by Steve Jackson
Here are four scenarios created for Ogre Battlefields that -- due to space -- didn't make it into the final product.
"Breakthrough" Scenarios
Map G-3
Basic scenario setup. The defending player gets 20 strength points of regular infantry; each point of infantry may be traded for 2 militia. The defender also gets 3 engineer squads and 6 armor units of his choice. Defending units may be set up anywhere on the map except within 3 hexes of the S edge. Defending units are all exposed.
The attacking player gets 16 armor units; any number may be GEVs, but note that the terrain does not favor them. Attackers move first and enter on the S edge of the map; the entry hex counts for movement. The attacker does not have to commit all his units on the first turn.
Special rules. At the beginning of every turn, the defender may place a single unready militia platoon in any town hex that has not been turned to rubble.
Escape. Attackers may leave the map on the N or S side; only N counts for victory points. Defenders may not escape.
Objectives and victory points. Exactly as per G.E.V. section 9.024, counting full value for any regular armor unit, half value for any LT or LGEV, and double for a SHVY. Note that destroyed town hexes do not give victory points.
Advanced scenario. Give the defender 4 more armor units and 3 more engineers. Give the attacker 8 more armor units.
Victory levels. As for map G-2.
Ogre scenario. As for "Breakthrough" on map S-2.
Map S-3
Basic scenario setup. The defending player gets 4 HWZ, 4 MHWZ, and 24 infantry. Any 2 infantry can be traded for one squad of either engineers or marines. These units may be set up anywhere on or east of the line of hexes whose numbers begin with 05. The defender also gets 10 militia, which must be set up in town hexes.
The attacking player gets 12 GEVs and 12 LGEVs. Attackers move first and enter on the lake on the W edge of the map; the entry hex counts for movement. The attacker does not have to commit all his units on the first turn.
Special rules. All town hexes adjacent to the lake on the W side of the map are considered rubble. Other town hexes are undamaged.
Escape. Attackers may leave the map on the E or W side; only E counts for victory points. Defenders may not escape.
Objectives and victory points. Exactly as per G.E.V. section 9.024, counting full value for any regular armor unit, half value for any LT or LGEV, and double for a SHVY. Note that destroyed town hexes do not give victory points.
Advanced scenario. The attacker gets 16 of each unit type. The defender adds 3 superheavy tanks to the force described.
Victory levels. As for "Breakthrough" on map G-2.
Ogre scenario. The attacker gets the forces described in the advanced scenario. The defender gets the infantry and militia described in the basic scenario, plus two Mark IIIs, one in 1518 and the other in 1506. Even more than in the other scenarios, the defender has strength, but not enough flexibility.
"Raid" Scenarios
Map G-2
Basic scenario setup. The defending player gets 10 militia (in any town hexes; only one per hex); 12 squads of infantry (in any hex whose last two digits are 19 or less); one laser tower and one laser (anywhere); and 10 armor units. The armor units are not manned; set them all up as "disabled." The defender chooses one armor unit each turn to activate.
The attacking player gets 12 armor units. Attackers move first and enter on the S edge of the map; the entry hex counts for movement. The attacker does not have to commit all his units on the first turn.
Special rules. At the beginning of each movement phase, the defender rolls a die. On a 6, four GEVs enter the map on any water hex on the E side. The defender only gets these reinforcements once.
Escape. Attackers may leave the map on the S side; defenders may escape to any other side.
Objectives and victory points. As per G.E.V. section 9.034, except that there are no CPs; each river bridge is worth 8 points, and the town hexes at 1205 and 2003, as railhead ports, are worth 20 points each.
Advanced scenarios. The attacker gets (a) 16 or (b) 20 armor units. The defender adds (a) 4 more unmanned armor units, or (b) a single Cruise Missile Crawler with missile.
Victory levels. As per G.E.V. section 9.038.
Ogre scenario. The attacker enters with 24 armor units. The defender has the basic scenario setup and a single Ogre Mark III in hex 1607.
Map S-2
Basic scenario setup. The defending player gets 18 infantry, which can be traded for marines, engineers, or militia (2 INF per marine or engineer, or 1 INF for 2 militia). The defender also gets 10 armor units, none of which may be GEVs, and 5 large revetments; any large revetment may be traded for 2 small ones. These units may be set up anywhere within the loop to the N and W of the river; no defending units may be set up to the S or W of the river.
The defender has two CPs (Alpha and Beta; both mobile with defense 2). One starts at 2117 and the other at 1413. The defender also has three structures, which must be set up outside town hexes: two lasers and one laser tower.
The attacking player gets 24 armor units. Attackers move first and enter on the E edge of the map; the entry hex counts for movement. The attacker does not have to commit all his units on the first turn.
Special rules. The 5-hex town at the west edge of the map is already rubble.
Escape. Attackers may leave the map on the E side; defenders may not escape.
Objectives and victory points. As per G.E.V. section 9.034, except that river bridges (including the RR bridge) are worth 8 each, the lasers are worth 20 points each, and the laser tower is worth 35 points.
Advanced scenario. The attacker also gets 3 GEV-PCs, each with 3 squads of infantry. The defender gets another 12 infantry (or equivalent) and 4 LT, which may be set up anywhere except within 3 hexes of the S map edge.
Victory levels. As per G.E.V. section 9.038.
Ogre scenario. The defender substitutes a single Fencer for all his armor and revetments; the attacker has the setup described for the advanced scenario.
Article publication date: January 26, 2001
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