Here is the map for the campaign mode I have been working on, most of the rules are functional but I am still sorting out numbers and types of units. The map is just a screen grab of Google maps and I tried to distribute the territories and connectors as well as the fortified territories to make for interesting strategic decisions.
The Combine 49th Canadian Corps
Ogres Marks 3, 3-B, 5 and 7
Monday 11 December 2023
Hague Landings Campaign Map
Monday 27 August 2018
2084: A Republic Reborn
The Liberation of France:
In the waning months of the ceasefire years Paneurope launched a major
offensive in a bid to retake Combine occupied Paris. Paneuropean troops
coordinated with French Paneuropean loyalists to retake the city. With French
lowalists attacking from the less fortified west and Paneuropean cybertanks
punching through defences from the East, it is up to the Combine United States
Garrison to survive until reinforcements arrive. The Paneuropean liberation
force is accompanied by 3 new Fencer cybertank models, but their weaponry is
proving to be subpar in this campaign when stacked against long range weaponry
or other Ogres. The loyalists are made up of outdated tanks and up-gunned
helicopters as well as truck mounted militia, though outgunned, they outnumber
the western Combine forces in the city. The Combine Canadian reinforcements are
spearheaded by a pair of outdated Mark III’s and a Mark V and should punch
through anything other than enemy ogres. The Combine Garrison has large numbers
of infantry, heavy tanks and artillery which should stave off all but the most
determined assault from the east.
Map
(Base map from Google Maps):
Key:
Dark
Green – Forest
Light
Green – Open
Lines of
Green – Marsh
Grey –
City
Yellow
–Road
Deployment:
All
forces except for the Combine reinforcements setup turn 1, the Combine
reinforcements setup turn 5. All forces setup in the designated areas on the
map.
Time
Limit and Victory Conditions:
The game
lasts 10 turns.
There are
5 sectors to Paris, each outer sector (1-4) are equal to 1 victory point, the
inner sector is worth 3 points, at the end of the game, the side with more
units (infantry counting as 1/3 and Ogres counting as 3) in the sector scores
the victory points.
7 victory
points – Overwhelming victory
5-6
victory points – Decisive victory
4 victory
points – Close victory
3 victory
points – Close defeat
1-2
victory points - Decisive defeat
0 victory
points - Crushing defeat
Forces:
Combine United States Paris
Occupation Garrison (East):
Combine 123rd United
States Infantry Company (elements)
24xINF
(8x3 squads)
Combine 70th United
States Armor Company (elements)
12xHVY
Combine 33rd United
States Artillery Company (elements)
6xMSL
10xHWZ
Combine United States Paris
Occupation Garrison (West):
Combine 123rd United
States Infantry Company (elements)
12xINF
(4x3 squads)
Combine 70th United
States Armor Company (elements)
3xHVY
Combine 33rd United
States Artillery Company (elements)
2xHWZ
Combine Canadian South Army
Reinforcement Regiment:
Combine 7th Canadian
Superheavy Armor Battalion
1xMark V
“Big Brother”
2xMark
III (“Little Brother”, “Little Sister”)
Combine 24th Canadian
Air Cavalry Company
6xGEV
Combine 37th Canadian
Mechanized Air Infantry Company
6xGEV-PC
18xINF
(6x3 squads)
Paneuropean Liberation Force:
Paneuropean 3rd
“French” (German) Superheavy Armor Battalion
3x Fencer
(“Foucault”, “Descartes”, “Thoreau”)
6xSHVY
Paneuropean 57th
Russian Air Cavalry Company
12x GEV
Paneuropean 44th
Russian Mechanized Air Infantry Company
12xGEV-PC
36xINF
(12x3 squads)
Paneuropean 23rd
German Heavy Armor Company
12xHVY
6xMSL
French Paneuropean Loyalists:
Paneuropean 1st French
Archaic Armor Company
12xMBT
Paneuropean 2nd French Motorized
Militia Company
18xTrucks
36xMIL
(18x2 squads)
Paneuropean 1st French
Archaic Air Cavalry Company
6x Combat
Helicopters (stats below)
Attack: 2
Defense:
1
Range:
4"
Movement:
3" (GEV)
Cost: 3
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
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
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