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BUG-EYED OGRE
By WARNER AIREY
I dont want to alarm anyone, but I think thats an Ogre a bug-eyed Ogre?!
Deep behind the front. Quiet. Safe enough to shut down the Laser for maintenance. The
locals could plug the gap in the anti missile shield. But instead, they got a new job.
Stopping the Ogre!
SETUP
Map. G2. North upper. South Lower. Overlays. 18 hexes of Swamp overlays, (such as 6
singles and 6 doubles).
Combine is the attacker. Chooses a standard or a variant Mk II. Secretly writes down
the type, and how it will spend its 3 movement points on turn 1 (write down the hex
numbers of the path taken, up to three). Must enter any full-hex on south edge. Warning:
swamp might appear in its path. Be careful around the southeast marsh! Now the
defender sets up units and overlays. Then the attacker begins first turn.
Paneurope is the Defender. Sets up after the attacker has recorded the Ogres initial
move, but before the Ogre appears on map.
Defender: Setup Swamp Overlays
Before the Ogre implements its movement instructions, the defender places the 18
Swamp hex OVERLAYS on the map. Overlays and original map swamp have identical
effects.
These can be placed in clear terrain that is adjacent to a Stream, and/or adjacent to a
water hex.
The swamp overlay can also replace a water hex, that is adjacent to a clear/forest/town.
If a road, rail or small bridge is covered, it is GONE. Swamp cannot be placed over town,
forest, or in same hex as a CP, Laser Tower, or Large Bridge 1605, 1604,1606 and 1609,
1608,1610.
The Ogre was so far behind enemy lines that it had incomplete terrain data. The
unexpected swamp caused the Ogre to ponder for an eternity microseconds!
Defender: Setup Units
Gets three Command Posts, all D0 M0. CP Alpha is (35VP), CP Beta (20VP) and CP
Delta (15VP). Place these CPs in any CLEAR hex, no closer than 14 hexes to any other
CP, in a full-hex, and not touching a map edge. Not hidden. CPs do not have structure
points, so they suffer combat effects as armour units, rather than buildings.
Place a Laser Tower (20 SP) in 1907, the clear island in the lake. The laser has technical
issues.
Paneurope gets 7 Trucks (D0, M4, Wheeled) and 7 HWT (Heavy Weapon Team). In this
scenario these specialist infantry can reload. The defender places six HWT and a single
MSL Tank to form a loose line from west to east as follows place one HWT (or MSL
Tank) in a clear hex on the west side of the map, in or between 0203 to 0216. Place one
HWT in 2203. Now create a rough chain from west to east by placing the other units
exactly four hexes from its neighbour(s).
The remaining HWT is placed in, or adjacent to, a town hex on the southern half of the
map, G2S only.
Place one Truck with each HWT.
Attacker Turn 1
1|BUG-EYED OGRE
HWT RULES
Use New Units rules 3.02.2.
Heavy Weapons Teams. Specialist infantry. An infantry squad armed with portable oneshot missiles or cannon. Each HWT may make a single heavy weapons attack at Attack
Strength 3 and Range 4. Once this attack is made, flip the counter to its Fired side. The
heavy weapon may not be fired while mounted (5.11.1) or on the turn the HWT
dismounts (this is an exception to 5.11.3). HW not doubled in overruns.
In this scenario HWTs can be reloaded. HWT are worth 4VP if destroyed, regardless of
how many times they fired. Also, use the above draft rules for this scenario, even if an
update changes official HWT rules.
Reloading HW Teams
HWT can replenish their Attack 3 Range 4 attack ability, from any available Truck. To
reload, both the HWT and a Truck must end their movement phase in the same hex.
During the Fire Phase, instead of making an attack, the player states, Reloading and
flips the HWT counter from the Fired side, to the HW Team Attack 3 Range 4 side facing
up. At best, a specialist infantry team can fire a heavy weapon once every two turns.
2|BUG-EYED OGRE
3|BUG-EYED OGRE
OPTIONAL RULES
Optional: Mk II Ogre Variants
The attacker chooses the variant of their choice. This option is highly recommended,
especially as the Bug-Eyed Ogre inspired the whole scenario. Optional: Roll 2 dice for a
random Mk II.
