Kwanchai's Ogre Redesign V1.1

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Hello, Thanks for looking at my Ogre redesign. This is a redesign of Steve Jackson’s original “Ogre” game (does not include G.E.V.), with new artwork and design. The theme has been changed from “cybernetic supertanks in a bleak futuristic wasteland,” to “clunky giant robots on the Western Front of World War II.” The game system itself (unit stats, map layout, tables, etc.) is identical to the original game. Only the theme and artwork has been changed, along with new rules that have been written to accommodate these changes. Included in this PDF are: a box cover design, rules, game counters, map, record sheets, CRT tables, and mine placement sheets. Striving to emulate the early “microgame” editions, I’ve tried to keep all the components simple and compact, so that it’s easy to throw in a bag and carry around, and doesn’t require much space to play. The contents of this PDF file are for personal use only, not to be sold or distributed otherwise. Thanks and Happy Gaming! ~Kwanchai

To assemble a copy: 1) Print the front and back sides of the Game Counters, carefully line up and mount (using spray adhesive) onto opposite sides of matte board, and cut out. 2) Print the Map and CRT Tables, mount onto matte board, and cut out. 3) Print the Ogre Record Sheets and Mine Placement Sheets, cut out, and laminate each. 4) Get a regular die (D6), a dry-erase marker, and a friend (or enemy) and you are ready to go.

Ogre counters - These counters appear in two types: the Mark III and the Mark V. Each represents a single giant armored robot, equipped with cannons, missiles, flamethrowers, and heavy armor. The Mark V is larger and more formidable than the Mark III. The capabilities of the Ogres are not shown on the counters, as they may change throughout the game as the Ogre is damaged. The full capabilities of the Mark III and Mark V are shown on their corresponding Ogre Record Sheets.

Game Design by Steve Jackson Illustration and Design by Kwanchai Moriya

All counters have a reverse side. The reverse side of an armor unit counter shows it in a “disabled” state, with a red-border. The reverse side of an Ogre counter shows a different view of the Ogre; either side can be used in play. The reverse side of Infantry and Command Post counters are identical to the front side.

OGRE is a two-player wargame set during World War II. The basic scenario represents an attack by a giant robotic fighting unit, known as an “Ogre,” on a strategic command post guarded by an armed force. One player plays the attacking Ogre, while the other player plays the defending army. Playing time is between 30 minutes and 1 hour for the basic scenario.

Combat Results Table - The CRT is used to resolve the effects

I. COMPONENTS

of combat.

Map - The map represents a rural countryside region

Ogre Record Sheet - These sheets are used for the record-

somewhere on the Western Front.

keeping of an Ogre’s weapons and damage during a game.

Counters - The white counters represent American forces; the

II. THE BASIC SCENARIO

dark brown counters represent the German forces. The extra Ogre counters in other various colors may be used in optional scenarios that require multiple Ogre units.

The basic scenario represents a single Ogre attacking a heavilyguarded Command Post. The defending player sets up first.

Setup 1. The defending player gets 20 points of attack strength of Infantry, 12 armor units, and a Command Post. Note: Each Howitzer the defending player takes counts as two armor units. 2. The defending player’s units and the Command Post are set up anywhere in the obstructed area of the map (the red-shaded area in the Setup Diagram). In addition, up to 20 attack strength points of the defending player’s force may set up past the imaginary line drawn between the two houses located at the map edges (the orange-shaded area in the Setup Diagram). All units are face-up. 3. The attacking player takes a single Ogre Mark III and moves first, entering anywhere on the bottom of the map.

The counters represent military units. Each counter carries an illustration of the unit, a name, and four numbers which indicate its capabilities: attack strength and range, defensive strength, and movement points. The Tank, Missile Launcher, Jeep, and Howitzer are collectively referred to as “armor units.” Tank - This counter represents a single heavy tank. Missile Launcher - This counter represents a single missile-firing vehicle. Jeep - This counter represents a single highly-mobile, armed off-road vehicle. Howitzer - This counter represents a single stationary heavy cannon. Infantry - These counters come in three types, representing one, two, or three soldiers. Command Post - This counter represents a strategic communications center. It is immobile and has an attack and defense strength of zero.

