and other robots have improved since then; in the game, this mode of movement reflects civilian trucks impressed into military service and do not reflect the ATVs of today. Special built wheeled vehicles for military use should use the tank mode of movement to best reflect their ability to cross rugged terrain. Clear - Move 1 hex. Moving more than 1 hex requires terrain check. 1-2, stuck. 3, disabled. 4-6, no effect. Road 1 - Moves at normal rate. Relative terrain defense bonus. Road 2 - Moves at normal rate. Relative terrain defense bonus. Forest - May not enter forest unless on road. If forced into forest, it is stuck. No defensive bonus. Rubble - May not enter rubble unless on road. If forced into rubble, it is stuck. No defensive bonus. Swamp - May not enter swamp unless on road. If forced into swamp, it is stuck. No defensive bonus. Urban - Moves at half rate. Defense is doubled while in town. Water - Cannot enter water. If forced into water, unit is destroyed. Stream - Impassable. Cliff - Impassable. Crater - Impassable. ---------------------- VTOL Mode (optional) ---------------------- VTOL mode is derived from Stephan Beal's VTOL article, but cleaned the hell up for balance. VTOL mode should be used for helicoptors, joint-strike fighters, or any aircraft that can perform VTOL/VSTOL operations. The prediction that "airpower in the OGRE universe isn't" simply hasn't rung true with the micro-satellites and unmanned air vehicles of the United States' Future Combat System. Of course, the wide-spread use of nuclear weapons in the OGRE universe may be used, but only the most fool-hardy of generals will realize the amount of residual radiation will literally slag the very areas one wishes to occupy. Units that can fly (VTOL mode) generally should have a defence of 0 or treat all D results as X (just like in an overrun). Clear - Moves at normal rate over terrain. No defensive bonus. Road 1 - Moves at normal rate over road. No defensive bonus. Road 2 - Moves at normal rate over road. No defensive bonus. Forest - Moves at normal rate over forest. May not land in forest. No defensive bonus. Rubble - Moves at normal rate over rubble. May not land in rubble. No defensive bonus. Swamp - Moves at normal rate over swamp. May not land in swamp. No defensive bonus. Urban - Moves at normal rate over town. Doubled defense if grounded in town; no defensive bonus in flight. Water - Moves at normal rate over terrain. No defensive bonuses. Stream - Ignores this terrain. Cliff - Ignores this terrain. Crater - Moves at normal rate over terrain. May not land in crater. No defensive bonus. ------------------------ Walker Mode (optional) ------------------------ Walker mode is derived from Carlos Vezina's walker article, but cleaned the hell up for balance. Walker mode applies to giant metal walking robots or similar military walkers (e.g., quadrupedal howitizer toting mecha). Walkers may prove to be more handy than tanks in overruns (Shockwave, GEV) and in ambush than in simple cavalry charges over clear terrain. In terms of the small scale game of OGRE, only the most applicable rules from FASA's Battletech/Citytech are used. Clear - Moves at normal rate. No defensive bonus. Road 1 - Moves at normal rate. 1 or 2 hex road bonus (see notes). Relative terrain defense bonus. Road 2 - Moves at normal rate. Relative terrain defense bonus. Forest - Moves at half rate. Defence +1 while in forest. Jumpjets move at normal rate, but no defence bonus. Rubble - Moves at half rate. Defence +1 while in rubble. Jumpjets move at normal rate, but no defence bonus. Swamp - Moves at half rate. Defence +1 while in swamp. Jumpjets move at normal rate, but no defence bonus. Urban - Moves at half rate and defence doubled in town. Jumpjets move at normal rate, but no defence bonus. Water - Moves at half rate in water hexes adjacent to land. Cannot be attacked or attack in water. See notes. Stream - Ignore this terrain. Cliff - Impassable unless using jumpjets. See notes. Crater - By jumpjets only; defence +2 while in crater. -1 against targets. See notes. =============================================================================== OFFICIAL UNITS LIST: The following is a table of all the armored units in the OGRE games, from the original to the new expansions (G.E.V., Shockwave, etc.). The distances for range and movement are given in hexes. For the miniatures' rules, those values need to be doubled for half-hexes or inches. The only units not included were the "archaic units" from the miniatures rules; the laser line-of-sight rules seem to be bordering on the obnoxious and complicates an otherwise simple and elegant game. The Ogre table lists all the official Ogres after Warehouse 23 finalized the casts of the Mark VI and Doppelsoldner. The unofficial (and atrocious) GURPS additions (Golem, Oni, Mark VII) are at the very bottom and should be left out for purposes of game balance. If one wanted a truly terrifying Mark VII to end the conflict, one needs to introduce a new strategic/tactical concept instead of adding more guns; adding more guns was how the British kept getting their ass handed to them by Germany and the Boers (not so with the French). =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== Light GEV 1 2 1 4[3] GEV 1 3 - GEV 2 2 2 4[3] GEV 2 6 - GEV-APC 1 2 2 3[2] GEV 3 6 3 Hover Truck - - 1 3[2] GEV 3 1 2 ------------------------------------------------------------------------------- Light Tank 2 2 2 3 Tank 1 3 1 Heavy Tank 4 2 3 3 Heavy 3 6 1 Superheavy Tank 3+3 3 5 3 Ogre 5 12 2 (AP capability) 2 2 - - - - - - Missile Tank 3 4 2 2 Tank 2 6 - Mis. Crawler (armed) - - 2 1 Heavy 4 18 - Mis. Crawler (empty) - - 2 2 Heavy 4 6 - (Cruise Missile) special .... see notes - - 12 - Mobile Howizter 6 6 2 1 Tank 4 12 - Light Mobile Howitzer 3 6 1 1 Tank 4 6 - ------------------------------------------------------------------------------- Howitzer 6 8 1 0 - 4 12 - Light Howitzer 3 7 1 0 - 4 6 - ------------------------------------------------------------------------------- Mobile Command Post - - 1 to 2 2 Tank 4 - - GEV-Command Post - - 1 to 2 2[1] GEV 3 - - Truck, Armed 1 4 1 6 Wheeled 1 1 1 Truck, Civilian - - 0 6 Wheeled 1 0.5 1 ------------------------------------------------------------------------------- Infantry Squad 1 1 1 2 Infantry 1 2 - Heavy Weapons Squad 1 1 1 2 Infantry 1 4 - (1x Missile) 3 4 - - - - - - Marine Squad 1 1 1 2 Marine 1 4 - Engineer Squad 1 1 1 2 Infantry 1 4 - Militia Squad 1 1 1 0.5 Militia 1 0.33 - =============================================================================== Unit Main Sec A.P. Racks Mis. Tread Move Size Cost =============================================================================== Mark I 1 0 4 0 0 18 3 5 25 Mark II 1 2 6 0 0 30 3 6 50 Mark III 1 4 8 0 2 48 3 7 100 Mark III-B 2 4 8 0 4 48 3 7 120 Mark IV 1 2 8 3 [15] 56 4 8 150 Mark V 2 6 12 - 6 60 3 8 150 Mark VI 3 6 16 3 6[12] 72 3 9 250 Fencer 0 2 8 4 [20] 48 3 7 125 Fencer-B 2 0 8 4 [20] 48 3 7 150 Ogre Ninja 1 2 8 1 2[4] 48 4 7 150 Doppelsoldner 2 8 12 6 [18] 60 3 9 250 =============================================================================== Ogre System Attack Range Defence V.P. =============================================================================== Ogre Main Gun 4 3 4 8 Ogre Secondary Gun 3 2 3 4 Ogre Missile 6 5 3 3 Ogre Missile Rack - - 4 1 A.P. Gun 1 1 1 1 =============================================================================== Bldg/Structure ATT RAN S.P. Defence V.P. Size =============================================================================== Command Post - - - 0 by scenario 5 Hardened CP - - - 1 to 6 by scenario 6 Small Building - - - 0 to 5 by scenario 2 to 4 Large Building - - 5 or more - by scenario 5 or more Bridge - - 20 to 50 - - 6 or more Fortification - - 60 or more - - 7 or more Revetment - - - 2 - 3 or 6 Wall - - - +1 or +2 usually 0 special Reactor - - 60 - by scenario 5 or more Radar Dish - - 10 - by scenario 5 or more Jam Screen - - 10 - by scenario 5 or more Point Defense System - - - +1 to bldg. 3 - Point Defense System - - +10 to bldg. - 3 - Laser Turret 2 30 30 - 12 4 Laser Tower 2 60 20 - 18 4 ** Up to two (2) Point Defense Systems may be added to any one (1) installation. ------- GEV ------- Ground Effect Vehicle or "GEV" is a light tank mounted on a hovercraft. Powerful ducted fans and plenum skirts place this armored unit over the ground so it moves quickly over smoth terrain like rolling hills, road, and water. Because the unit has no contact with the ground, weapons mounted are light, recoilless, and in the case of its nuclear guns, Gauss-launched. GEVs are best at swarming an enemy and harrassing it until it is disabled. However, the low attack value of 2 pretty much makes it only a good light hunter. -------- LGEV -------- A lighter version of the GEV. Although it may not be carrying less potent weapons, having only one crew to act as the commander, driver, and gunner means the on board A.I. has to do much of the work. While computing systems in Ogre were not the multi-core processing machines (with quantum mechanics) we see today, their role was already there to be the constant companion of the military man. In the game, the LGEV had much of its stats halved to make it half as effective as a regular GEV. As a raider and harrasser, the LGEV has no match; as a stand up fighter, it gets killed very quickly. ----------- GEV-APC ----------- Slower versions of the GEV designed to carry infantry into battle quickly. The incomparable Phil Rennert skillfully observed that the terrain best for infantry (forest, rubble) was death to GEVs (and vice versa); hence the roads going through such protective terrain is a boon to GEV-APC commanders. GEV-APCs, when combined with three squads of infantry, are potent in terms of attacking, but the mounting and dismounting rules need to be clarified. A simple fix would be to allow one mount/dismount per player turn -- not counting the GEV phase -- for all players. --------------- Hover Truck --------------- Introduced in Miniatures as a cheap version of the GEV-APC, it is basically the MANN/Oshkosh trucks of AD 2083. They are utterly forgettable as units, unless they happen to be mission objectives (carrying vital supplies, holding an engineer or technical team, etc.). -------------- Heavy Tank -------------- An old stand by of the original game, the HVY (as its known), is one step away from being an Ogre enemy. What it lacks in range, it makes up for in terms of hitting power and tenacity. For the same price as a GEV, the Heavy Tank is the standard brute of the main force, and should be disabled by missile tanks or Superheavy tanks for best results. It's otherwise a jockeying contest to see who gets to shoot first. The heavy tank can carry 1 squad of infantry on its hull; the infantry may fire and defend normally while tank riding. -------------- Light Tank -------------- Introduced in GEV, the light tank is basically a scaled down heavy tank, with the same terrain problems of the missile tank. However the cost factor (being half as much as the Heavy Tank) means the Light Tank was a good raider and flanker. Sometimes, you really need an extra target to throw the enemy off balance. Having twice as many tanks as the other player means you do get in those lucky D results on a 1:2 attack and wind up on the winning side. The light tank can carry 1 squad of infantry on its hull; the infantry may fire and defend normally while tank riding. ---------------- Missile Tank ---------------- The missile tank was designed to be a medium range sniper. Against damaged cybertanks, the missile tank was a sure choice in terms of standing off and destroying cybertanks with no main battery and