OPTIONAL & ALTERNATE RULES SECTION
The 21st Century Battlefield was one (won?) of electronics, computers, and
countermeasures. All vehicles in OGRE and GEV carry ECM, ECCM, and a dedicated
PDS array capable of spoofing and protecting the vehicle
(more or less to one degree or another). Convoys and stacked units were often protected by a dedicated ADS
Area Defense System and
the modular design of the compact TAC missiles made tailoring them with 'modules' and 'add-ons' a very cost effective way to enhance their already deadly effectiveness. The
ECM, ECCM, and PDS are already factored into the attack and defense strength of each unit
in the game, that is, a heavy tank, as presented in attack strength and defense strength,
takes into account that it is equipped with a standard, front line
modern ECM / ECCM suite and is
protected not only by its composite shell of BPC armor but also by a
dedicated PDS system that acted independently of the other
defense systems.
However, as in any arms race, sometimes one side will gain an advantage over the other side, a temporary advantage be that as it may, but an advantage nonetheless and during this time one side will have the upper hand, albeit for a little while. History shows us time and time again that when an advantage is obtained over an enemy, that advantage will be pressed for all its capacity. The following optional rules must be agreed upon by both or all players prior to use. These rules are presented in order to simulate the ever changing tide of war in the 21st century battlefield and the world of OGRE and GEV. The Last War, if anything else, was the world's greatest and longest full contact arms race...
Currently implemented alternative rules
Speed versus Security
Faster Mobile Infantry
Infantry Carriers Struck By Mines
Tactical Sleeper Mine
Disabling OGRE Weapons And Treads
Disabling Mobile Infantry
D6 and D12 Expanded CRT Combat Results Table
Superior ECM
Superior ECCM
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GIVE THE OGRE SOME REAL MISSILES - One thing that I always wondered about in OGRE and GEV was why the OGRE carried such huge missiles and why those missiles were basically not much different than the missiles fired by the Missile Tank. Why did the OGRE need such large missiles if the missiles weren't really any different or special? Sure, the OGRE missiles have 25% more range than the much smaller missiles fired by the missile tanks (and double the striking power) and had the same striking power as the missiles fired by the Howitzer (with only three hexes less range) ... but look at the size of the OGRE missiles!
The Howitzer fires a missile that is much smaller than the OGRE missile, has the same striking power as the OGRE missile but has 60% more range than the OGRE missile. A Mobile Howitzer fires a missile that has the same striking power as the OGRE missile and 20% more range. Compared to the OGRE "Rattler" missiles, the Missile Tank missiles and the missiles fired by each of the howitzers are much, much smaller than the OGRE missiles. So ... why the huge difference in capability between the smaller missiles and the much, much larger OGRE missile?
Something just doesn't make sense.
Why are OGRE missiles so big and yet basically not much different in strength and range than much smaller missiles?
You can blame the artwork which in a lot of games tend to exaggerate ideas and designs over what can be accomplished in actual gameplay and there are probably some other reasons as well. OGRE plays well as a "beer and pretzels" game, and the OGREs do look great, so if your OGRE is carrying around a handful of big, awesome looking missiles that are expendable, no one is probably doing a lot of thinking about how those missiles compare to other missiles in the game for size and power and shame on me for doing so!Players are too busy having fun to worry why one missile is five times the size of another missile yet not all that more powerful. An OGRE is a great big cybertank so naturally, its missiles are (have to be) really big as well.
So ... how do we give the OGRE some real missiles?
Easy.
OGRE 6/5 missiles, whether fired from external pods or from internal racks, are very powerful and each missile is designed to devastate a much larger area than the smaller missiles fired from a missile tank or from a howitzer. The missiles that the OGRE carries aren't cruise missiles but because the warheads are much larger and much more powerful than the missiles fired by units like Heavy Weapon Teams and Missile Tanks and as such, the guidance and rocket motors needed to get these huge super-tac missiles from the OGRE to the target are also much larger. That's why the OGRE missiles are so large and why the OGRE can only carry a very limited number of them.
