266 lines
12 KiB
Plaintext
266 lines
12 KiB
Plaintext
![]() |
|
|||
|
OGRE: There are two types of Ogres, the Mark III and the Mark V. The
|
|||
|
Ogre is a cybertank, approximately 30 meters in length, equipped with
|
|||
|
guns, missiles, antipersonnel weapons, and 3 meters of biphase carbide
|
|||
|
armor.
|
|||
|
|
|||
|
An undamaged Ogre can travel at about 45 kph, i.e., 3 map hexes per
|
|||
|
turn. The Ogre's goal is to destroy the Command Post and, if possible,
|
|||
|
the entire defensive armor battalion. The Mark V is a larger, more
|
|||
|
formidable version of the Mark III.
|
|||
|
|
|||
|
|
|||
|
---------------------------------------------------------------------------
|
|||
|
Ogre Mark III Attributes
|
|||
|
---------------------------------------------------------------------------
|
|||
|
PART QUANTITY Def.S Att.S Att.R
|
|||
|
---------------------------------------------------------------------------
|
|||
|
Missiles 2 3 6 5
|
|||
|
Main Battery 1 4 4 3
|
|||
|
Secondary Battery 4 3 3 2
|
|||
|
Antipersonnel 8 1 1 1
|
|||
|
Treads 45 1 0 0
|
|||
|
---------------------------------------------------------------------------
|
|||
|
|
|||
|
---------------------------------------------------------------------------
|
|||
|
Ogre Mark V Attributes
|
|||
|
---------------------------------------------------------------------------
|
|||
|
PART QUANTITY Def.S Att.S Att.R
|
|||
|
---------------------------------------------------------------------------
|
|||
|
Missiles 6 3 6 5
|
|||
|
Main Battery 2 4 4 3
|
|||
|
Secondary Battery 6 3 3 2
|
|||
|
Antipersonnel 12 1 1 1
|
|||
|
Treads 60 1 0 0
|
|||
|
---------------------------------------------------------------------------
|
|||
|
|
|||
|
|
|||
|
COMMAND POST: Att.S.- 0 Att.R.- 0 Def.S - 0 Movement - 0
|
|||
|
This is the defender's strategic communications center. The Command
|
|||
|
Post, once positioned, cannot be moved. The Command Post is incapable of
|
|||
|
attacking the Ogre, or of defending itself. An attack from any of the
|
|||
|
Ogre's weapons automatically destroys Command Post. At times the Ogre
|
|||
|
will, with seeming cruelty, elect to destroy a Command Post, not quickly
|
|||
|
and mercifully with one of its nuclear weapons, but instead by crushing
|
|||
|
it and its inhabitants beneath the cybertank's massive treads.
|
|||
|
|
|||
|
Armor Units - There are four types of defensive armor units: the Heavy
|
|||
|
Tank, the Missile Tank, The Howitzer, and the Ground Effect Vehicle
|
|||
|
(GEV).
|
|||
|
|
|||
|
HEAVY TANK: Att.S. - 4 Att.R. - 2 Def.S. - 3 Movement - 3
|
|||
|
This is the defender's main battle tank. A heavy tank is big, powerful,
|
|||
|
and heavily armored. its speed is such that it can keep pace with the
|
|||
|
Ogre, except when maneuvering around rubble. Unfortunatly, a heavy tank
|
|||
|
must get within 3 km. (2 hexes) of the Ogre in order to fire upon it.
|
|||
|
This leave the heavy tank vulnerable to almost all of the Ogre's
|
|||
|
weapons, including the possiblity of being crushed beneath the Ogre's
|
|||
|
treads.
|
|||
|
|
|||
|
|
|||
|
MISSILE TANK: Att.S. - 3 Att.R. - 4 Def.S. - 2 Movement - 2
|
|||
|
A missile tank is smaller and less heavily armored than a heavy tank.
|
|||
|
The broad, sturdy surface from which the missile tank commander fires
|
|||
|
long-range missiles sits atop a set of wide crawler treads that move the
|
|||
|
missile tank slowly across the battlefield. The missile tank cannot keep
|
|||
|
pace with the Ogre, thus requiring the missile tank commander to
|
|||
|
continually anticipate the Ogre's movement in order to keep it within
|
|||
|
range of his missiles. The missile tank's saving grace is that it can
|
|||
|
fire upon the Ogre from 6 km. (4 hexes) away, allowing it to pound the
|
|||
|
Ogre while staying out of range of most of the Ogre's weapons.
|
|||
|
|
|||
|
HOWITZER: Att.S. - 6 Att.R. - 8 Def.S. - 1 Movement - 0
|
|||
|
The howitzer is the defender's hardest hitting and longest range weapon.