little movement to conserve a defender's strength. However, in the games of GEV, the missile tank inevitably gets overpowered by on rushing Heavy Tanks, who sometimes weather the 1:1 odds and deliver their 2:1 odds on the poor missile tank. Considering the cost involved, it may be better to plow two of these tanks into a mobile howitzer with its more potent attack value of 6 and greater range! ------------------- Superheavy Tank ------------------- Possibly the most heavily armed unit apart from the insanely ranged howitzer, the Superheavy Tank was designed to be the mini-Ogre. When compared to the Mark I Ogre, it's about half the cost. When working in tandem and in conjunction with something like other armored units, the SHVY is a deadly unit, having high defence that requires a lot of firepower to disable. While it's drawing fire, that's when its flanking buddies get in their licks. The Superheavy tank can carry 2 squads of infantry on its hull; the infantry may fire and defend normally while tank riding. Additionally, the Superheavy tank may make 1 attack of strength 6 or 2 separate attacks (must be different targets) with a strength of 3 (it has two guns). The extra AP guns it carries are effective only against infantry or unarmored command posts. ------------------- Mobile Howitzer ------------------- A moving artillery piece. While having 1 hex less range than the stationary howtizer, the mobile howitzer is a potent weapon. It is best thought of as a magic-user surrounded by a bunch of fighters (the Heavy and Superheavy Tanks, or Infantry). Guarded by such a party, the MHWZ can volley 2:1, 3:1, or even 4:1 death on any unit foolish enough to try to get close to kill it. The only units that can do so are GEVs using their previous GEV phase to get closer to the MHWZ (meaning they can be shot at first by the MHWZ's player on his turn), an Ogre's main battery and a movement of 4 hexes, or by Ogre missiles and a movement of 3 hexes; since the only Ogres that can do that kind of range are the Mark IV and Ninja, MHWZs are great investments provided you have a good force of infantry and mobile reserves to keep the enemy off of them. ------------------------- Light Mobile Howitzer ------------------------- The light version of the MHWZ using Henry Cobb's algorithm. It was presented in "The Ogre Book" and although unofficial, the LMHWZ is basically the version in the scenarion "Battle of Iron Mountain" but mobile. Notice the drastically reduced defence and attack values. ------------ Howitzer ------------ The stationary version of the artillery piece, it is best used as in Chester Hendrix's "Four Howitzer Defence". Against a Mark V, the number of howitzers needs to be approximately doubled to remain effective. Howitzers fail only because they cannot move to chase after the attackers; for defence missions, like in Raid or Breakthrough, howitzers can protect key areas (like town hexes) from being destroyed for victory points. Generally, the MHWZ is just as effective; when an MHWZ is placed on a road, the road bonus gives the MHWZ the same movement and range as the static HWZ. ------------------ Light Howitzer ------------------ This is a version of the HWZ introduced in the published scenario "Battle of Iron Mountain" and used primarily for GEVs. The problem with this unit is despite its reduced cost, the range reduction, coupled with its immobility means a MHWZ or Superheavy can roll up and blast the heck out of it easily. -------------------------- Cruise Missile Crawler -------------------------- The CMC is the carrier of the dedadly cruise missile, which has special destruction rules. The destructiveness of the Cruise Missile destroys GEVs (and GEV-CPs) and wrecks the fragile lighter tanks; Heavy and Superheavy tanks will probably shrug it off and continue the fight, unless the Cruise Missile detonated close enough to slag them. CMCs are otherwise unarmed and should retreat to prevent the enemy from gaining victory points from their destruction. ------------ Infantry ------------ The standard powersuited soldier. In the game, a single infantryman represents the squad leader (or acting squad leader) who heads a group ranging from a half dozen to a dozen similarly outfitted men and women. Infantry have short ranges compared to tanks and cybertanks. They move slowly relative to armored units, but in protected terrain, infantry are hard to destroy. With the overrun rules in GEV, Shockwave, and Miniatures, infantry can destroy armored units quickly by doing overrun attacks. When infantry units cluster (or stack) their defence has a base value equal to the number of squads stacked (maximum of 3). In protective terrain, this defensive bonus can be multiplied, making them very hard to kill. In many of the published scenarios, infantry units are provided outside the logistical cost of armored units, making them the backbone of most low-point forces. ----------- Marines ----------- Marines are infantry who can attack and move better in water (or underwater). While they are more effective underwater, most battles do not include water hexes, unless it is a GEV assault. For an explanation of why marine infantry should be removed or neglected from the core game altogether, check out the unofficial units section. One unit of marines equals the cost of 2 units of infantry. ----------------------- Heavy Weapons Squad ----------------------- HW Squads are infantry who have a nuclear missile that fires like the missile tank's missiles. This is a one-use weapon and does not replenish in the time scale of the game; special rules can add that GEV-APCs can supply such squads with a single reload (a hover truck would be great since it slow and unarmed), or a pre-determined warehouse or building. An HW squad costs 2 units of infantry, since it can theoretically XX out 3 squads of infantry with a lucky 1:1 roll. ------------- Engineers ------------- For a unit that costs 2 units of infantry, the engineers are the most prone to being rules rapes and exploited when optional rules are used. The Ogre Miniatures rulesbook has the greatest number of engineer only rules that make them greatly over-powered in the correct setting. It's suggestable that players examine each engineer optional rule and agree on which ones are followed. Some optional rules include: [] Mine field laying, detection, and removal [] Mining structures or destruction of town hexes [] Turning a rubble hex into a clear terrain hex [] Destroying a weaponless but moving Ogre [] Building revetments and cover for other units [] Building or repairing bridges ----------- Militia ----------- These are soldiers without powersuits. They are generally training cadre or local defence forces. They cost one-sixth of the cost of an infantry unit, since they are instantly killed by the lethal gunfire of any unit on any terrain except protective terrain. D results are treated as X results and their defensive value is always 1 even if like militia units cluster (or stack). ------------------------ Mobile Command Posts ------------------------ Ogre Miniatures has two command posts that are mobile; the tracked MCP and the GEV-CP. The GEV-CP can outrun most other units with a head start and clear/road terrain. Only Ogre missiles or cruise missiles can effeectively get to them before they escape. GEVs are used primarily to catch moving command posts. --------------- Ogre Mark I --------------- The Ogre Mark I cybertank is basically a large tank with a computer on board. The toughness stems from the fact that all the living space is armor, armament or propulsion. It is hard to kill but easily disabled by destroying its treads and bogey units. This unit is small enough to be air transported and many are used as fifth column or guerilla raider units behind enemy lines. ---------------- Ogre Mark II ---------------- The Ogre Mark II cybertank is an interim design. It added more guns to the Mark I but still lacked the tactical effectiveness of the larger cybertanks. It was larger than the prior model and could only be safely transported by ocean going ships. The Combine standardized this mark of Ogre for internal security, since it out-gunned and out-performed anything remotely civilian. ----------------- Ogre Mark III ----------------- The Ogre Mark III cybertank was the first Combine cybertank built in an articulated fashion. The rear module was for holding and servicing the two Ogre missiles, as well as carrying additional detection and jamming gear. The Mark III was purpose built for long ranged fire, and could not deal with close up fighting; only the blazing speed of the computer brain coupled with well built machinery could the Ogre be quick enough to identify and destroy threats before they got close. Paneuropean forces seized the Sheffield, England Ogre factory intact and managed to build Ogres for their own armies. Paneuropean Mark IIIs were designated the Legionnaire. ------------------- Ogre Mark III-B ------------------- This model was another interim design when the Combine forces needed something better to combat the large number of Legionnaire cybertanks; Paneuropean forces sometimes had a cybertank advantage of nearly 3-to-1 against the Combine Mark IIIs and the solution was to add a few more weapon systems to the Mark III's chassis. The number of main guns and missiles were doubled, but all other things remain unchanged (except for some sub-system upgrades). The time it took to assemble the III-B once it reached the African shore was remarkably long; the Battle of Gibraltar was one of the key battles that pit Combine III-Bs against the Paneuropean Legionnaires. ---------------- Ogre Mark IV ---------------- The Mark IV cybertank was a part of a multiple objective program to out-do the Paneuropean Fencer design. This model was designed as a fast raider type Ogre, with the next mark being a heavier type for assault operations. Getting something the size of a city block to move quickly proved difficult and the Mark IV was not produced until 2086. The Mark IV is a missile flinging sports tank but not designed to stand up and fight. --------------- Ogre Mark V --------------- The Mark V cybertank was the second part of the Combine's multiple objective program. Based on the Mark III and III-B, the Mark V was put into production quickly, and fought on both sides of the Atlantic conflict. A pre-production template was in England when it fell to Paneurope. The Paneuropeans finalized their Huscarl design based on pre-production templates and came out with a cybertank without a sensor tower; it otherwise performed as well as the Combine Mark V. ---------------- Ogre Mark VI ---------------- This was the official "final" model approved by the Combine military; the exact numbers produced are not known, but the Mark VI was always impressive when deployed to battle. The Mark VI fused the previous two models into one lethal design (but moved as the Mark V). The amount of firepower was close to diminishing returns, as a lucky Cruise Missile strike would be able to take out a Mark VI, and the Paneuropeans would have their missile's cost put paid. -------------- Ogre Ninja -------------- This cybertank was the Combine's attempt at making a highly-stealthed version version of the Mark IV. It was loaded with ECM, ECCM, and redundant point defence systems; this made the Ninja (or 'Ghost', 'Specter', 'Phantom', 'Wraith', or similar apparitious moniker) difficult to hit with weapons. After the combat results are determined and the die rolled, subtract 1 from the die result (shifting the results towards D or no effect) made against this model of cybertank. The only attack(s) exempt from this rule are infantry attacks from an