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ANTI-MISSILE AREA DEFENSE CAPABILITY FOR MISSILE TANK - The standard design of the contemporary missile tank evolved from highly specialized area defense units purpose built for anti-aircraft and anti-close in support (helicopters, ground attack planes, etc.) protection of advanced armor columns and groups. As the widespread use of tactical aircraft bowed out in use during the 21st century due to increasingly sophisticated and effective AA systems, the missile tank took on a new role ... that of a direct combat, light anti-armor unit with superior range but slightly less striking power than that of a heavy tank. However, the missiles fired by the missile tank were still smart enough to operate both in the anti-aircraft and anti-missile regime as well as being effective against other armored units, being true multi-role (PGM) precision guided munitions.
In game play, a missile tank may try to intercept regular 6/5 missiles launched from OGREs, whether those missiles were fired from external tubes or internal missile racks. Whenever an OGRE fires a 6/5 missile, if a missile tank is within range of the flight path of the missile (4 hexes to either side, including the hex the missile will be traveling through), within 4 hexes of the OGRE itself or within 4 hexes of the target of the OGRE missile then the missile tank may attempt to intercept the OGRE missile in flight before it hits the intended target.
When trying to intercept an OGRE missile, the missile tank owner makes a single die roll on the 1:1 odds row of the CRT. An "X" results in the interception of the OGRE missile, any other result and the OGRE missile hits its intended target. A missile tank may make any number of OGRE missile interception attempts each turn, as long as no more than one interception attempt per OGRE missile fired during that turn is made by that missile tank. If more than a single missile tank is present, each missile tank may fire once on each OGRE missile, according to the criteria listed above.
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INFANTRY DIGGING CHARGES - Infantry (especially the power suit / battle dress equipped MI) were, for the most part, self sufficient units. Since the first advent of the use of the 'army', each soldier had to rely either on combat engineers to prepare fortified positions or their own hard work. Soldiers had throughout history carried an 'entrenching tool' of some sort or another. Some designs of these devices ranged from the purely utilitarian to the outright scary. In a pinch, the multi-function shovel/saw/pick/hammer entrenchment tool could also act as a hand to hand weapon (as the Germans found out in World War One), a very viscous hand to hand weapon.The 21st century battlefield saw an increase in the use of infantry, both regular and powered, and the fluid dynamics of the 21st century battlefield often meant that soldiers didn't have time to dig foxholes or prepare positions, they would be dead or combat lossed long before they could entrench themselves. A solution was devised along the lines of a simple nature. The 21st century battlefield saw a new evolution of the entrenching tool, a one shot throw away device designed to create a foxhole by using a specialized explosive burrowing charge. Initial field tests proved successful and soon, the 'Digging Charge' became standard kit to all infantry, powered and non powered. The 'digging charge' became known as the "Instant Foxhole" or "Foxhole in a Can" to the rank and file.While not as adequate of protection as either Prepared Positions or Hardened Positions (see above), the digging charges were better than nothing, they didn't require combat engineers to be present to create and they could be created instantly, anywhere the infantryman desired!
A digging charge was a relatively small device, small enough so that an soldier could carry a few (a MI could carry several), and light, about 1.5 kilos, it was part of the standard kit. The digging charge was simple to operate. The charge was removed from the infantryman's inventory, activated with either a command (EMS) detonation or timed delay fuse, and emplaced in a location that afforded a tactical advantage.Upon activation, the digging charge would explosively propel a small, fully tamped reverse fire cone TB-X charge three meters into soft ground (less in harder ground).One second later, the fired TB-X charge would detonate below ground, and the reverse cone of the reverse tamped explosion would create an instant crater by violently ejecting over 3 cubic meters of ground two meters into the air. This usually fell in a ring type shape around the crater, allowing rapid creation of a defensive berm around the fresh foxhole. The resulting crater, often still smoking when the infantryman jumped in, could be used instantly as a foxhole to provide defensive cover or later networked into a sequence of semi-submerged tunnels and catacombs. Nearby foxholes were often linked by simple tunnels for extended operations in an area. Tunnels were created using small powered versions of the entrenchment tool that every infantryman carried.Most infantry carried an ballisticeramic spall liner that could be pulled over the top of the foxhole to protect from shrapnel rain, AP charges, proof against the high velocity plastic splinters of the typical AP exploding aerial charge, and a host of elements. Infantry who had 'gone to ground' were in a much better defensive position, especially for close assaults and overruns and for spillover fire.
