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Simple campaign rules for Ogre

Background
This campaign will take place in a region that has previously been a vicious hot bed of action which recently
moved several miles down the border leaving weakened units waiting for replacements to make good their
strength looking at each other too weary to fight but still too wary to take the extra ten yards back to make
everyone more comfortable.

Then one side noticed that the other side had Ogres rolling around nearby so they brought theirs nearer too and
now this cool spot is about to become very hot once more.

Setup

Map
One side will set up in the tan area (a1:g2) the other green (a4:g5)

a b c d e f g

Structures
Each side has a Section Command Post (SCP) and three area Command Posts (Ax, Ay, Az). The section CP must be
placed on the controller’s side in the darker part of the controlled area (tan b1:f1, green b5:f5). The area CPs can
be set up anywhere on the players controlled area (tan a1:g2, green a4:g5) though no two CPs can be in the same
grid.

Each side receives 10 defensive structures which can be put anywhere inside your controlled area. Laser towers
count as two structures, howitzers and laser turrets count as one structure. Laser towers can defend the grid
they are in and the three in front of it, turrets only defend the grid they are in.

Forces
Each side is a mixture of five Companies, one Brigade and two off map cruise missiles. Four Companies are
partially chewed up Companies that are remains of the earlier fighting and as such, are randomly chosen. The
fifth is a single formation fresh from the reserves along with Brigade of Ogres. The single formation and Ogres are
chosen before the four random ones are generated.
Company A is created first and has 25 Armour Units (AU) worth of infantry / vehicles. This Company is fully
chosen in secret by the controlling player.

Brigade 1 has 25 AU worth of Ogres which are chosen in secret after the Companies

Companies B through E have 20 AU worth of infantry / vehicles. These Companies are built by using the tables in
the Annex at the end. Optionally this can be done in the open as each side is aware of the forces that were
previously involved in the region.
Section CP has a 20 AU Company attached to it (Company P), it is generated the same way as Company B-E
Area CP have a single squadron linked to them and are chosen at random, though are always 6AU strong.

Companies are made up of Squads from two to seven units and the AU value of these Squads range from three to
six AU(AUs are as listed in the Ogre rule book). When building Company A the player must stick to those
guidelines as well. Companies B through E and P are created by rolling to determine the sizes of the Squads and
type of Company but the exact final mix of vehicles / squads is left to the player though standard defaults are
provided.

Squads are designated numbers e.g. first squadron A Company or Ac1, third squadron D Company Dc3. These
designations become important when tracking where Squads are on the map. The area CP Squads have
designations based on their CP so CP Ax squadron is designated Ax1.

Deployment
Company P is deployed in the same grid as the SCP and the 6 AU squads are assigned to the Area CP, these units
will not move out of these grids.
Reserve units must be deployed in the dark part of the player’s zone.
All other units can be deployed within any part of a players controlled zone

Unit states
Companies and the Brigade can be in one of four states, these determine what actions they can carry out in
offence and in response to the opponent (they will also have a direct impact on setting up battles)

Defensive
The full Company / Brigade are fully prepared for an assault, a single grid reference is listed against the Company
to indicate where it is. A Company can only defend a grid owned by the player.

Patrol
The Company is spread out over three touching grids that are in the players control. The Company will patrol a
designated grid and the grid on the immediate left and right.
Squad(s) (up to a maximum of 9AU), are assigned as being the first deployed the remaining Squads will arrive on
the third turn of the controlling player. One grid is identified as the rendezvous point for determining movement
after all battles are resolved. A Company can only patrol grids owned by the player.

Recon in force
A grid within your control area is identified as the start point, the recon force will then move forward two grids.

Reserve
A reserve force can move to re-enforce any one battle per round and will arrive on or after Round 5 of the
controlling players turn in the battle.
Battles
(Squads from different Companies may not combine fire – Ogres can always combine fire)

Battles occur when a recon force meets either another recon force, a patrol, a defensive point or a CP (it is a very
unfortunate structure that has a recon force entering their grid with no support).

Recon vs Recon
One player chooses the map, the second chooses which side they will deploy on

Recon vs Patrol
Recon player chooses the board, patrol decides which end they will deploy in and get to lay two terrain overlays
before either side deploys

Recon vs Defence
Defence chooses board and deployment ends and can lay two terrain overlays before deployment and one in an
unoccupied hex after deployment

Recon vs CP
Defence chooses board and deployment ends and can lay three terrain overlays before deployment and two in
unoccupied hexes after deployment.

Once a battle ground with a structure in it has been fought the same map and terrain overlays must be used for
the any further battles in that grid – structures must sit in the same hex reference.

Squads and structures are deployed in the nearest third of the map.

Post battle
Each side gets to see if any disabled or stuck units can be recovered
Loosing side has to roll a 1 on a d6 to recover
Winning side has to roll between 1 - 3 on a d6 to recover (otherwise they are too badly damaged)
Ogres will become unstuck at the end of a fight but no damage can be repaired in the time frame of the
campaign.
The winner of the battle will take ownership of the grid, if no battle is fought then the Recon Company captures
the grid.

Company A- E and the OGRE Brigade may move up to two touching grids that the player controls (this move can
not be diagonal, only from grids that have touching sides). Companies or Squads linked to a command post may
not leave the CP grid unless the CP is destroyed.

If a Company or Brigade wishes to remain as a reserve it must return to a grid in the dark area of the control zone.

How to win the campaign

There are four ways to win the campaign:


1) destroy the section CP
2) destroy the three area CP
3) control two adjacent columns on the map
4) control any three columns on the map
Annex

Side creation summary


Command Posts (only one per grid)
1 Section Command post (Super CP in Ogre terms) in darker part of controlled area
comes with 1 random Company of 20AU
3 area command posts (normal command post in Ogre terms) in any part of controlled area
roll a random 6AU strength Squadron for each, no crawlers.
Up to 10 defensive structures, laser towers and howitzers count as 2, laser turrets count as 1
1 Company totalling 25 AU worth of infantry and vehicles (fully chosen by the player)
4 Companies totalling 20 AU each worth of infantry and vehicle (randomly chosen by the player)
1 Brigade totalling 25 AU of Ogres
2 Off map cruise missiles

Random Company Creation


1) Roll for Type of Company
2) Roll for mix of Squadron size
3) Pick from sample Squads (or if more time available create them)

Type of Company Squadron size mix


1- Infantry plus support (Top: unit AU, Left: die roll)
2- GEV centric 3 4 5 6
3- Tracked 1 1 2 1
4- Heavy 2 2 2
5- Artillery 3 3 1 1
4 2 1 2
6- Re-roll, if it comes up 6 again, Crawler unit
5 1 3 1
6 4

Samples

Infantry
3 AU 4AU 5AU 6AU
# Squads 1 2 2 3
GEV-PC 1 2 2 2
Light GEV 2 2 2

GEV centric / Tracked


3 AU 4AU 5AU 6AU
Light tank/ GEV 4 2 6 4
Heavy tank or GEV 1 3 2 4
Heavy (based on a super heavy being equivalent to 2AU)
3 AU 4AU 5AU 6AU
Heavy Tank1 1 2 2 3
Super heavy Tank 1 2 2 2

Artillery
3 AU 4AU 5AU 6AU
Mobile Artillery 1 1 2 2
# Squads 1 1
GEV-PC 1 1
Light GEV 2 2

Crawler
3 AU 4AU 5AU 6AU
Crawler 1 1 1 1
# Squads 1
GEV-PC 1
Light GEV or Tank 2 2 2
GEV or heavy tank 1

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