overrun. ---------- Fencer ---------- This was a Paneuropean designed cybertank, specifically by the French. Using similar sub-systems used in the Huscarl, the Fencer was originally designed to oppose the Mark III and so was not designed to be fast. Against the Mark III, the Fencer was proven to deliver deadly firepower from its missile launchers and defeat it easily; against the Mark IV and V, the Fencer's lack of main batteries placed it at a disadvantage once its missiles were exhausted. ------------ Fencer-B ------------ Also known as the Fencer Type 2, the Fencer's lack of main batteries were addressed by mounting a larger turret with two main guns instead of the smaller secondary guns. This improved version of the Fencer was able to hold its own against the Mark III-B and even the Mark IV, but lucky hits on its missile launchers meant much of its firepower would never be used. Nevertheless, when properly screened, the Fencer-B was a formidable cybertank. ----------------- Doppelsoldner ----------------- This cybertank was the Paneuropean attempt to fuse the Fencer and Huscarl designs together into a "final" model, much like the Combine's Mark VI. The Doppelsoldner's production was centralized and put to fore by the Paneuropeans. When this model went to production, the Huscarl was relegated to spare parts and maintenance of surviving units only. =============================================================================== UNOFFICIAL FAN-MADE UNITS: This is a short list of the unofficial OGRE units (e.g., Reaver infantry tank) that have been made and submitted for public testing. The sole reason why these units have never been adopted for tournament play is their simple attempt to unbalance an already highly balanced game. Never mess with something on the road to perfection, because you'll get swatted down and mashed into pulp. About the only unit that may seem a "logical" addition to the official list is Michael Stackpole's Missile GEV, which appeared in his short story (The Lone GEV) in "The OGRE Book". However, for such a unit to be available means it needs to be balanced in terms of victory point costs and other stats. More on that later. =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== Laser Tank 2 30 1 1 Wheeled 5 36 - EMP Tank disable 3 3 3 Tank 3 12 - Heavy GEV 4 2 2 3[2] GEV 2 9 - Missile GEV version 1 3 3 1 3[2] GEV 2 6 - Missile GEV version 2 3 4 1 3[1] GEV 2 6 - Heavy Missile Tank - - 5 2 Heavy 5 12 - (AP capability) 4 1 - - - - - - (Ogre Missiles x6) 6 5 3 - - - - - ------------------------------------------------------------------------------- Truck, Light Missile 3 4 1 3 Wheeled 1 2 - Construction Vehicle 1 1 2 2 Ogre* 5 12 2 ------------------------------------------------------------------------------- Ranger Trooper 1 1 1 3 Infantry 1 4 - Assault Trooper 2 1 2 2 Infantry 1 4 - ------------------------------------------------------------------------------- ORCA Fighter 3 3 0 3[3] VTOL 1 3 - ORCA Bomber 4 3 0 3[3] VTOL 2 6 - ORCA Transport - - 0 4[3] VTOL 3 6 3 ORCA Carry-All - - 0 3[2] VTOL 4 6 special ------------------------------------------------------------------------------- Drone Tank 2 2 3 3 Tank 1 4 - Drone Light Artillery 4 7 1 0 - 1 8 - (undeployed) - - 1 1 Tank - - - Drone Missile Launcher 6 5 2 2 Tank 1 4 - (post-launch stats) - - 2 3 Tank - - - Drone Bomb see notes 2 3[1] Tank 1 8 - Drone Fast Strike 3 3 3 3[1] Tank 1 8 - Drone Shuttle 0 - 2 6 Wheeled 1 special 2 Drone Utility 0 - 0 1 Tank 1 special - Drone Communication 0 - 2 3[1] Tank 1 4 - * An MCV cannot be stuck in swamp; however, the movement rate is halved as the standard Ogre movement mode. =============================================================================== Unit Main Sec A.P. Racks Mis. Tread MOV SIZ Cost =============================================================================== Mark VII (GURPS) 4 12 24 6 [30] --- 3 -- --- Mark VII - - 20 - -- 48 2 -- notes Golem (GURPS) 1 3 10 3 [9] 48 3 7 --- Oni (GURPS) 2 4! 12 1 [4] 48 3 7 --- Samurai (GURPS) 2 6! 16 2 [8] 60 3 8 --- Vulcan (GURPS) 0 2 6 0 0 48 3 7 special ! - Secondary armaments have the range of primary armaments =============================================================================== APPENDIX - UNOFFICIAL UNITS: This appendix documents the explanations of some unofficial units. Those that are not explained have no attached documentation, or simply complicate the game too much. Read at your own leisure and wonder why they need to make an appearance for a game that's already 90% perfect. About the only unit that seems to be lacking is a fast-moving, long-ranged attacker (missile GEV). Many of the other units (Summer's Rangers, Heavy Infantry, Heavy GEV, etc.) seem to be attempts at stat fiddling for breaking a game already ready-made and balanced. ================================= The Puzzle of the Missile GEV ================================= There have been several attempts at re-creating "the Cub" missile GEV from Michael Stackpole's short OGRE story, but as entertaining as a short story goes, a unit's existence in a game is determined by its balance and ability to oppose and be opposed by other armored units; games that lose sight of balance go the way of being online, rules-raping, glitch-fests where no one has any fun. I sat down and did some variations of the MSL-GEV using Henry Cobb's formula and finally come up with a fairly non-game breaking (hence 'balanced') version of this machine. The beautiful part is it only costs 6 VP. I started this because of complaints about the "unbalance" of the missile tank's range when compared to fighting other non-OGRE units; I decided to investigate first-hand and found some interesting results between non-OGRE armored units in GEV and Shockwave: --------------------------------- ATT RAN MOVE RAN+MOV DEF --------------------------------- GEV 2 2 4/3 6/5-9 2 HVY 4 2 3 5 3 MSL 3 4 2 6 2 SHVY 6 3 3 6 5 MHWZ 6 6 1 7 2 HWZ 6 8 0 8 1 --------------------------------- Ogre Missiles, Mains, Secondary --------------------------------- Main 4 3 3-4 6-7 4 2nd 3 2 3-4 5-6 3 MSL 6 5 3-4 8-9 3 --------------------------------- Notice that the comparison gives a very small difference (hex-wise) in terms of range by certain units. Of all the "commonly used" units, GEVs and MSLs tend to clash first, with the LTs and HVYs coming in last (everyone knows about infantry). Given this to work with, a MSL-GEV should ideally fall within the range of the most commonly used units -- the HVY (and thus almost everything else). But the idea behind a MSL-GEV is the purported mating of range and speed -- so what is there this unit can offer that the game already has? Cobb's formula and Jackson's notes in "The Ogre Book" provided the answer. The first part basically dictates offensive ability -- chiefly that of moving into range during your turn and firing on a target. That was easy -- we want a moderately powerful attack mated with a moderately valued range on the MSL-GEV. The second part was vital, since the MSL-GEV could move out of the way afterwards. All GEVs are balanced because after firing, they are always in range of their target (if it survived) on the opponents' turn. By reducing the fleeing range of the MSL-GEV, I believe we have ourselves a very balanced unit that serves a purpose. =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== Missile GEV (ver 1) 3 3 1 4[2] GEV 2 6 - ----------------------- Version 1 Overview: ----------------------- This version of the GEV-MSL allows a movement and attack range of 7 (like the MHWZ) but at a reduced strength, and severely decreased DEF. While it moves fast on clear terrain, units it did not disable or destroy will easily return fire and destroy the machine. Keeping this unit on clear terrain and roads are mandatory if you want to see it survive after it first attack turn; keeping INF or screening armour will let it survive longer. Notice that it gives well to the MSL tank, and almost any other unit, but has the vulnerability of being vaporised as soon as a die roll comes up a 1 or 2 (assuming a 1:1 attack -- the MHWZ is a definite candidate). The MSL-GEV I believe, will be a fast favourite of fast strike tactics and for players who enjoy GEVs and their great speed, and its abilities are balanced - for all its speed, it is vulnerable and has less attack than the MHWZ. =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== Missile GEV (ver 2) 3 4 1 3[1] GEV 2 6 - ----------------------- Version 2 Overview: ----------------------- This is a second version MSL-GEV designed for first strike capability. The key words are "first strike". Fail to disable an armour unit and even a Light Tank's gun will nuke this MSL-GEV easily. LGEVs are cheap enough to do successive 1:1 attacks on this MSL-GEV and cheap enough to be effective if the MSL-GEV is not screened or protected. A HVY's gun is overkill for this unit; one or two SHVYs will probably be able to destroy an enitre MSL-GEV squadron. This version differs from the previous version in being slower than escorting GEVs but possessing a higher range, allowing it a greater chance of survival against slow units, like Missile Crawlers, GEV-APCs, and lucky rolls on LTs. =========================== The Redundant Heavy GEV =========================== Michael Stackpole's "Lone GEV" story also gives a variant of the GEV that packs the punch of a Heavy Tank but with the speed of a GEV (or at worst, a GEV-APC). Having a superfast, superpowerful unit is simply for cheating against a computer. If you are going to make something as effective as a fast-moving, super tank, you might as well have a NOD Flame Tank that can carry soldiers, heal in Tiberium, and fire the Core Defender's arm lasers at 0.01 seconds per shot (for 500 to 2000 points of damage, or a 4:1 attack on anything with a defence of 4 or less). ===================================================== The Ubiquitously Missing Engineering Vehicle (EV) ===================================================== The EV is originally an idea from "The Ogre Book" but the scale of the game does not allow for water crossings (1 hex is 1.5 kilometers). The following is a simplified version of Michael LaBossiere's Mobile Bridge article in "The Ogre Book", which remedies the contradiction of movement mode and the terrain the unit is supposed to operate in. The cost was also increased to reflect the unit's rarity and general usefulness. The mobile construction vehicle (MCV) is a special armor unit which has a very limited combat capacity. Its main function is to create temporary bridges across streams, provide limited surface support on the edges of rivers and swamps, and provide assistance with engineering duties to combat engineers. The MCV is a treaded vehicle equipped with folding panels and flotation units for constructiong pontoon bridges. It also has numerous winches with heavy-grade hooks and cables, heavy construction tools (earth movers, blades, cranes, graders, etc.), and a short range demolition gun. It is large enough to carry 2 squads of powersuited infantry, generally combat engineers. =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== Construction Vehicle 1 1 2 2 Ogre* 5 12 2 * An MCV cannot be stuck in swamp; however, the movement rate is halved as the standard Ogre movement mode. An MCV may site itself on a water hex (so long as that hex is adjacent to land, similar to walkers) or a swamp hex. So long as the MCV does not move, that water or swamp hex is treated as clear terrain for purposes of other units' movement. Only conventional units and Mark I Ogres may safely venture into this hex. Other units are too heavy to support. Such an arrangement is considered stacking; if the MCV is destroyed by