Mobile Infantry were equipped with self-deploying digging charges designed to create "instant foxholes" in a tactical situation. This had the effect of giving the MI an advantage when they were trying to hold ground. Anytime that an MI unit chooses not to move during a turn the owning player may declare that the MI is "digging in". The MI deploys digging charges and takes up a reinforced position in the hex which gives the MI an additional point of defense above and beyond whatever terrain bonus the MI already receives from that terrain. For example, a 1-1, D1 MI unit in a forest hex normally has a Defense rating of 1, doubled to 2 for the forest terrain bonus. If the MI digs in, it may add an additional point to its defense rating (thus D2 becomes D3). This bonus is not cumulative based on the number of MI squads present, for example ... if 3 squads are present in a forest (normally giving a Defense rating of 3 doubled to 6), digging in would simply give the MI present a collective defense rating of 7 (the combined Defense rating of 6 (3 doubled) plus 1 for the digging in, not 9). If three squads were present in the open, using digging charges would give the 3/1 D3 group a D4 rating.
If one or more squads leaves the dug in position, simply reduce the defense rating by 1 for each squad that leaves. For example ... the 3/1 D3 group of MI make prepared positions using digging charges. Two turns later, one of the squads decides to move out, leaving the group now at 2/1 D3 stats (+1 to defense because the MI are still dug in). The next turn, another squad leaves and moves on. This leaves only a single squad dug in with the stats of 1/1, D2. If the last squad goes mobile again, the squad will revert to a 1/1, D1 MI unit.
Digging charges cannot be reused, that is, if a MI squad uses digging charges then moves away from the hex where the squad used the digging charges, the squad cannot later return to the hex and "reuse" the holes it created in a prior turn.
MI may not use dug in positions created by enemy MI. For game purposes, the "holes" created by using digging charges "disappear" once an infantry squad moves on.
The bonus to defense applies in overrun situations as well.
Digging charges can't be used in towns or cities.
MI carry a limited number of digging charges ... normally this isn't a problem game-wise but if you want to simulate limited amount of digging charges then use the Limited Supplies rule below.
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LIMITED SUPPLIES - Ammunition, fuel, food, water, medicine, patience, bravery, toilet paper and even f**ks to be given ... Logistical supply lines were often happy targets of deep raiding units on both sides and there are times when anything (and maybe everything) was suddenly scarce during the Last War. Anytime a unit (or units or even an entire side) is stated to have limited supplies (whatever those supplies are stated to be), paperwork can be kept to a minimum by simply rolling 2D6 anytime the limited supplies are used in game play. If the dice come up double (i.e. two 3's are rolled) then the unit has run out of whatever limited supplies it may have had. A simple notation of which unit is now without those supplies may be made on a scratch piece of paper.
Some supplies are easy to keep track of ... such as OGRE missiles (both internal and external) but sometimes the big cybertanks operated (and survived) longer than their supplies would hold out for. An interesting scenario might include a small group of units chasing a damaged OGRE that is low on ammunition. Besides the regular missiles the OGRE might carry, each time that a Main Battery, Secondary Battery or AP on the OGRE fires, roll to see if it runs out of ammunition. If the weapon runs out of ammunition the OGRE may no longer make attacks with that weapon but the weapon is not considered "destroyed" (for VP or scenario purposes) until the weapon is actually destroyed. The OGRE player does not have to let the other player know which weapon is out of ammunition (though if the OGRE goes three turns in a row not using its Main Battery on targets in range that could be a clear indicator ...).
The scenario "The Wounded OGRE" uses this optional rule.
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INFANTRY RIDING TANKS
Bwahahahaha!
No.
No.
No.
No.
Sigh.
Mobile Infantry or Militia may (as per GEV rule 5.11) hitch a ride on any vehicle or armor unit in order to increase their speed and get them into battle quicker. The problem with this is that infantry riding tanks is a very, very bad idea. I have a musing on this if you would like the reasoning behind this extrapolation but the gist of the argument is that infantry in OGRE and GEV, as presented in the rules, is inherently handicapped, if not broken, and a rule that allows that infantry to ride vehicles into battle all in order to try to circumvent that handicap makes the situation even worse. If you allow infantry to ride vehicles into battle then I suggest the following rule changes.