2 - Mk II-SD. No Main, No Sec, Self-Destruct Ability!, 6xAP.
3 - Mk II Pandora. No Main, 2xSec , 1xMissile Rack D4: 4xInternal Msl 6/5, 5xAP.
4 - Mk II Jack-in-the-Box. 1xMain, 2xSec, 1xExternal Missile 6/5 D3, 4xAP.
5 - Mk II Cerberus. No Main, 2xSec, 3xExternal Missiles 6/5 D3, 6xAP.
6 - Mk II Quad. No Main, 4xSec, 6xAP.
7 - Mk II Rhino. 1x6/2 D5 Alternate Main Battery, 2xSec, 6xAP.
8 - Mk II Javelin. 1xMain, 2xSec, 2xExternal Light-Missiles 3/4 D1, 4xAP.
9 - Mk II Porcupine. 1x6/2 D5 Heavy Main, 2xExt Missile 6/5 D3, 2xExt Lt Msl 3/4 D1,
6xAP.
10 - Mk II Triple Msl. No Main. 2xSec, 1xMissile Rack D4: 3xInternal Msl 6/5, 6xAP.
11 - Mk II BUG-EYE. No Guns. 1xRack D4: 4xInt Msl 6/5, 1xLt Rack D2: 4xLt Internal 3/4,
6xAP.
12 - Mk II Shuriken. 1x6/2 D5 Heavy Main, 1xLt Rack D2: 8xLt Internal Msl 3/4, 6xAP.
MISSILE SURPRISE
In this scenario, MISSILE SURPRISE MUST be used if the Mk II has missiles.
No Combining Attacks Versus Missiles. The defender cannot combine units when
attacking a missile system (External 6/5 D3, External Light 3/4 D1, Rack D4 or Light Rack
D2). Infantry grouped into 2 or 3 strength points counts as one unit. BIG EXCEPTION: If
the Ogre has no other non-missile weapons remaining (no Main, no Secondary, and no
AP), the defender CAN combine attacks by multiple units as normal.
Missile DEF Bonus. In addition, if the Ogre has never fired a missile at all, all Ogre
missile systems get double DEF strength in all terrain (not cumulative with town or water,
ie, still just double). Often, a lone unit will be too weak to achieve an X, especially if the
Ogre is keeping its missiles a secret tough luck still no combining allowed. [Surprise
represents confusion and wasted shots, not actually thicker BPC).
Self Destruct Ogre
SD Ogres can detonate at any time during its own turn. Same effects as Cruise Missile
blast.
Optional: EXPANDED SCENARIO
Attacker gets a Mk II, or variant, and a Mk I (25VP). Can never stack! Write initial
movement for both. Alternatively, the attacker gets a single STEALTH MK II (75VP)
same as a Mk II (or Variant), but subtract one from die roll of all attacks made against it,
and treads hit only on 6 (A natural roll of 6 still hits treads in any terrain, including town
and underwater). Missile Surprise rules still apply. Important exception: No stealth
ability when the Ogre is in Swamp or Water terrain (prior to detection, this sort of
terrain provided excellent concealment, but the Ogres location is now fully exposed. Nor
can it move with any finesse while unbogging).
Defender setup, same as basic, with some extra units. Paneurope places a fourth CP,
Gamma D0 M0 (10VP), no closer than 14 hexes to another CP. Place a HWZ any nonwater hex G2N, and a MHWZ anywhere G2S. Gets three more teams, making a total of
10 Trucks and 10 HWT. So now, four HWT (with Trucks) are placed in, or adjacent to, a
town hex on G2S, 5 hexes or more from each other. EXPANDED VICTORY CONDITIONS are
the same with the following additions: Defender gets DOUBLE VPs if there are two Ogres
(50VP for Mk I and 100VP for Mk II destroyed). Against a lone stealth Mk II, defender
gains +36VP if the stealth Mk II fails to escape.
Non-Ogre & Cruise Missile Scenarios: None.
4|BUG-EYED OGRE
5|BUG-EYED OGRE