an X or XX result, the unit using the MCV's support may survive. In that case, the unit must make a terrain check. If the unit is forced into water and cannot normally go underwater, it is destroyed. An MCV can help units cross steams. The MCV may remain immobile on a hex next to a stream (basically a hex boundary) and allow armored units to move through the hex occupied by the MCV as clear terrain. An MCV may turn a rubble hex into clear terrain by spending two consecutive turns (not necessarily the MCV's player's turns) in that hex coralling the loose debris so units can pass without bein stuck or disabled. A coin (tails, then heads) can mark the progress of this effort. Stacking with an MCV on a rubble hex does nothing to help it clear that hex. An MCV may recover a perma-disabled (or stuck) unit in rubble or swamp hexes. This represents the application of the small inventory of spare parts, a trained crew of non-battlesuited engineers crewing the MCV, and the MCV itself in a concerted effort to get a unit back into working condition. The unit that can be recovered is determined by the following table: [] 1 turn - Wheeled unit in swamp, forest, rubble, or clear hex [] 2 turns - Armored unit in swamp or rubble hex [] 4 turns - Ogre-type units in swamp (including the Superheavy) By stacking an engineering squad with the MCV, the tasks is completed faster: [] 1 turn - Wheeled unit in swamp, forest, rubble, or clear hex [] 1 turn - Armored unit in swamp or rubble hex [] 3 turns - Ogre-type units in swamp (including the Superheavy) Optionally, an MCV can help an engineer squad clear (but not detect) minefields, as well as build revetments in the Ogre Miniatures' setting. The presence of an MCV may be enough to preclude the recruiting of engineer squads in a force; it is highly recommended to set a "unit cap" of engineers and MCVs that may be present in a single force, for purposes of balance. A ratio as low as 5% of the total force is not unseemly. ===================================================== Drones Getting the Official Nod from Warehouse 23 ===================================================== The light artillery drone (stats may be inaccurate) has been made "official" for the Ogre game since it has been cast in a miniature. Even with FCS's N-LOS IMS, this is an odd state of affairs; consider the Ogre Ninja has no miniature, and that its stats may be considered still in a state of flux until the miniature is cast. The stealth Ogre has been around far longer than an artillery drone. The light artillery drone is a portable piece of anti-GEV artillery (useful for the Raid scenario for example), but a more prosaic method would've been to use the Wheeled Light Missile Truck and leave it at that. I have not been able to fully research and include the Light Artillery Drone and its rules of behavior; it is not included in the official section since the last official expansions (Shockwave and Reinforcements) fail to mention them. ===================================================== Specialist Infantry, and Why Marines Suck All Ass ===================================================== Dominique Summers provided Ogre fanboyman Henry Cobb with the Ranger and Assault Trooper infantry units. While nice in terms of squad-based tactical scale (assault troopers would have more powerful small arms; rangers would have long disance sniping weapons, etc.) the scale of combat in Ogre precludes Tom Clancy's Rainbow Six (or Ghost Recon) style tactics. As stated in "The Ogre Book", an attack value of less than 1 (but more than 0) means a single infantryman or an armored vehicle with less than stellar weapons. For purposes of miniatures/RTS play, the specialist infantry -- heavy weapons, marines, and the over-powered engineers (optional rules) are enough. If one isn't using optional rules, the engineers are wasted. While specialist troops (Panzer General's pionere infantry) are interesting, they are ultimately not ame relevant in terms of firepower. Tactics yes, but not in terms of a stand-up drag-out fight. The stats of Summers' submitted specialist infantry are in the above table. Moving on to the matter of the marine mode of movement: explain how infantry in NBC-sealed powersuits with microjets cannot fight effectively on or underwater? Isn't the whole point of a powersuit to allow such hazardous environments to be overcome? Since the existence of water hexes is to inferfere with the movement of units (and act as null space on a battle map), it would be perhaps better to let infantry move at the half rate in water, but be able to attack and defend normally. And if underwater, then the infantry should get a defensive penalty, just like an Ogre. Why a defensive penalty? Read on .... ========================================================= Underwater Explosions, Submarine Concussion and Shock ========================================================= The game of Ogre adhered to reality when it could. The fictional element of bi-phase carbide was allowed to explain why nukes had to be used in the battlefield (again, there is so much wrong with that notion one does not know where to begin). However, one thing misled was the effect of the force of an underwater nuclear explosion. Think about the medium of air. When airplanes travel towards the speed of sound, air is compressed (meaning the density of the air is increased), making the ability to steer the craft nearly impossible. It's much like putting your open hand out the window of a car travelling at high speed; as the car (and you) move faster, the more difficult it is for you to not feel the air pushing against your hand when you tilt it in the wind. This phenomenon -- the "sound barrier" -- was what the U.S. Air Force had tried to breach with the Bell X-1 project. Now go back to the world of Ogre and their nukes. According to the official rules, the attack strength of howitzers and Ogre weapons underwater are halved, presumably because they lack the force when the same weapons detonate in the air. Oh how wrong art thee. It was precisely the dense compressibility of water that nuclear missiles were used by submarines to hunt other submarines. The amount of force-pressure generated by an underwater nuclear explosion meant a nuclear bomb could be fired at an area where a submarine was suspected to be -- and God help its crew if it was caught in the effective killzone of a medium to large tactical nuclear device. With a wide area of effect, the shockwave of the blast would crush the hull of the submarine and kill the crew. Even BPC, which can bend "ever slightly" may be vulnerable. The spun and cast BPC sections may give, but the seams between the sections may not be as agreeable to being subjected to so much torture. It's recommended for underwater units, that D results should be treated as X results (especially true if Fog of War is being used) if the attack strengths of howitzers and Ogres are halved. This is an amicable compromise. ========================================= Walkers, Large Metal Robots With Guns ========================================= After some number crunching and some value shifting and lengthy analysis of Carlos Vezina's article on www.sjgames.com (now no longer present available), here are some rules for VTs/Mecha/Battlemechs for OGRE. It also makes some simplifications due to the wide role imposed on Battletech since WizKids / Pacific Publishing scarfed up the franchise. ----------------- 1.0 Overview ----------------- Walker technology was not used in lieu of cybertank and "conventional" armour units in OGRE; instead, the myomer driven, fusion powered mostly humanoid "battle machine" was an extension of the Battlesuit idea of the good ole grunts. The problem the Paneuropeans found in crewing their Thor Superheavies was the cost in man-power. Although automation had been introduced in almost every war machine by the end of the 21st Century, even the late model Thors required multiple crewmen to use it effectively in battle. In looking to reduce man-power savings (and to increase battle efficiency of their forces), Paneurope introduced battle walkers into their units. These overgrown humanoid battlesuits were at first a gross inflation of the best qualities of power-suited infantry -- they were able to traverse difficult terrain, dig in where possible (only possible with large areas), and to have a weapon flexibility similar to the traditional infantryman (if only only on a larger scale). Although an OGRE would have the biggest guns, sometimes they lacked the necessary tools for the job; the Combine's Vulcan cybertank is a product of this lack of flexibility -- a specialised machine to assemble its fighting bretheren. But the biggest advantage the battle walker had over conventional units (and to a point -- cybertanks) were their battle efficiency. Although battlemechs are still human crewed, the lone pilot of a battlemech in his cutom outfitted and equipped machine meant that he could operate almost independently like the smaller OGREs and still be a cost effective military tool (walkers equip more BPC than a powersuit). Some experiments have fitted failed cybertank mindseeds into walkers, with impressive results ... ----------------------------- 2.0 Movement and Terrain ----------------------------- Mecha or "Walkers" (to use Vezina's term) have one movement phase (e.g., non-GEV). They have specialised gear for moving over most terrain (jump jets) and since they are often humanoid, they rarely get stuck or disabled on broken terrain (unlike treaded cybertanks). In an emergency, walkers with hands can even crawl through all but the most difficult terrain. Clear - Walkers use their default rate on clear terrain. Road - Walkers may use a 1 hex road bonus for normal rate if it remains on the road. Walkers with "wheel mode" may move an additional hex (for a road bonus of 2 hexes). Forest - Walkers move at half rate when moving through forest. Unlike INF however, walkers are too large to be well defended in Forest, so they only add 1 to the defence value while in Forest hexes. If jumpjets are being used to move through forest at the normal movement rate, there is no defensive bonus. Additionally, lasers may fire on walkers who are using jumpjets in forest hexes. Rubble - Walkers move at half rate when moving through rubble. Unlike INF however, walkers are too large to be well defended in rubble, so they only add 1 to the defence value while in rubble. If jumpjets are being used to move through rubble at the normal movement rate, there is no defensive bonus. Additionally, lasers may fire on walkers who are using jumpjets in rubble hexes. Swamp - Walkers move at half rate in swamp. Since walkers are larger than infantry, swamps only provide a defence bonus of 1. However, lasers still cannot fire on walkers in a swamp hex unless the walkers are using their jumpjets to move through swamp hexes. Urban - Walkers move at half rate in Town and have their respective defence doubled while in town. If walkers use jumpjets to quickly move through town hexes, they do not get defensive bonuses and may be targeted by lasers fire. Water (Rivers, Sea, Ocean) - Walkers may enter water hexes provided that the water hex is adjacent to a piece of land. Walkers straying out into water hexes not adjacent to a land hex are considered destroyed instantly (the pilot may eject for GURPs) since a mile out, the continental slope starts and the depth has a pressure that is too much a burden for a walker's structural integrity. Walkers move at half rate in water hexes (making flanking attacks possible) but may not attack, unless special underwater munitions are used. If that is the case, then that portion of