1) - Infantry riding a vehicle into battle actively interfere with the operation of the vehicle's weapons (exception infantry being carried by a GEV-PC). If a vehicle is carrying infantry and enters combat, add a -1 penalty to all die rolls on the CRT in combat for that vehicle while the infantry is mounted on the vehicle. Do not reduce the attack strength, just add a -1 penalty to all die rolls made for attacks by this vehicle while infantry is mounted. If infantry is riding a Superheavy Tank, then both main guns and both AP weapons suffer a -1 penalty when used in combat. The penalty is removed as soon as the infantry dismounts from the vehicle.
2) - Infantry riding a vehicle actively interfere with the vehicle's passive and active defense systems. Any vehicle carrying infantry that comes under attack suffers a +1 penalty to the roll on the CRT when determining effects from the attack.That is, if a "4" is rolled on the die, the modified result instead becomes a "5" when the CRT is consulted. The penalty is removed as soon as the infantry dismounts from the vehicle.
3) - Infantry riding a vehicle are affected in a much greater way by attacks that target the vehicle itself. All attacks against a vehicle with mounted infantry attack the infantry first and the vehicle second as part of the same attack. This two part attack on the stacked units is not considered an instance of spillover fire. When results are rolled against the mounted infantry, a "D" result removes one squad of infantry from the exterior of the vehicle and a "X" result removes ALL infantry squads from the exterior of the vehicle. Militia, since they are unarmored, are ALL eliminated from the exterior of a vehicle on any "D" or "X" result.
4) - The vehicle that is being attacked may add one point to its defense rating for each attack made against it as long as the infantry is mounted (even if the infantry is destroyed in the attack). If the infantry is destroyed in the current attack but the vehicle survives, it loses the +1 bonus to its defense for each following attack. This is due to the fact that the infantry on the exterior of the vehicle acts as a shield, cushioning (at their expense) the intensity of the attack made against the vehicle.
Example - A light tank (D2) is carrying a single squad of MI (D1) and is in clear terrain. A heavy tank two hexes away fires on the light tank.The attack strength of 4 results in a 4:1 attack against the MI. Since the only results possible in a 4:1 attack on the CRT is either "D" or "X", and since a "D" result eliminates a single squad of infantry, the squad of MI is scrubbed rather messily off the exterior of the light tank. The light tank itself enjoys the (temporary) shielding bonus of the MI so the heavy tank's attack strength of 4 is applied against a modified defensive strength of 3 (2 + 1 for the ill-fated MI) resulting in a modified combat odds result of 1:1 (rather than 2:1 which the result would normally be). Because the presence of the MI on the exterior of the tank actively interfered with the defense systems of the tank, when the die is rolled on the CRT in the 1:1 column. The heavy tank player rolls a die with a result of "2" ... this is modified to a "3" and results in the light tank being disabled. Had the result been a "4" the result would have been modified to a "5" resulting in an "X" thus eliminating the light tank.
If two armor units carrying infantry attack each other, some of the bonuses and penalties may cancel each other out.
Historic, photographic proof of a really, really tactically bad idea.
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SPEED VERSUS SECURITY- The defense value of a unit takes into effect several factors; speed, ability to terrain mask as well as armor, ECM / ECCM, and both passive and active (point defense) defense systems. The speed of vehicles in the game is a defensive, conservative combat speed, one designed to give the vehicle the optimum amount of speed and maneuverability while being able to both dodge in and out of protective terrain as well as attack. Units in the game may move faster, but they give up some amount of overall defense in doing so. Moving faster than the stated speed will reduce the rated defense factor by one point. Any unit which has their defensive factor reduced to a D of 0 is automatically destroyed on any attack which generates a result other than "NE".
Moving faster, a unit may move one additional hex per movement turn (GEVs will now move 5/4) and the bonus for traveling on roads is also doubled (2 extra movement points per turn for regular units, four total bonus movement points for GEVs). This decision is made on a turn by turn basis and must be stated before a unit moves. The effect lasts the entire turn with regards to attacks by other units and defense of the speeding unit. Thus, a GEV could choose to move 5/4 during one turn, hoping to close quickly to a skirmish farther north. It chooses to move faster, moving 5 hexes (4 normal move plus one additional hex for extra speed) but its defense is reduced from D2 to D1 for the entire turn. It has the misfortune of passing too close to an enemy heavy tank which fires on the speeding GEV, the attack odds are 4 to 1 (4/2 vs D1), an almost sure kill for the heavy. Extra speed may not be used by Infantry as special rules exist for Infantry (see "FASTER MOBILE INFANTRY" below). OGREs which choose to move at a faster speed have ALL of their individual components defensive values decreased by D1 for that turn. OGRE treads are not reduced in defensive strength (all attacks still remain at 1:1 odds) but any damage incurred to the treads is doubled.