How to Win The main objective for the Ogre player is to destroy the enemy Command Post, while the main objective for the defending player is to defend the Command Post. There are three achievable victory levels as the Ogre player: 1. “Complete Ogre victory”: all defending units and Command Post are destroyed. 2. “Standard Ogre victory”: Command Post is destroyed, and Ogre escapes. 3. “Marginal Ogre victory”: Command Post is destroyed, but Ogre is destroyed.

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The turn sequence for the basic scenario is: There are three achievable victory levels as the defending player. 1. “Complete Defense victory”: Command Post survives, and at least 30 attack points of the defense force survive. 2. “Standard Defense victory”: Command Post survives, and Ogre is destroyed. 3. “Marginal Defense victory”: Command Post survives, but Ogre escapes.

1. Ogre moves. 2. Ogre fires. 3. Defending player’s armor units that were disabled the previous turn recover. 4. Defending player moves. 5. Defending player fires. 6. Defending player moves Jeeps their second movement phase.

SETUP DIAGRAM FOR BASIC SCENARIO

IV. MOVEMENT The map is divided into hexes. Features on the map include: Buildings - Hexes containing a building are impassable. No unit may move into or over a building hex. Units may fire over buildings. Trees - Some hex sides have trees bordering them. Trees obstruct the movement of vehicles. Only Ogres and Infantry may cross through hex sides with trees. Units may fire over trees. Only one unit may occupy a single hex at a time. Units may not be stacked, with the exception of Infantry. The basic Infantry counter is the 3-soldier counter. More than one Infantry counter may occupy the same hex as long as the total amount of soldiers in a single hex is no more than 3. Any unit may move through a hex occupied by a friendly unit, as long as the two do not end the turn on the same hex. No unit may move through a hex occupied by an enemy unit (unless Ramming). No unit may move off the map. It is assumed that the top and side edges of the map are bounded by mountains and are impassable. The bottom edge of the map is assumed to be a river which only Ogres may enter. Ogres may leave the map by entering the river, but may not re-enter the game.

Moving Military Units

III. TURN SEQUENCE

The number in the top right-hand corner of each counter is the number of “movement points” that a unit has. Movement points designate the maximum number of hexes that a unit can move per turn. For example, an “M2” unit may moves up to two hexes per turn. Movement points may not be accumulated from turn to turn. A unit never has to move. A disabled unit may not move until it recovers.

On his turn, each player may move any or all of his units, and fire with any or all of them, as long as each unit fires only once and, except for Jeeps, moves only once.

Jeep double movement. A Jeep may move twice per turn. It moves once before combat (up to 4 hexes) when all other units move, and once (up to 3 hexes) after combat.

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Ramming with an armor unit. An armor unit may ram an Ogre by moving onto its hex. The Ogre loses 1 Leg unit automatically, and the armor unit is destroyed. Armor units may not ram other armor units or Infantry.

V. ATTACKING

Moving the Ogre

For each attack, all attack strengths involved are totaled, and then compared with the defense strength of the target in ratio form. This ratio is rounded off in the defender’s favor to one of the ratios shown on the Combat Results Table. In other words, the target of the attack, be it Ogre or standard unit, gets the benefit of the rounding-off. Once the ratio is determined and rounded off, the attacker rolls the die and consults the proper column of the CRT to find the result. Results are applied immediately.

In general, each attack is resolved by comparing attack and defense strengths of the units involved, and then rolling a die.

An Ogre begins the game with its full allotment of movement points, but may become slower during the game if its legs are attacked. A Mark III begins with 45 Leg units; a Mark V begins with 60 Leg units. When an Ogre’s Leg units are reduced to 2/3 their original total, the Ogre’s movement is reduced from 3 to 2. When the Leg units are reduced to 1/3 their original state, the Ogre has only 1 movement point. When the Leg units are all gone, the Ogre is immobile.