|
|||
|
A howitzer can reach an Ogre up to 12 km (8 hexes) away. This allows a
|
|||
|
howitzer to get 2 to 3 shots at an Ogre before the Ogre can get within
|
|||
|
striking distance. Howitzers are permanently installed and cost twice as
|
|||
|
much as any other armor unit. The fact that a howitzer annot move is its
|
|||
|
greatest weakness. In addition, it is all but defenseless. The defenders
|
|||
|
must try to buy a howitzer time with the mobile armor units so that the
|
|||
|
howitzer may wreak considerable damage upon the Ogre.
|
|||
|
|
|||
|
GROUND EFFECT VEHICLE (GEV): Att.S. - 2 Att.R. - 2 Def.S. - 2 Move - 4,3
|
|||
|
Propelled by air-cushion suspension, the GEV is the defender's fastest
|
|||
|
moving vehicle. It can move more than twice as fast as any other unit
|
|||
|
including the Ogre. GEVs move once in the defender's regular movement
|
|||
|
phase - and again after firing in the GEV movement phase. The seasoned
|
|||
|
GEV commander will swoop in close enough to fire at the Ogre and then
|
|||
|
dart away just beyond the reach of the Ogre's weapons.
|
|||
|
|
|||
|
INFANTRY: Att.S. - 1,2, or 3 Att.R. - 1 Def.S.- 1,2, or 3 Movement - 2
|
|||
|
Infantry travel in groups of one, two, or three squads (6 - 8 men to a
|
|||
|
squad). Infantry are armed with conventional and anti-tank weapons and
|
|||
|
used powered "battlesuits" to greatly increase their mobility (allowing
|
|||
|
them to cross rubble that stops other armor units) and provide some
|
|||
|
protection from radiation and shrapnel. Infantry cannot move as fast as
|
|||
|
a fully funcional Ogre, and a squad leader will, if not careful, find
|
|||
|
his squad falling behind the Ogre, unable to reach it before the Command
|
|||
|
Post is destroyed. Infantry must get within 1500 meters (1 hex) of the
|
|||
|
Ogre in order to fire at it. This makes them extremely vulnerable to the
|
|||
|
Ogre's antipersonnel weapons, as well as to being overrun by the Ogre.
|
|||
|
Many infantrymen swear the supposedly emotionless Ogre derives great
|
|||
|
pleasure from the feel of battlesuits being crushed beneath its treads.
|
|||
|
|
|||
|
|
|||
|
DEPLOYMENT:
|
|||
|
|
|||
|
The defending player must deploy forces in anticipation of attack.
|
|||
|
Battlefield alterations and force deployment are controlled in the field
|
|||
|
editor. A detailed discussion of the Field Editor can be found in the
|
|||
|
"Field Editor" section. To quickly get started playing Ogre (oh
|
|||
|
boy!!!), use one of the predesigned fields or battles.
|
|||
|
|
|||
|
Loading/Saving Fields: There are five predesigned fields from which the
|
|||
|
player may choose. In addition to the five predesigned fields the player
|
|||
|
may save five fields of original design. To load a field, select "Load a
|
|||
|
Field" from the Menu. A dialogue box will appear from which one of the
|
|||
|
original or preset fields can be selected for loading. Click on the
|
|||
|
field of choice and then click "ok". The selected field will be loaded
|
|||
|
in and displayed.
|
|||
|
|
|||
|
Loading/Saving Games: A previously saved game can be loaded at any time.
|
|||
|
If a battle is in progress when another game is loaded, the current game
|
|||
|
will be lost unless it is saved first. To load a game, select "Load a
|
|||
|
Game" from the Menu. A dialogue box will appear from which one of five
|
|||
|
saved games can be selected. Select the desired game and then click
|
|||
|
"ok". The selected game will be loaded in and the battle will proceed
|
|||
|
from where it was saved. The current status of a battle can be save for
|
|||
|
continued play later. to save the battle status, select "Save a Game"
|
|||
|
from the Menu. A dialogue box will appear, from which one of five games
|
|||
|
can be selected for saving. Select the desired game and then click
|
|||
|
"ok". The game will be saved and play can continue. Alternate tactics
|
|||
|
for a given encounter can be explored by saving the battle status prior
|
|||
|
to performing the tactic in question. After the outcome has been
|
|||
|
determined, the prior battle status can be loaded in, allowing an
|
|||
|
alternate tactic to be employed.
|
|||
|
|
|||
|
|
|||
|
PLAYING OGRE:
|
|||
|
|
|||
|
Starting the Game: Once the player chooses the field configuration and
|
|||
|
weapon deployment, then selecting "Play a Game" from the Menu will start
|
|||
|
the actual battle. A dialogue box will appear asking which battle option
|
|||
|
the player desires. There are two battle scenarios: Mark III or Mark V.
