Ogres Marks 3, 3-B, 5 and 7

Ogres Marks 3, 3-B, 5 and 7
The Mark 7's advanced cloaking makes it impossible to keep in focus

Tuesday, 27 March 2018

2077: A Thorn in Europe's Side


The Hague Landings
In 2077 the Combine mounted their second major amphibious assault on mainland Europe, landing not in France but in the Paneuropean province of the Netherlands, initial landings were met with heavy resistance as the Paneuropeans had been fortifying for years and the fighting was fierce, the Northern landings were repulsed but the landings near The Hague were successful after a long and drawn out battle and the Combine forces successfully established a permanent beach-head pushing north and east and taking Amsterdam, once this was done they had a foothold on the continent and the real war began.
This scenario represents the initial Combine invasion of The Hague and thrust towards Amsterdam harried by the Paneuropean reinforcements from Utrect. At this time the Paneuropeans lacked both Ogres and Superheavy tanks and were hopelessly outgunned by the Combines Ogres. The failure of the Paneuropean forces against Ogres at The Hague would lead Paneuropean generals to push for what soon became the Superheavy tanks.
This battle will hopefully eventually be the start of a campaign game but due to time constraints I am posting this scenario now and will hopefully fill in the rest of the campaign rules and scenarios when the rules are finished, for now, enjoy.

Map (Base map from Google Maps):

Deployment:
Each military force deploys in its designated deployment zone, all Combine units deploy in the Combine deployment zone in the ‘Shallow’ water or on the beach. Heavy tanks, fast mobile howitzers must be deployed on the beach at the edge of the deployment zone.
Pan European forces must be deployed within their respective city deployment zones except for the Coastal Garrison which must be deployed along the sea wall.

Terrain:
The sea wall is assumed to be a heavily fortified position and is treated as city. Additionally the areas within blue are treated as city and the dark green area is treated as forest. Additionally any other grey areas may be treated as city.

Time limit and Victory Conditions:
The game ends after 15 turns. The Paneuropeans set up first. The Combine forces move first. Victory is determined by which city territories are controlled by a majority of units (infantry count as 3 men stands)
The sea wall counts as 5VPs
The Hague counts as 3VPs
Amsterdam counts as 4VPs
Rotterdam counts as 4VPs
Utrecht counts as 6VPs
Additional victory points are awarded for large Ogres.
For each Ogre Mark III destroyed (all weapons or all treads) by the Paneuropeans they gain 1VPs for each not destroyed the Combine gain 1VP
For the Mark V Ogre or Ogre Vulcan if they are destroyed (all weapons or all treads) the Paneuropeans gain 2VPs each if they are not destroyed the Combine gain 2VPs each

Special Rules:
Combine engineers count as double for capturing objectives and may perform normal engineering duties as described in the Ogre Miniatures game rulebook.Additionally each engineer team of 3 has 1 nuclear device which may be deployed in 1 full turn of no moving or shotting to destroy one structure with structure points.
The Combine Vulcan may repair Ogres in the field as described in the Ogre Miniatures Game rulebook.

Fast Mobile Howitzers:
Attack: 6
Range: 10"
Defense: 2
Move: 4"
Cost: 12

Repair vehicles:
Attack: 0
Defense: 1
Range: 1"
Movement: 4"
cost: N/A
May repair vehicles: Disabled vehicles within 1" may be un-disabled automatically and Ogre Aps may be repaired after 1 turn.

Light Artillery:
Attack Strength: 3
Range: 8 (16")
Defense: 1
Move: 0
Cost: 12
Assembles in 1 turn.(turn after deployed may fire)

Anti-tank gun:
Attack: 4
Range: 6"
Defense: 2
Move: 0
Cost: 3
May pack or unpack from truck in 1 turn

Coastal Turret:
Attack: 6
Range: 16"
Defense: SP 10
Move: N/A
Cost: N/A (By Scenario)

Coastal Bunker:
Attack: 2AP
Range: 2"
Defense: SP 10
Move: N/A
Cost: N/A (By Scenario)
May hold 1 3man squad of infantry which may not be shot until the bunker is destroyed

Forces:
Combine Amphibious Landing Force
United States 34th Armored Air Cavalry Company
12x GEV

British 22nd Heavy Armor Company
12x HVY

Mexican 9th Mobile Artillery Brigade
6xFast Mobile Howitzers

United States 2nd Amphibious Commandoes
30xMarines (10x3 man squads)

Canadian 4th Mobile Heavy Engineer Brigade
6xGEV-PCs
18xEngineers (6x3 man squads)
6x Repair Vehicles (may use Ogre Vulcan drones see stats above)

United States 1st Superheavy Armor Company
6xOgre Mark I “Snappers”
2xOgre Mark II “Saints”
2xOgre Mark III “Buddies
1xOgre Mark V “King Henry”

United States 112th Mobile Infantry Company
10xGEV-PC
30xInfantry (10x3 man squads)

Paneuropean Coastal Garrison
6xCoastal Turrets
6xHowitzers
6xLight Artillery
6xAntitank guns
10x Coastal Bunkers
30xInfantry (10x3 man squads)

Paneuropean The Hague Garrison
15xInfantry (5x3 man squads)
6xMissile Tanks
6xHeavy Tanks
3xHowitzers

Paneuropean Utrecht Reserve Force
6xGEV
6xGEV-PC
18xInfantry (6x3 man squads)
6xHeavy Tanks

Paneuropean Roterdam Garrison
20xInfantry (10x2 man squads)
10xHovertrucks
6xMissile Tanks

Paneuropean Amsterdam Garrison
12xHeavy Tanks
20xInfantry (10x2 man squads)
10xHovertrucks
6xHowitzers
12x Missile tanks

1 comment:

  1. I have not updated my blog as of late but I think I will soon.
    Anyways, did you know SJG has GLOW IN THE DARK units available now?
    $30 for a panel of units. I think I will wait until it's $15 as $30 might be too much for me. But glow in the dark!
    I might get the glow in the dark OGRE.
    http://www.warehouse23.com/products/ogre-miniatures-set-1-glow-in-the-dark-paneuro-units

    ReplyDelete