A player may make his attacks in any order and may observe the results of each attack before carrying out the next. However a player must always announce what he is attacking, what he is attacking with, and the odds, before rolling the die.

Ramming with an Ogre. An Ogre may damage or destroy armor units by ramming. Ramming a unit is accomplished by moving onto or through its hex, with the following results: Any armor unit rammed is disabled on a die roll of 1-3, and destroyed on a die roll of 4-6. The Ogre player rolls the die immediately upon ramming. If the armor unit is only disabled, the Ogre may expend one more movement point, stay in the same hex, and ram again. Any disabled armor unit or Howitzer is destroyed if rammed. An Ogre loses 2 Leg units ramming a Tank, and loses 1 Leg unit for ramming any other armor unit.

Attacking with Military Units Each counter carries a combat factor expressed as two numbers separated by a slash (e.g., 4/2). The first number shows the unit’s attack strength. The second number shows its range, that is, the maximum number of hexes at which that unit may attack. Each counter also has a defense strength in the top left-hand corner.

If an Ogre still has movement left after ramming, it may continue to move. However, if loss of Leg units due to the ram reduced the Ogre’s movement points, it may move only the reduced number of hexes that turn.

Any unit, or units, firing on an Ogre must specify the target it is attacking, either one specific weapon or the Ogre’s legs. Any number of units may combine their attack strengths into an attack on any single Ogre component, except Ogre legs. And any number of successive attacks may be made against any Ogre component in one turn, provided that each attacking unit fires only once per turn. A single attack must be made against one target only. In other words, an attack strength may never be divided between targets.

An Ogre may ram a Command Post, destroying it. Since the Command Post has no defense strength, the Ogre is unhurt. An Ogre may ram another Ogre by moving onto its hex. The ramming Ogre then immediately ends its movement for that turn in the last hex it occupied before ramming. An Ogre which rams a larger Ogre loses 5 leg units. An Ogre which rams a small Ogre, or one the same size, loses 3 Leg units. The damage done to the Ogre which was rammed, is determined by a die roll. The ramming player rolls two dice if his Ogre is a Mark III, and four dice if his Ogre is a Mark V. The total on all the dice rolled is the number of Leg units lost by the Ogre which was rammed. Only Leg units are lost to ramming attacks.

If weapons are the target, the attack strength of the attacker(s) is compared with the defense strength of the weapon being attacked. Roll a die and consult the CRT. A “DESTROYED” result on the CRT means the target weapon is destroyed. “DISABLED” results do not affect Ogres. If a weapon was destroyed, the Ogre player must check off one of the boxes of that weapon on his Ogre Record Sheet.

An Ogre may not ram Infantry, but it may move onto or over a hex occupied by Infantry, and if the Ogre has any flamethrowers left, the Infantry unit is automatically reduced by one strength point. An Ogre may choose to expend another movement point, stay in the same hex, and reduce the Infantry strength again.

If the Ogre’s legs are the target, the attack is always at 1-1 odds. After the attack is announced, the attacker rolls the die, and on a roll of 5 or 6, the Ogre loses a number of Leg units equal to the attack strength used. Each unit attacking Ogre legs must do so individually. Thus, a successful Tank attack on an Ogre’s legs would cost an Ogre 4 Leg units. Any Leg units which are destroyed must be checked off on the Ogre Record Sheet.

An Ogre may ram no more than twice per turn, or one enemy Ogre per turn.

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An Ogre is not destroyed until all its weapons and Leg units are gone.

