The Combine Strikes Back!

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The material presented here is my original creation, intended for use with the OGRE system from Steve Jackson Games.  This material is not official and is not endorsed by Steve Jackson Games.

 

OGRE is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Introduction    With the capture of Ares by the Paneuropeans, the situation is looking grim for the Combine.  Yet the Combine planners have successfully mobilized a large force with which to reverse their fortunes.  While Europa celebrates, the Combine strikes back.

 

Setup    Use the Ogre on Mars map, in the same condition it was in when the last scenario ended.  Place markers to indicate destroyed base hexes or blown bridges.

The Paneuropeans have deployed a garrison for Ares, consisting of 20 squads of infantry, 2 Spitze Cybertank Destroyers, and any 10 other armor units (no more Sptizes!).  These forces setup up anywhere on the map.

Carry Over Points:  In addition, the Paneuropean player may redeem carry over points won in the opening scenario in order to stiffen the defense.   If a marginal victory was won, he may redeem 6 points of units.  If a decisive victory was won, he may redeem 12 points of units.  These units join the garrison on the defense.  Unspent carry over points are saved for the final battle.

The Paneuropean player sets up all forces first, uncovered.

 

Combine Entry    All Combine forces enter at either hex 0301 or 0901 or both hexes (player choice at any time).  The entry hex counts for movement.  The forces are:

Turn 1   10 GEVs

Turn 2    4 armor units of choice

Turn 3    5 GEVs plus 3 armor units of choice.

When units enter on a road, they are assumed to have been on the road last turn, and may take the road movement bonus on the turn they enter.  If an enemy unit occupies their entry hex, they may either overrun that unit, or enter at an adjacent hex.

 

Reinforcements    Starting on turn 5, and every other turn thereafter (turn 7, 9, 11, etc) the Combine player may choose 6 armor units of his choice, entering as above.    Reinforcements need not be taken if the Combine player so decides. Two turns later, the Combine player once again has the option for more reinforcements.  Partial reinforcements are not allowed; it's 6 armor or nothing!

Note that the Paneuropean players scores victory points when reinforcements are taken.

 

Objectives & Victory Points    The Combine player's objective is simple, destroy all defenders.  Reinforcements are unlimited to the Combine, eventually they will prevail.  The defenders will try to sell their lives as dearly as possible.

The game continues until all Paneuropean units are destroyed.  Only the Paneuropean player accrues victory points in this scenario.  He scores:

Full points for every Combine unit destroyed.

Half points for every Combine unit brought on as reinforcements.

10 Points for every Combine turn started past the fifth turn.

 

Victory Levels    The winner, and the number of carry over points scored, is determined thusly:

 

Points Scored

Result

Carry Over points awarded

150 or more Decisive Paneuropean Victory 24
110-149 Marginal Paneuropean Victory 12
80-109 NO VICTOR 0
50-79 Marginal Combine Victory 12
49 or less Decisive Combine Victory 24

 

Proceed now to the final battle!!

 

Scenario inspiration:  Last Stand at Erfurt

This site was last updated 06/18/06