a walker's attack value cannot be used when it is out of water. Streams - Walkers are not affected by streams, but should be unambiguously on either side of one if the case arises (esp. during an overrun). Cliffs - Walkers with jumpjets (see Buying Walkers) may climb or descend one level of height for each hex of movement. If a walker does not have enough movement to clear the cliff's height, it will not be able to cross over the cliff face. Walkers without jumpjets take falling damage as a Superheavy, but jumpjets mitigate this damage (subtract one level per hex of movement, with the difference being levels 'fallen'). Note that a walker with movement rate of 3 that tries to go up a 4 level (or higher) cliff, will take 3 levels of falling damage -- unless your pilots are retarded or miscalculated, most will not attempt such a foolish act. Craters - Walkers with jumpjets (see Buying Walkers) may enter craters but may not move out from the crater until the owning player's next turn (that walker unit has exhausted its full movement to get into the crater). When moving out from a crater hex, the walker may only move up into hexes adjacent to the crater. Craters effectively add 2 to the defence value to a walker while it remains in the crater hex. However, the radiation from the crater interferes with the targeting telemetry; any attacks made on targets from a walker while in a crater subtracts 1 from the CRT die roll to reflect the inaccuracy or inadequacy of weapons fired in a hot-zone. ------------------------- 3.0 CRT And Overruns ------------------------- Walkers treat the CRT results like any other armour unit, being eliminated on an X and disabled (cannot move or fire) on a D result) and recovering on the walker's owning player's next turn. The advantages a walker has over conventional units (and to a point, OGREs) are their tactical flexibility, their weapon versatility and their height over the battlefield. To reflect this, a walker's attack value may be divided or grouped into any legal combination during that unit's owner's attack or overrun phase to economise firepower. This means a walker with an attack value of 4 may make two attacks of 1 and a single attack of 2, or four attacks of 1, or one attack of 3 and one attack of 1, etc. These attacks must be made on legal targets. Additionally, walkers have a combat advantage in overruns. Although the ranges at which normal combat occurs at (e.g., one hex or more) does not let walkers use their height advantage, walkers are devastating in overrun combat since their height and weapon flexibility give them the first blow. To reflect this, during an overrun, the defending player's walkers fire first (before any other units, including OGREs), their weapons doing double damage due to their tactical flexibilty, followed by an attacker's surviving walker units (if any). This is then followed by the defending player's other units (and OGREs) and the attacking player's other units (and OGREs) as per the revised overrun rules in OGRE Miniatures. "Disabled" walkers may not attack in an overrun (the pilot is busy getting back up, washing windows, putting out fires, ejecting ammo bin before explosions, checking the status on weapons, etc.) but may defend normally (hey the chaff works!) since the onboard A.I. will deploy counter-measures. Note that attack values are doubled after dividing their initial values amongst legal targets (meaning the minimum value of each attack will always be at least 2 for walkers in overrun; for walkers built with high attack values, they can be more lethal than INF or OGRES). Walker pilots do not "ram" as much as they make their machine step on things or aim the cannon barrel close enough to not miss. Since walkers do double damage already in an overrun (and do not run out of ammo in the OGRE battlefield), walkers have no need to "ram". ----------------------- 4.0 Buying Walkers ----------------------- Because walkers were made to behave like giant power-suited soldiers, they have been made in several different styles. The early generation walkers (primarily Paneuropean) have lower statistics point per point than later generation Vertical Tanks -- er, mean walkers. Each "early generation" walker costs 12 VP. Walkers can be customised for specific missions or tasks by assigning them stats from the VP cost point pool. A "late generation" walker can be bought as well; these walkers have more advances incorporated into them before the Crash. These advance models cost 18 VP. - Each point of attack or defence costs 0.5 VP. - Each hex of movement* or range costs 1.0 VP. * Movement must be assigned separately to normal movement or GEV-phase movement for the leg assembly "hover knee" (optional rules). Once movement values have been assigned, it cannot be changed for that walker design. Use a record sheet to record what walker has what configuration (just like Battletech). Having a walker devoted only to attack and defence makes it very slow (and have weapons that lack range). OGREs tend to use missiles on these units at the first opportunity. Walkers that are faster and employ lighter attacks at great range tend to have less punch and less systems devoted to defence. Conventional units usually find these light designs easy to destroy. A walker must have a minimum value of 1 in each statistic: attack, defence, range, and movement cannot be 0. There is no maximum limit for any one statistic. ------------------------------ 5.0 Optional Walker Rules ------------------------------ These optional rules combine some Maximum Tech rules and other features from across the board. Using them will sharply increase the amount of record-keeping, to the point you're wondering why don't you just make a videogame out of this and be done with it. OPTIONAL RULE - Jumpjets. These are devices that vent hot gases through venturi allowing a walker to make short "hops" over broken terrain. A walker does not need jumpjets to be effective in battle, but it does make traversing some terrain possible. Jumpjets cost 1.0 VP to install on early generation walkers. Jumpjets cost 2.0 VP to install on late generation walkers, since they include enhanced avionics (but more to keep game balance). When using jumpjets to move, the walker is considered to be on clear terrain and does not benefit from any defensive bonuses from protective terrain; jumpjets are turned on or off at the start of that walker's owning player's movement phase, meaning the enemy has his entire turn to shoot down jumping walkers. OPTIONAL RULE - Wheel Mode. This is basically using a form of wheeled movement mode, but enhanced for mecha travel on prepared surfaces, such as straight highways or unobstructed roads. Again a walker does not need "wheel mode" to be effective in battle, but it does allow these units to quickly shift along prepared roads (much faster than any other unit, aside from GEVs). Wheel Mode costs 1.0 VP to install on early generation walkers. Wheel Mode cost 2.0 VP to install on later generation models since there are additional gyro balancers (again, the increased cost is to keep game balance). Using wheel mode is optional and may be done on the walker's owning player's movement phase; the time to switch from wheel mode to walker mode is negligible for the scope of the game. OPTIONAL RULE - Alternate Leg Assemblies. This is one of the more complex rules concerning walkers, since it fundamentally alters their movement and their relationship with terrain. Do not use this optional rule until you are familiar with walkers. Walkers are bipedal humanoid usually (forward knee joint). There are several versions of leg assemblies for walkers in OGRE Battledroids .... I mean, battlefield: - Chickenleg - The reverse knee joint does not cost additional VP. This joint is mutually exclusive with any other knee joint assembly. This joint type confers a +1 hex bonus for Clear terrain but reduces that model's default movement in forest and rubble by 1 hex (if the movement is reduced to 0 movement, the minimum movement rate of 1 is applicable). No other walker rule modifications. Hypothesized effect of this rule: Shifts walker encounters from protective to unprotective terrain to force a denouement with opposition. - Quadrupedal - The hound (or beast) joint does not cost additional VP. This joint is mutually exclusive with any other knee joint assembly. This is primarily a leg assembly that affects the optional LOS rules and overrun combat. Quad walkers are more stable than bipedal walkers, being lower to the ground. This means they are considered "hull down" in protective terrain (forest, rubble, craters), which gives them the "hull down" defence bonus (defence +1) that stacks with any other defence bonuses (e.g., from terrain and cover). However, these models do not have weapon arms; thus, quad walkers suffer in overrun combat. Quad walkers do not get to double their attack rating in overrun combat, but they may still divide their attack rating as normal walker rules, since their armament can still aim at separate targets at long distances. Hypothesized effect of this rule: Increase of defence may make units with this leg-mod focus on attack and range, making them howitzer walkers. - GEV Module - The Ground Effective Reinforcement of Winged Armament with Locomotive Knee-joint (or hover module) does not cost additional VP. This option is mutually exclusive with any other knee joint assembly. Additionally, GEV walkers may not take on jumpjets, since they are already using low-powered 'jumpjets' to stay hovering. The speed of GEVs combined with the firepower of a walker is more costly than one might think. GEV assemblies allow walkers to move as GEVs (not walkers) and share the same sensitivity (and defence modifiers) towards terrain (being stuck, disabled, etc.), although GEV walkers may still allocate their attack strengths in combat and take precedence in overruns. Note that the movement value for such walker units need to have their normal movement and their GEV-phase movement paid for with VP. Hypothesized effect of this rule: The increased mobility will create a walker with high attack and low range or defence; such units will be expensive and be focused on by the majority of enemy units. OPTIONAL RULE - Land/Air Transformation (LAT or veritech mode). This brings about the concept of the land-air mecha to fruition but at extreme cost. The ability to transform is mutually exclusive to jumpjets and wheel mode, since the point is to utilize the flying form for movement. A walker with the LAT option may "change forms" at the beginning of the owning player's turn. The walker remains in the chosen form until the owning player changes the form at the beginning of his movement phase. This insinuates that any attack and defence bonuses remain with the walker throughout the enemy player's turn as well. In flying form, a LAT walker treats all terrain as prepared road (movement increased by 1 hex) and it receives a free GEV-phase equal to half of its movement rate (even if no GEV knee joint was installed in the design); the skyroad bonus is taken in GEV movement phase as well. However, an airborne walker may only attack units on unobstructed terrain (roads, clear, or on water surface only) or any other airborne units. Additionally, an airborne walker is susceptible to weapon fire; any D results on the CRT are treated as an X result. Overruns are not possible in the air; however, the speed at which a LAT walker attacks from the air inherently gives it first strike against most targets. Variable mode costs 3.0 VP in early generation walkers. Variable mode costs 6.0 VP in late generation walkers (again the high cost is for balance). Hypothesized