wade@nmtvax.UUCP (12/18/84)
For those of you who like massive Ogre battles, here is a front line trench warfare scenario. To set up the board, you need an area of about 40 hexes by 25 hexes. On each end of the board there is an area of clear terrain approximately 11 hexes by 25 hexes and the area between these two clear areas consists of craters, rubbled hexsides, and wreakage hexes (same as a town hex in GEV). Each side will set up in one of the clear areas and go at it from there. This gives you one section of the front line, several maps can be put side by side to give an even bigger battle. New units: There are a few deviations of my own creation I threw in to make this an interesting scenario. Each side will have three CP's, two will be D5,M0 bunkers and the third will be a D3,M0 bunker. The first two each have one big tactical nuclear missile with a range of 16 hexes. when it hits, it has the effect of an Ogre self destruction as given in the Ogre optional rules. The third bunker is an ABM laser site, and as long as it is intact, the enemies big nukes only have a 50% chance of getting through (roll 4-6 on d6). Because of the extensive ECM used in a front line situation, the missile is not particulary accurate even if it does get through. When the missile is launched, the launching player must declare the target hex. If it gets past the ABM laser, he must roll for accuracy on a d6. The results are as follows: 1. 8 hex off. 2. 6 hex off. 3. 4 hex off. 4. 2 hex off. 5. 1 hex off. 6. On target. If the missile is not on target, roll a d6 to determine what direction it goes off in, 1 is north, 2 is northeast, etc. Wherever the missile hits it turns the hex into a crater hex, and whatever was in the hex directly hit by the missile is destroyed, no matter what it is. Forces: Each player gets 3 howitzers that must be evenly spread along the edge of the no mans land, 20 armor units, 30 infantry, two ogre III OR one ogre IV OR one ogre V, one ABM CP (D3,M0), two missile CP (D5,M0). Each missile CP has one tac nuke missile, once it is used, the CP can launch no more. The big nuke missiles are launched from the CP's, and have a range of 16 from that point. Note that this forces you to put your CP's very close to the front line in order to cover much territory with the big missiles. Victory: Determine victory points by the method given in GEV. The ABM CP is worth 75 vp. If a missile CP is knocked out before it fires its missile, it is worth 75 vp, otherwise it is worth 35 vp. There is a multitude of tactics one can employ in this scenario, but in most cases, infantry will take the wreakage hexes because it triples their defense while armor units skirmish at the edge of the enemies howitzer range. The players will always be trying to get the other to waste his big missiles or coax him in to shooting them at a big troop concentration and hope that his ABM site can take it out. Mobile howitzers, missile tanks, and heavy tanks are very useful here. The option of two mark III's is good because you can have the heavy fire power covering more territory, and if you loose one, you still have another. However, the mark IV does very well here because of its high speed and large supply of missiles. It can do hit and run attacks on the enemy line and is very good at taking out howitzers. The mark V has the advantage of sheer toughness and is good at rumbling right through the enemy line to take out CP's. If there is anyone out there who likes big nasty scenarios like this, let me know what you think. Has anybody else out there come up with balanced ogre scenarios? Richard Wade nmtvax!wade