|
|||
|
Either scenario can be played with two players or the computer can
|
|||
|
control the Ogre. Select the desired opion and click "ok". If this is a
|
|||
|
continuation of a previous game, a dialogue box will ask whether to
|
|||
|
start a new Ogre or continue the game with the original Ogre. Select the
|
|||
|
desired option and click "ok". When starting a new game under the two
|
|||
|
player option, the player controlling the Ogre must select one of the
|
|||
|
hexes at the bottom of the map as and entry point for the Ogre. Click
|
|||
|
"ok" on the dialogue box asking for an entry hex and then select an
|
|||
|
entry hex by clicking on it. Once it has entered, the Ogre can move two
|
|||
|
more hexes. Most player options are locked out at this point until and
|
|||
|
entry hex has been selected for the Ogre. The map can be moved in order
|
|||
|
to scan the battlefield.
|
|||
|
|
|||
|
Changing Between One and Two Player Games: It is possible to change from
|
|||
|
a one player game to a two player game and vice versa. To do so, enter
|
|||
|
the Field Editor by selecting "Edit the Field" from the Menu, during
|
|||
|
actual game play. Select "Play a Game" from the Menu. When the battle
|
|||
|
option dialogue box appears, select the desired scenario and click "ok".
|
|||
|
When the next dialogue box asks to start a new Ogre or continue with the
|
|||
|
old one, select the "Keep old Ogre" option. This process allows the
|
|||
|
battle to continue but with someone (or something) else controlling the
|
|||
|
Ogre. This operates somewhat differently when changing between Mark III
|
|||
|
and Mark V scenarios. If "Keep old Ogre" is selected, when changing
|
|||
|
between Mark III and Mark V scenarios then the number of players will
|
|||
|
change but the original Ogre type will be maintained. If "Start new
|
|||
|
Ogre" is selected then the new ogre type will enter at the bottom of the
|
|||
|
map with full weapons and no damage.
|
|||
|
|
|||
|
Game Phases: The Phase window near the top of the sidebar displays the
|
|||
|
current phase of game play. The first phase is the Ogre Entry phase
|
|||
|
which occurs only at the beginning of a game. During that player's turn,
|
|||
|
that player may move any or all of his units, and fire with any or all
|
|||
|
of them. The phase sequence is:
|
|||
|
|
|||
|
1) Ogre Enters
|
|||
|
|
|||
|
2) Ogre Moves
|
|||
|
|
|||
|
3) Ogre Fires (After the Ogre fires, all armor units disabled the
|
|||
|
previous turn become active again)
|
|||
|
|
|||
|
4) Defense Moves
|
|||
|
|
|||
|
5) Defense Fires
|
|||
|
|
|||
|
6) GEVs complete their movement
|
|||
|
|
|||
|
The Sidebar: The sidebar is different while playing the game than when
|
|||
|
in the Field Editor. The area directly beneath the OGRE caption is the
|
|||
|
phase window, which shows the current phase of the game. Directly below
|
|||
|
the Phase Window is the Tactical Display. The Tactical Display is used
|
|||
|
to show the various attributes and conditions of the pieces. Clicking on
|
|||
|
a piece will display that piece's attributes. In addition, the tactical
|
|||
|
window is used to display messages in response to any erroneous action
|
|||
|
performed by the player(s). Beneath the Tactical Display are te command
|
|||
|
buttons. Just as in the Menu, if a button's text is dimmed, then the
|
|||
|
button is inactive. The "Range" and "Done" buttons are always present
|
|||
|
(although not always active). During a movement phase, the top buttons
|
|||
|
are labeled "Undo" and "Group". During an attack phase, the same top
|
|||
|
buttons are labeled "Clear" and "Fire" The buttons work as follows:
|
|||
|
|
|||
|
Range Button: The "Range" command is used to view a piece's movement and
|
|||
|
attack range. To view a piece's range, select the piece by clicking on
|
|||
|
it; then click the "Range" button. All of the hexes within a piece's
|
|||
|
movement value (disregarding having to move around rubble) are turned
|
|||
|
blue. Any piece that falls within this "umbrella" is highlighted.
|
|||
|
Clicking anywhere on the screen will remove the umbrella.
|
|||
|
|
|||
|
Done Button: The "Done" button is used to end a phase. If a player has
|
|||
|
not moved or fired all of his pieces when the "Done" button is pressed,
|
|||
|
a dialogue box will require verification from the next player before
|
|||
|
proceeding to the next game phase.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|