effect of this rule: The increased mobility will create a walker with high attack and range but with little or no defence. ================================================== The Ogre Missile Carrier or Heavy Missile Tank ================================================== Some wanted a heavy missile tank flinging the Ogre missile (attack 6, range 5) while other players wanted a light cruise missile carrier (same thing, firing Ogre missiles). Not many players thought about Ozcam's razor, where the simplest answer was already staring them in the face. ------------- Overview: ------------- Basically the back half of an OGRE Mk V, cored out so a human crew can be carried. The power plant is down-graded, but the armament was not. Six OGRE missiles are carried into battle by the OGRE Missile Carrier. Basically an augmentation to rear forces, these "orphan carriers" were designed to augment Paneuropean forces hard pressed by Combine OGREs prior to 2090 but after the Sheffield plant was captured. Although a stop-gap measure, the practical application of the OGRE Missile Carrier was effective if the missiles were used correctly in battle. Once the Huscarl cybertank was deployed, this hybrid unit was withdrawn from service. Yet another story credits this unit's appearance to a hasty Combine experiment to provide interim fire support for its existing Mk IIIs against the then projected Fencer threat. Derived from the Mk V (then in pre-production), the OGRE Missile Carrier was the rear half of the Mk V modified with a Mk III power plant, and fitted with crew quarters that could accomodate the two humans that would operate the vehicle. Aptly named, "Six Shooter" for its obvious armament, the missiles were one use only, the vehicle became nothing better than an oversized and expensive anti-infantry tank when all the missiles were expended. OGRE Missile Carriers were used only rarely up until the Mk V came online, when they were recalled to be properly fitted to existing Mk V forward frames. No units are known to have survived beyond the Crash. =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== OGRE Missile Tank - - 5 2 Heavy 5 12 - (AP capability) 4 1 - - - - - - (Ogre Missiles x6) 6 5 3 - - - - - ----------------- Design Notes: ----------------- After some playtesting, it was discovered that the missiles can miss (esp. against Heavy Tanks) and a MHWZ with Heavy Tank or GEV/LGEV support could quickly finish off the Ogre Missile Tank in a hurry. Although the Ogre Missile Tank can "do its job" tying down almost a third of the opposing force, it can be killed with a lucky roll that satisfies most situations. Narrowing down the cost was tricky, since the base VP value for OGRE minis was based on the value of 6. The unit needed to have a definitive cost in relation to the other units in OGRE/GEV. Keeping in mind the infamous "Super GEV" flub, the new unit needed to remain non-cheesy, yet non-prohibitive for force design. At a glance, the Ogre Missile Tank seems to function as a Super-Heavy with a very hard first punch. However, its lasting power is determined by how many units it faced can survive the missile attack and then return fire. GEVs are not a good choice, but LGEVs are (not surprisingly) great at screening this unit. Making it cost as much as the Superheavy keeps the Ogre Missile Tank from being too prevalent in one force, as well as making the VP cost fairly reasonable. If each Ogre missile costs 3 points, then killing six GEVs (36 points) will have the OMC well paid its own cost as well as put the owning player ahead. However, since the missiles are one use only, the Cobb Algorithm instantly values the range and attack as being one-third as valuable. And since the missiles can be targeted individually, it gives more impetus to have it cost the same as a Superheavy tank. Considering that Cruise Missile Crawler's one-use shockwave ability, the 12 VP cost was equitable, although other players may find the cost either too high, or too low (depends on the die roll). On the matter of AP capability, the original thought was to have six AP, since the Mk V's back half had the six AP guns already, but this was decidedly a bit too much since that can prevent the use of a GEV-APC with three infantry squads from taking out the OMC with a 1:1 in an overrun. Two APs were rejected, since the Super-Heavy has two AP as well. Considering that the OMC would not have any way to defend itself after the missiles were gone, having four AP guns seemed reasonable. ------------- Variants: ------------- A four missile version of the Ogre Missile Carrier is viable. Having four missiles instead of six will cut its time on the battlefield, as well as its cost to approximately 8 or 9 VP, which may play havoc with force design. ============================================================================= Defence That's Cheaper Than Food With Red Tide Disease; The Missile Truck ============================================================================= With heavy missile tank, there inevitably is the light missile carrier. The fighting in the former Soviet states pretty much created this kind of impromptu missile carrier. Basically a missile system mounted on a light vehicle, it is modelled after the HMMV with TOW in the U.S. Army. ------------- Overview: ------------- Towards the end of the Combine occupation of Paneurope, a wide variety of vehicles were cobbled together and pressed into service. At least one surviving factory near Berlin was running low on the parts needed to make the treads for its Missile Tanks. A recent mis-shipment of heavy duty off-road tires from France were stockpiled in one of its warehouses. Going through the battle data of some Paneuropean cybertanks made the factory A.I. realize that large portions of the autobahn was still in working order, and noted that the grounds surrounding itself was fairly well kept by the few humans who remained to work the factory. The macroframe made a design decision ... =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== Truck, Missile 3 4 1 3 Wheeled 1 2 - ----------------- Design Notes: ----------------- The Light Missile Carrier's inception is derived from the Battletech Technical Readout 3060. Basically a wheeled version of a missile tank. Considering the harsh rules OGRE Miniatures treats wheeled vehicles, the Light Missile Carrier had to be cost-effective for its role as an artillery unit. It clearly has no purpose in the Ogre map, but on any other map with a road (esp. one that leads through town), it lets a player have three missile slingers for the price of one. The limitations placed on wheeled vehicles in clear terrain has more or less locked the Light Missile Carrier's price at the current value. Its weak defence requires an Infantry screen, but for its price, nothing beats its long range punch. It may be more expensive to purchase Heavy Weapons Squads with a one time attack of 3/4 but you get what you pay for; the Light Missile Carrier moves slower than Infantry across clear terrain, plus it cannot stack to increase its defence. An LGEV can easily deliver a kill on this unit once it leaves the road; an MHWZ will be able to take out a few (the odds favor the MHWZ). A heavy tank with infantry support should wipe out a few of these light missile slingers with no trouble. ------------- Variants: ------------- Several variants fo the Light Missile Carrier (LMC) are possible. Increasing its cost pretty much compares it to a Heavy Weapons Squad. However, since the LMC cannot stack like infantry, it is easily destroyed. Reducing the range from 4 hexes to 3 hexes placed it under the guns of too many units. However, the LMC is an attractive defensive unit for any map with roads. =========================================================================== The Handi-capper Tank, or Better Than A Crappy Infantry Killing Machine =========================================================================== In the First World War, tanks that marched with infantry were called infantry tanks, which provided cannon fire and machinegun cover. The AP guns in Ogre are almost a misnomer; using micro-saturation nukes on such a large scale is already anti-personnel. Mounting more AP guns on an armored unit is archaic thinking that should be discouraged. ------------- Overview: ------------- In the Last War, the nuclear battlefield sealed men in powersuits, which made them functionally as powerful as the tanks a century ago. However, the weak spot was just waiting to be exploited. The electronics, though shielded, were still vulnerable to sharp EM fluctuations; failing that, special penetrative darts that could not fully puncture bi-phase carbide could still deliver one helluva shock to the circuitry underneath. The EMP tank (a.k.a., the handi-capper) was the result. =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== EMP Tank disable 3 3 3 Tank 3 12 - ----------------- Design Notes: ----------------- An EMP Tank automatically disables any vehicle (except itself) in a radius of 2 hexes. No die roll is necessary. However, an EMP Tank can only disable, never destroy units. Since it can continually disable all units, one of these units can effectively move and "lock-up" a portion of the enemy forces until allies with lethal weapons can fire and destroy the enemy. The EMP is irrespective of faction, so friendly units can be disabled and shot up; when using this unit, it's advisable to keep clear of its range. Last note -- this unit does not affect cybertanks or Ogre weapon systems. =========================================== The Mobile Laser Array; Or Lay-zer Tank =========================================== Howitzers needed to be mobile (or many) to be effective against the Ogre; lasers being big and bulky, needed to be static to remain effective. Hence, the mobile laser, for swatting down cruise missiles along crucial sectors of the map. ------------- Overview: ------------- Towards the maw of the Last War, the Combine experimented with a mobile system for their anti-missile lasers. The resulting unit was tracked, but the vehicle was so large that it could only travel on prepared surfaces. The laser tank fitted a small version of the battlefield laser and transported it slowly from one place to another. It had an elevated turret, but it was not tall enough to fire on units over and through forest, rubble, and town hexes (like laser towers); instead, the turret was designed to aim at high angles to intercept cruise missiles flying over such terrain. Ultimately, this unit was highly experimental but not wholly unsuccessful. It was exceedingly expensive to make mobile a complicated and delicate system; to make it battle-ready was most impressive. All such units manufactured were situated near the auto-facs that created them. Only those survived the Crash. =============================================================================== Unit ATT RAN DEF MOV MODE SIZ VPs Squads =============================================================================== Laser Tank 2 30 1 1 Wheeled 5 36 - ----------------- Design Notes: ----------------- The laser tank is the next step in terms of mobility. Costing six times the normal cost of an armored tank, the laser tank is more of a moving laser battery to best cover several sides of the board. Having the movement mode of "wheeled" means that the platform is ungainly and prone to be stuck in the oddest places. The great range of the laser (technically infinite in the hex maps) means that the unit only needs to move a little bit to get a shot. Against a raiding force of GEVs, the laser tank may be the best medicine against the attacking force. ========================================================= The