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OGRE SCENARIO FAN SCENARIO CONTEST. WARNER AIREY 2014.

PACHTOVY@YAHOO.COM.AU

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

OGRE SCENARIO FAN SCENARIO CONTEST. WARNER AIREY 2014.


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Reveal the note, and move the Ogre as written. If the Ogre is in, or enters swamp or
water, (including an overlay), it suffers the effects. And of course, ends movement for the
turn (disregard further hexes intended).

TERRAIN SPECIAL RULES


Standard Optional Rules: Terrain Damage
Only 13.02.1 and 13.02.2 large bridge rules are used. No other terrain can be damaged,
blocked or cut. Note that Trucks cannot destroy the large bridges no ramming or
automatic same-hex destruction.
Special Rule: No Road Bonus for Ogres. Size 5 and above never get a road bonus
anywhere on the map.
Special Rules: Swamp NOT STUCK
All Size 5 or bigger do not roll a die to determine if they get stuck in swamp. Instead, a
Mk II automatically loses 3 treads, and may continue moving next turn (Exception: 2AU
SHVY are automatically and permanently stuck.) A Mk I and SHVY, loses 2 treads. (Also Ninja:4, Mk III/III-B/Fencers:5, Mk IV/V/Dopp:6, Mk VII:7 treads).
Special Rules: Soft Lakebed
All Size 5 or bigger (Ogres and Superheavies) treat water hexes as underwater swamp
for movement. After moving into a water hex, using underwater movement, the unit ends
movement for the turn and makes a roll. On a 1 or 2, it loses treads as described in
Swamp NOT STUCK special rules. STEALTH Ogres, also lose treads 1 or 2 (no
subtraction). Note: 1605 and 1609 become swamp if large bridge(s) destroyed, not water.
Special Rules: Shallow Water I can shoot you, you cant shoot me
This rule only affects units capable of underwater movement (Size 5 and larger).
Underwater Ogres are only partially submerged in water terrain. Ogres still cannot make
attacks as per 7.14.4. However, opponents are allowed to attack (full strength) the halfsubmerged Ogre, but Ogre Defense strength doubled (exception: unmodified DEF versus
units that can normally attack underwater targets such as HWZ and MHWZ), and treads
hit only on a 6 (HWZ and MHWZ 5 or 6). For all other purposes, the hex is still water, so
no overruns (Exception: Ground-effect units can be in shallow water overruns, but they
suffer an automatic D result which converts to an X at the end of their first fire
round).
Special Rules: Trucks D Results are X
In this scenario, Trucks are never disabled. Treat any D result inflicted on a Truck (only)
as if it has received a second D - that is destroyed.

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

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Heavy Weapon Limited Supply


At the instant a Truck reloads a HWT, roll one die. If the result is 1, 2 or 3, the vehicle is
LOW on ammo. Flip the Truck over, so the yellow/black stripes are displayed. The vehicle
is not actually disabled this is just a record keeping device. When a yellow/black Truck
performs a reload, it is OUT, expended: remove the Truck (only) from play. The
replenished HWT remains unaffected in the hex, ready to fire next turn. Each truck can
therefore provide a minimum of two reloads. One truck can potentially resupply as many
HWT as are in the same hex, but make LOW rolls one by one as each reload is done (1 to
3 flip to LOW immediately). Remove yellow/black trucks automatically when they supply
a load.
HWT Riding Trucks
HWT do not have to mount a truck to reload.
All rules 5.11.1 Rideable vehicles, 5.11.2 Combat involving infantry riding
vehicles, and 5.11.3 Mount/dismount sequencing for infantry, are in effect.
Reloading is allowed, but unrelated to riding, but remember that HWT cannot make a
heavy weapon attack on the turn they dismount (an exception to 5.11.3).

WINNING AND OTHER RULES


Laser Tower
The 20 SP Laser Tower is capable of firing. Each time it makes a ground attack it LOSES
two Structure Points. If DAMAGED to 10 SP or less it cannot fire at all. It loses 0-4 SP per
missile interception roll, depending on the chance of success. Ogre missiles can be
intercepted, rolling once with two dice. The defender states in advance whether the
intercept roll has to achieve a roll equal to, or higher than, 10, 9, 8 or 7. A single
intercept roll is allowed against each individual Ogre missile launched. The Tower does
not suffer any loss of SP if 10+ is stated as the To Hit number. 1SP lost if 9+. 2SP if 8+.
4SP lost if 7+. The Tower always has line of fire, regardless of terrain, including over and
into any terrain such as town or forest (yes, Ogre Light Missiles can be intercepted).
Reinforcements
Paneurope receives reinforcements only once per game. Roll one die on Turn 11. The
single roll determines both the type and arrival turn.
1 3xLGEV (on turn 11),
2 2xGEV ( on turn 12),
3 GEV-PC carrying 3xINF squads (turn 13),
4 HVY and 3xLT (on turn 14),
5 MHWZ and MSL Tank (on turn 15),
6 SHVY (3AU) carrying 2xINF (on turn 16).
Reinforcement enters at a random location. On-road or adjacent. Roll each individual unit
separately (except infantry, they are riding). On the arrival-turn roll for location(s):
1 - 0104, 2 - 0401, 3 - 1801, 4 - 2304, 5 - 2315, 6 - Either 1822 or 0422.
Reinforcements must enter on the listed turn, or not at all. Pay movement points for each
hex.
Escape
Defender: north edge. Attacker: south edge. Attacker which began with a single Ogre is
prohibited from escaping unless 3 CPs are destroyed. If had two Ogres, no escape
allowed until all four CPs destroyed.
Victory Points
Standard VPs are scored for destroyed units.
Defender gets 50VP for destroying the Mk II.
Attacker gets VPs for destroying: CP Alpha 35VP, CP Beta 20VP, Delta 15VP, each HWT
4VP, Each SP lost by Laser Tower is 1VP (20VP if destroyed), Trucks 1VP (regardless
whether destroyed or expended due to OUT of supply). Trucks flipped to LOW side, do
not give any points. Destroying large bridges, no VP.
Victory Levels

3|BUG-EYED OGRE

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Victory is determined by the difference in VP, if at least 5VP higher. Winning by 20VP or
more is a Decisive Victory, 10-19 is a Victory, 5-9 greater is a Marginal Victory.
4VP or less is a Very Marginal Victory. Regardless of who has 0-4VP, the attacker wins if
the Laser Tower was totally destroyed (20SP lost) - otherwise the defender.

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.

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Optional: Mk II Bug-Eye Variant Record Sheet

A RULE TOO FAR

Changing Facing to Mark Actions. Decide


on conventions to clearly show what actions
have been performed by changing facing of
counters. Remember that HWT that have just
reloaded cannot fire in the same turn.
Suggestion: Place Truck counters on top of
teams that are riding INSIDE.
Clarification. HWT can only do one of the
following per turn: HW attack, non-HW attack,
Reload, or, auto-destruct a bridge. So, for
instance, can demolish the bridge OR shoot
at the Ogre but not both!

5|BUG-EYED OGRE

Optional Addition to 8.05.1 Disarmed


Ogres. An Ogre without weapons except
missiles can deliberately withhold firing
missiles, and declare itself disarmed for this
overrun, suffer the two free enemy fire
rounds (keeping the missiles hidden or
available for later). Stealth Mk II in swamp
or water. Clarification of lack of stealth
effects. Attacks on treads in swamp hit on 5
or 6. In water, tread attacks hit on 6, (except
HWZ and MHWZ hit on 5 or 6). Other attacks,
not at minus one to roll.

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