Self-Destructing Ogres - A “live” Ogre (i.e. any Ogre with any Leg units or weapons left) may self-destruct at any time by detonating its power plant, with the following results: 1. All non-Ogre units within 4 hexes are destroyed. 2. All Armor units 5 hexes away are disabled. Any Infantry or Command Post 5 hexes away are unaffected. 3. An Ogre in the same hex (i.e. one that just rammed or was rammed by the destructing Ogre) is destroyed. Ogres in other hexes are unaffected. Note: This rule makes it much easier for the Ogre player to win.

Attacking with the Ogre An Ogre has a number of different weapons, each with its own attack strength, range, and defense strength. These are shown on the Ogre Record Sheet. Any number of Ogre weapons may combine their attack strengths into an attack on any single target. And any number of successive attacks may be made against any unit in one turn, provided that each attacking weapon fires only once per turn. A single attack must be made against one target only. In other words, an attack strength may never be divided between targets.

Fortified Command Post - Assign the Command Post (or Mobile Command Trailer) a defense strength of 1. A “DISABLED” result stops a Fortified Mobile Command Trailer from moving for a turn, but has no other effect. Note: This rule can make the Ogre’s mission much harder.

Flamethrowers - Ogre flamethrowers are effective only against Infantry and the Command Post. No Infantry unit may be attacked more than once per turn by flamethrowers. When all flamethrowers are destroyed, an Ogre can no longer reduce an Infantry’s strength by 1 by entering its hex. Note: Any weapon may be used against Infantry, but flamethrowers are useless against anything except Infantry and Command Posts.

VIII. MORE SCENARIOS Advanced Scenario - Play is identical to the basic scenario, except: 1. The defense gets 30 points of Infantry and 20 Armor units (again, Howitzers count double). 2. All but 40 attack points of the defending force must set up on or behind the line. 3. The attacking Ogre is a Mark V. 4. For a “Complete Defense Victory,” the defending player must destroy the Ogre while preserving his Command Post and at least 50 attack points of his force.

Missiles - Each Ogre missile is a one-shot weapon. Once used or destroyed, it is gone. If an Ogre ends its movement in the same hex with an enemy unit, combat between them occurs as though they were in adjacent hexes.

Mark III on Defense - The defending player takes one Ogre Mark III, 12 Armor units, and 15 points of Infantry. The attacker takes an Ogre Mark V.

VI. GAME END The game ends when the attacking force, whatever it may be, is destroyed or withdraws from the bottom of the map.

Mark IIIs Attack - Substitute two Mark IIIs for the Mark V in the Advanced Scenario, and give the defending player two more Armor units. This can be played with three players.

VII. OPTIONAL RULES

Ogre Defending - Reverse the roles. The attacker takes a standard unit force from the Basic or Advanced Scenario and enters the bottom of the map to destroy the Command Post guarded by an Ogre and a conventional force equivalent to half the attacking force. Any attacking unit, regardless of type, may leave the bottom of the map to escape.

These rules may be used to add interest or complexity. Mobile Command Trailer - Instead of a Command Post, give the defending player a Mobile Command Trailer. The Mobile Command Trailer has a movement of M1.

Ogre Duel - This scenario uses no Command Posts or other units. It is simply a combat between Ogres. The size of the forces and the number of players are variable. Combat may be two-way, three-way, etc. A unit may move off the map, but may not re-enter. The object is to survive and hold the field.

Land Mines - The defending player has a predetermined number of mines. He “places” them in whatever hexes he wishes, recording the numbers on the Mine Placement sheet. Any unit entering the mine hex rolls a die. The mine explodes on a roll of 5 or 6 for an Ogre; roll a die to determine how many Leg units are lost. For any other unit, the mine explodes on a roll of 6; Armor units are destroyed, Infantry units lose 1 strength. An exploded mine is destroyed.

Enough counters have been provided to allow variations of the scenarios above, as well as wholly new battles. Feel free to set up your own scenarios.

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OGRE COUNTERS ( BACK)

OGRE MAP 1 of 2

OGRE MAP 2 of 2

OGRE CRT TABLES

MINE PLACEMENT SHEETS

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