Biggest Ogre Ever Made: a.k.a., the Ogre Mark VII ========================================================= Steve Jackson readily admitted that he had thought about mounting howitzer class armament on an OGRE and seeing what happens (ass-raping, that's what) in "The Ogre Book". Not surprisingly, GURPs Ogre had a half-hearted prototypical Mark VII that mechanincally added more guns to a platform already outgunned by the re-designed Mark VI miniature. Pathetic. A new approach to the game is needed; the game is based on a nearly indestructable cybertank with numerous, but annoying armored units. If the conventional units are used effectively, they can destroy the cybertank; if used against one another, the units with the greatest range tend to deliver the hitting power when screened by a cybertank or tough guardian (HVYs, SHVYs). Cruise Missiles are the ultimate F. U. weapon, since they can destroy anything if the roll is lucky (or unlucky) and if there are enough of them around. While potent, Cruise Missiles are also vulnerable to lasers and laser towers. Therefore, the most obvious solution is the simplest: Put the damn Cruise Missiles inside an Ogre, drive it to the front, and you have a new mark of cybertank. ------------- Overview: ------------- An Ogre Cruise Missile Carrier was being designed to deliver the largest payloads of destruction hiretho unknown to man. The design for this weapon system was modelled after the Typhoon-class SSBM submarine. Able to deliver 20 nuclear warheads with multiple independent re-entry vehicles over 2000 miles away, the Typhoons were dismantled by SALT 2, but their potential was not forgotten. A Russian bureau started this project, planning to use the decomissioned Huscarl chassis but soon found that it needed to be lengthened to take on the extra payload. The cybertank not only needed to carry a payload of Cruise Missiles to the front, but it also needed long-range weaponary to destroy the lasers and laser towers that would inevitably attempt to shoot down the Cruise Missile. The surrender of the Pan-European forces to the Combine slowed but did not stop the Russians from going forward with this project; Combine agents got wind of this and it was not long when plans were made for a Combine version. Although no unit was ever known to have been commissioned, it is unknown (post-Collapse) if any of these monsters were actually built. Perhaps the auto-fac A.I.s know; if they do, they have not openly acknowledged it. =============================================================================== Unit O.Hwz Sec A.P. Racks Mis. Tread MOV SIZ Cost =============================================================================== Mark VII 4 - 20 - cruise 48 3 ---- special ----------------- Design Notes: ----------------- This new mark has a new OGRE howitzer weapon. It has an attack value of 6, a range of 5 hexes, and a defence value of 3. This basically means that the "Ogre Howitzer" is a reusable Ogre missile. The odd range of the weapon is partly derived from maintaining game balance, but can be explained realistically; to fit an effective artillery piece on a mobile platform required a weapon of small enough size but retaining enough power and ammunition to carry out an attack. The howitzer fitted to the Mark VII is small enough that four can be safely installed into the hull and enough ammunition carried for its purpose. While the movement was kept in Ogre mode (at a distance of 3 hexes), the number of tread units (or movement hit points) were deliberately kept on the low side to let the defender easily reduce the movement of this monster quickly. Consequently, the Mark VII may be a weak behemoth, but the punch it delivers is devastating. The Cruise Missiles in the Ogre Mark VII should be bought as part of the package. This makes the cost variable. The actual number of cruise missiles allowed in a scenario should limit the actual number of missiles installed inside the O-CMC. No more than half the cruise missiles can be launched from the Mark VII, since its howitzers pretty much means death for any armored unit that cannot make an attack on its howitzers. Laser fire will have a 1:2 odds chance of destroying an Ogre howitzer (esp. true with the range of 30 to 60 hexes). If it does not, then the Ogre howitzers will probably obliterate the the laser installation once it gets in howitzer range. =============================================================================== Scenario: Nuclear Hare and Hounds --------------------------------- "Blockade running was a game of hares and hounds." -- An Illustrated History of the Civil War ------------- Introduction: ------------- Siberia had long turned into a nuclear winter wonderland. Both the Combine and Paneurope had long stopped trying to invade one another in the frozen wastes that contained and yielded nothing. If military might was to be expended to gain resources in a world colder than a witch's kiss, then it may as well be in Antarctica, where the oil flowed. Still, there were rumours -- not facts mind you, just rumours -- that a Russian tank detachment had found a sizeable oil field somewhere in the wastes where one can expect to see darkness for months at a time. This fact was not lost on the local Combine Commander. He and his unit was here not by choice, but by necessity. The Siberian Campaign had failed, and many of his unit have succumbed to the terrible cold, if not the equally unpleasant fire from Paneuro units. Without fuel, the whole unit will perish. The nuclear packets that powered their war machines and battlesuits needed no refueling for the next hundred years, but to cook food, to keep his men and women warm, happy, and focused, he needed the age old black fuel -- petroleum. Cooking food and boiling water with a nuke plant was not the way to go. But especially now, fuel was scarce. And onset of arctic winter made things almost unbearable for the most part. Yet, the Combine Commander still had an ace up his sleeve. Three days ago, a unit of Ogre Mk I's made contact with the band of demoralized men and women. Although the cybertanks would've been frightening up close, the commander had long discarded his fears of anything, including dying. His only fear was not to see the bright blue skies of Montana once more. Outranking the Mk I's, he asked the Ogres' of their orders -- his eyes seemed to brighten when they responded that they had intercepted a transmission of a Paneuro evacuation just 200 kilometers from their current position. A Russian ice-breaker had come to pull out some elite cadre units back home. With standing orders from the Combine High Command, the Mk Is were to intercept and destroy the ice-breaker. Negative, responded the Combine Commander. High hope seized him as he realized that he and his men, and even these Ogres as well, can take the ice-breaker and commandeer it back home. The IFF signature could be easily changed before they entered home waters. It will be guarded, one of the Mk Is unhelpfully volunteered. The human commander had made up his mind however. Better to cross the ocean in a ship than in a tank that could run into trouble on the sea bed. Rank was pulled and the order was given: Seize the ice-breaker. Five hours later, the same commander barely felt the sting of the wind as he peered at the ice-breaker through the light blizzard. The sight that lay before him was more painful than he could bear. The ice-breaker was there, a few scattered human figures moving about in their battlesuits and power rifles. It was lightly guarded, waiting for the forces it was sent to evacuate. However, sitting in the frozen tundra, snow barely covering its hulk, was a Paneuropean cybertank. It was a Fencer from its silhouette. Though it was motionless, its sensors were highly active. The Commander looked to his Executive Officer. She returned his gaze and nodded. There was only one objective, and that was to return home. --------- Briefing: --------- The Combine player(s) goal is to seize the ice-breaker Drubetskaya. Seizing the ice-breaker (which is crewed by humans) is easy -- any Combine unit that gets adjacent to the ice-breaker will threaten the ship's captain (in bad Russian) that they'll sink the ship if they don't surrender. Naturally, the Combine soldiers won't fire on the ship, but the Paneuros don't know that. Additionally, securing an escape would be good, preferably by blasting the Fencer so that it cannot move nor can any weapon threaten the ice-breaker as the Combine units evacuate. The Paneuropean player(s) need to keep the ice-breaker intact and keep it under Paneuro control. The only units available to fight off the Combine "Zombies" (for their lack of individuality) are the Fencer (actually a Fencer-B), a few squads of Infantry, and a trio of Light Tanks. They were expecting to pull out forces, not hold against them -- the Paneuro force that they are waiting for may arrive. ------- Set Up: ------- The original Ogre map that came with Deluxe Ogre can be used, except the Combine player is moving towards the ocean. The craters can be treated as rubble or craters, but not both. The ice-breaker is set no more than 3 hexes (6") away from either side of the map, on a water hex. The Fencer-B must maintain 6 hexes (12") away from the ice-breaker since it is supposed to be on guard duty. All other Paneuropean defenders may be placed anywhere on the half of the board nearest the ocean, as it is assumed these units are on patrol patterns. The Combine units come from the north edge of the map and must make the first move. ------------ Point Pools: ------------ Combine Player: =============== 150 points Ogre Mk Is (six) 10 + (1 die * 10) points worth of Armour, Infantry, etc. Paneuropean Player: =================== 150 points Fencer-B 18 points 9 squads Infantry 9 points 3 Light Tanks ------------------- Victory Conditions: ------------------- Combine Player: =============== Class S Victory ... Ice-breaker seized; Fencer-B destroyed. Class A Victory ... Fencer-B and Paneuropean forces destroyed or disabled. Class B Victory ... Ice-breaker seized; Fencer-B's weapons cannot reach ship. Class C Draw ... Fencer-B destroyed; ice-breaker destroyed. Class D Failure ... Ice-breaker destroyed; Fencer-B survives. Class E Failure ... Ice-breaker destroyed; all Combine units destroyed. Paneuropean Player: ==================== Class S Victory ... Ice-breaker and Fencer-B intact; all Combine units destroyed. Class A Victory ... Ice-breaker survives; all Combine forces destroyed or disabled. Class B Victory ... Fencer-B survives, ice-breaker and all Combine units destroyed. Class C Draw ... Ice-breaker, Fencer-B, and Combine attackers are destroyed. Class D Failure ... Ice-breaker seized, Fencer-B destroyed; some Combine units survived. Class E Failure ... Ice-breaker seized, all defenders disabled/destroyed; Combine units survived. --------- Variants: --------- Originally intended to see what a bunch of little Ogres can do to one big Ogre, Nuclear Hares and Hounds somehow involved those darn humans. If you want a more emotionless tactical exercise, try using a simple Breaktrhough game, but instead of GEVs, use six Ogre Mk Is and two Ogre Mk IIs then face them off against two Fencer-Bs. This was definitely more fun to think about from an AI perspective, pitting tactically inferior, but more numerous AIs against a few tactically advantaged AIs and then gauging the reaction (or lack thereof). The random number of points for the Combine player will keep the game fairly close (armor wise). It'll be all the Fencer can do to keep the Mk Is from mobbing the racks and guns then having the survivors plinking away at the treads. A variant would be to usher in the Paneuropean column starting on turn 10. Use the reinforcements table for "Raid" and roll every five turns. The Paneuro units enter from the same side the Combine player entered (north). In this variant, increase the Combine player's random points by a second die. For victory conditions after the Turn 10-variant, assume that once the ice-breaker is seized, the Combine units start a hurried evacuation. If all Combine units stack with the ice-breaker, the Combine player wins. =============================================================================== Scenario: Gang Bang, OGRE Style "What's wrong with sluts? I like sluts!" --anonymous online John ------------- Introduction: ------------- It was 2092, and the time was nigh for the final push to break up the hated Paneuropean Federation forever. However, there were some Paneuropean states that simply refused to give in and fought tooth and nail. The Baltic States were in no mood for seeing another invader use their neighborhood as a combat zone; over 500 years of continuous warfare in the region had pretty much made the men and women of the region very tough and very independent. That is how they got their hands on some Huscarls and stolen Combine jamming gear. --------- Briefing: --------- The fielding of the new Mark VI started a new TOE (table of organization and equipment) for independent OGRE units. A surprising number of older Mark Is and IIs were retrofitted with new A.I. as engineering command units in charge of a legion of mechanical drones and large automated cranes to assemble their larger battle brothers. With the human element in constructing their sentient weapons absent, one could see the future of earth as one dominated by nothing but war machines. The new independent units were comprised of a Mark VI, which was in command of the unit. Its main objectives would be determined by the Combine military high command. Reporting directly to it would be a Mark IV serving as scout, raider, and flanker, and a Mark V for tactical targets or targets of opportunity. A "456" task force would be sent out to do dirty work no human force would be capable of. A 456 unit has been sent to secure and hold a remote valley beyond the Urals. Combine intelligence suspects an auto-fac has been sited there from satellite photos; however, ground resources need to go and confirm that the damn thing is there and take it from the locals. The Paneuropeans are not stupid. They know that the Combine forces have been trying to land units in Greece to take Fortress Europe for decades. The Baltic States acquired several Huscarls and their A.I. when the Doppelsoldner cybertank went into production. An enterprising network of spies and agents managed to clone, copy, or steal the templates for the ECM/ECCM systems and point defence components for the Ogre Ninja. It took the past several years to rework them into the Huscarl design, but it worked. Now the auto-fac in their area has churned out two new "Reveners" (Huscarl cybertanks with ECM and ECCM systems), giving them the OGRE Ninja's defensive abilities (subtract 1 from the die roll of any CRT result except by infantry in overruns). Those soon to be ex-Paneuropeans will need them soon; the Combine 456 unit has been dispatched to their valley. ------- Set Up: ------- A blind set-up is used (it is mandatory) since the attacking player has no idea what the hell is in the valley (this is why his units are being sent there). The map used can be any map with a mix of clear and forest terrain. Buildings are placed upside down, as well as any defending units. There are additional special rules for the map used: - The auto-fac must not be less than 6 hexes away from the edge of the map (it should be in the nebulous center somewhere) - The defending cybertanks must be at least 12 hexes away from the auto-fac; they are on patrol and should not be wandering around looking for a leprachaun's pot of gold - Two opposite edges of the map are considered impassable mountain - The remaining two map edges are the top and bottom of the valley; the Combine player comes in from one of the two "open" sides but not the "closed" sides. - If the Combine player decides to evacuate to report a draw (or the location of the auto-fac), then his Ogres must withdraw north (or south). ------------ Point Pools: ------------ Combine Player: =============== 250 points Mark VI Ogre 150 points Mark V Ogre 150 points Mark IV Ogre Paneuropean Player: =================== 200 points Mark V Huscarl with ECM (Revener #1) 200 points Mark V Huscarl with ECM (Revener #2) 150 points of local forces ------------------- Victory Conditions: ------------------- Combine Player: =============== Class S Victory ... All enemy forces destroyed; all Ogres intact Class A Victory ... All enemies destroyed; one Ogre intact Class B Victory ... At least one Ogre flees after identifying auto-fac Class C Draw ... All enemies destroyed; no Combine Ogres survive Class D Failure ... Two Ogres disabled or destroyed Class E Failure ... All Ogres disabled or destroyed Paneuropean Player: =================== Class S Victory ... All attackers destroyed; both defending Ogres mobile Class A Victory ... All attackers destroyed; both defending Ogres survive Class B Victory ... All attackers destroyed; one defending Ogre survives Class C Draw ... All attackers destroyed; both defending Ogres destroyed Class D Failure ... An attacking Ogre identifies auto-fac and successfully retreats Class E Failure ... All defenders destroyed; attackers has at least one unit left --------- Variants: --------- Special variants often adjust the size of the Ogres: try a tteam of Mark V, Mark IV, and a Mark III-B or two Mark III-Bs and a Mark V against a different force of Mark III Legionnaires and a Fencer (or Fencer-B). Different cybertanks have different roles; an experimental Fencer or Fencer-B that has a movement rate of 4 (8 inches or half-hexes) may make a more lethal sniper tank than the Combine Mark IV. =============================================================================== APPENDIX ------------------------------------------ Reinforcements Table (Ogre Miniatures) ------------------------------------------ This table is for the scenario Raid, whereby the defending player gets infinite reinforcements on his side of the map edge at the beginning of each turn. Two die are rolled, and the unit is spawned on the map edge directly under the player's control. The first hex is uses to enter the map will count towards its movement allowance for that turn (as will any hazardous terrain): 2 - Superheavy Tank 3 - Missile Tank 4 - 2 Light Tanks (stacked) 5 - GEV 6 - 2 LGEVs (stacked) 7 - GEV 8 - 2 LGEVs (stacked) 9 - 3 Infantry squads riding a GEV-APC 10 - Heavy Tank 11 - 9 Infantry squads 12 - Mobile Howitzer The reinforcements table can be used to generate units in lieu of a computer calculating resources or Tiberium harvested. If reinforcements are occuring too often, a turn counter can be used (like a coin or hourglass) to count off odd and even turns. Reinforcements can then be rolled on every other turn to keep things balanced. ---------------------------------- Size Table (Ogre Battlefields) ---------------------------------- Size 1 - Light Tank, LGEV Size 2 - Missile Tank, GEV Size 3 - Heavy Tank, GEV-APC, truck, hovertruck Size 4 - Missile Crawler, Mobile Howitzer, Mobile CP, Howitzer Size 5 - Superheavy Tank, Ogre Mark I Size 6 - Ogre Mark II Size 7 - Ogre Mark III, Mark III-B, Ninja Size 8 - Ogre Mark IV, Mark V, Fencer, Fencer-B Size 9 - Ogre Mark VI, Doppelsoldner =============================================================================== POLITICS -- THE LAST WORD Already published scenarios of Casey Joneski, The Day Before, Raid/Atrocity, Breakthrough, Ceasefire Collapse, and Kill the CP are fairly standard operations in any military offensive. The problem is all those scenarios were created before the networking Future Combat Systems of the 21st Century. Stuff like SOSCOE and recon drones existed on paper, but once the realistic applications set in, things are not always what they seem. At the core of the Ogre game is simply the concept that cybertanks are tougher than manned machines (firing nukes or not) and when low quality (conventional) units go against a super machine, the lack of quality needs to be made up by an increase in quantity. Whether of not the fiction of Steve Jackson's Ogre-verse makes sense, it does make for an interesting (and simple to upkeep) RTS game of paper/plastic counters. There are several things about the Ogre-verse that no longer hold true in the 21st Century; the Nihon Empire for instance, would never be. In its stead, the People's Republic of China would be the most likely Asian superpower. Rather than a quibbling group of European nations dictating what would be done, the Russian Federation would broker power in the Middle East and Baltic States as they do now; their influence on European politics and economics are far greater now than then. In the quandry known as the Middle East, there are countries other than the old First and Second World countries who have vested interest in Arab oil. It is highly likely that a future "World War" if it came to be, would be a power struggle between Russia, India, and China over their hemisphere. Underestimation of smaller but still potent countries like Turkey and Iran has landed many would be superpowers in deep trouble. The North American Combine may have been a fanciful idea from NAFTA and similar machinations in the 20th Century; the truth is that some parts of the United States are closer to Canada while others are to Mexico. Perhaps America would split along the racial lines -- those of Anglo-European descent and those of Latin descent may go their separate ways in America, and see two United States. Exactly what they would be called, one would not be sure. Definitely the 50 stars on the flag would be drastically reduced. In South America, the nations there are realizing the power they have in terms of industrialization. Venezuela, Chile, Argentina, Brazil, Columbia, Peru and other Latin American countries may be a little lagging in terms of standard of living when compared to the wealthiest nations, but that does not mean their respective leaders are ignorant -- or stupid. The world of Ogre was that of 1977, as if the cybertank had been sent back in time and made everything horrifyingly true. The vision of glassed deserts, nuclear wasteland, and roaming killer robots was a dystopia one had hoped to stave off or even prevent from occuring; ironically, we are now closer to that universe today than we were nearly half a century ago. -S =============================================================================== SPECIAL THANKS: Steve Jackson -- Creator of the OGRE game Henry Cobb -- OGRE #1 Fanboy ... the world needs more crazy people Dominique Summers -- OGRE #2 Fangirl Greg Costikyan -- Flying OGREs my ass; get stoned - drink wet cement Stephan Beal -- OGRE VTOLs for dummies Carlos Vezina -- OGRE versus Walkers versus Vertical Tanks Armored Unit Calculator -- http://www.io.com/~hcobb/ Cybertank Calculator -- http://tank.osaurus.us/yacd-mini.html GERWALK -- Ground Effective Reinforcement of Winged Armament with Locomotive Knee-Joint And all the online BBS whackjobs who haven't realized the 1970s was a half century ago. =============================================================================== Contact author: sng@ign.com
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Ogre [1982] Origin Systems
Initial Release: Dec 31, 1982
Macintosh Amiga Commodore 64/128 +5
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