Extra speed represents a reckless abandon for traditional terrain masking and other 'defensive driving' of vehicle for the shortest path to the destination and pour on the speed.Like all gambles in combat, you take your chances.
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FASTER MOBILE INFANTRY- One of the biggest things that players gripe about is the fact that mobile infantry can't keep up with other armor units.There are specialized infantry transport and fighting carriers but these only add to the initial cost of the infantry. The initial movement allowance of 2 hexes per turn by infantry is seen as a handicap by some who view the advent of powered armor as the final step in finally letting the individual soldier keep up with heavier vehicular armor on the battlefield and making the soldier less reliant on other means of transport to, around and from the battlefield. This is not portrayed in the game very well as infantry, unless they are carried, are usually the last units to join any distant battle. For those who wish to enhance their infantry movement, they may now do so, but just like armored vehicles, higher speed has its own sobering price.
Any mobile infantry squad may move three hexes per turn but any turn that an infantry unit moves three hexes, any attacks made against them are shifted one level to the right, thus if the an infantry unit moving 3 hexes per turn were attacked by a GEV, normally the odds would be 2 to 1 but since the infantry is moving recklessly, trading speed for solid tactical doctrine and defense, they undergo an attack as if the attack was at 3 to 1 odds. The infantry are giving up fast NOE speed hopping from hard cover to hard cover for longer, higher jumps and covering the most ground in the quickest amount of time.They are sacrificing one of their inherent advantages for increased speed.While they aren't taking every chance they can, they are taking a lot more chances than they normally would which translates intoa higher threat. Infantry which choose to move faster do so at a risk to their defense. Going faster, they can't defend as well and they can't use terrain to the best of their ability which is a natural for infantry.
This effect applies even if fast moving infantry are traveling through terrain that would normally give them an added defensive bonus (swamp, woods, town or city hexes, etc.). Thus in open terrain, a regular 1/1 D1 infantry unit moving fast would have a D1 defense factor and any attack against it would be shifted one column to the right on the CRT. If the same unit were moving fast through a swamp or forest hex, it would be D2 instead of D1 and any attack against it would be shifted one column to the right on the CRT. If it were moving fast through town or city hex, it would have D3 instead of D1 and any attack against it would be shifted one column to the right on the CRT.
ALTERNATIVE RULE ON FAST MI MOVEMENT: Another choice is to give the mobile infantry an extra or second move per turn like GEVs utilize. This would represent the basic ability of infantry to move, attack, and the survivors to move out to better positions or consolidate their real estate. Mobile infantry may move one and only one additional hex per turn in the second infantry movement phase.Moving this additional hex is done in the phase right before the SECOND GEV MOVEMENT PHASE of a turn, that is, all mobile infantry that are going to move an additional hex this turn do so before players move their GEVs their second movement allowance. Using this alternate infantry movement rule, do not reduce infantry defense value or adjust the CRT results.The new faster MI movement phase would come right after step 5: Fire Phase and before step 6: Second GEV movement phase of a turn.
Needless to say, mobile infantry being carried by GEV-PCs or any other type of 'transport' cannot "move fast" while being carried.
Regular 'non-mobile' non-power suit equipped infantry and militia do not benefit from this extra infantry move capacity or if used, the second infantry movement turn.
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TACTICAL MANEUVERABLE MINES- The advent of mechanized warfare led to a resurgence in the age old art of mine warfare. Long used to break up cavalry charges, mine warfare became somewhat of an art with a variety of modern mines available to the belligerents of the Last War. As munitions got more complex, their capabilities grew increasingly sophisticated. The most advanced of these feral hunter killer devices were the 'intelligent' munitions such as the Combine T4 AMM Autonomous Maneuverable Munition. The T4 AMM was an enhanced effect munition, a self maneuvering 'thinking' mine capable of detecting, tracking, and engaging the enemy up to two kilometers away with lethal results.
The low EMS array system was capable of being emplaced and left unattended. The autonomous munition would wait, passively for weeks or months (sometimes years) scanning for any evidence of enemy units (a small dedicated solar cell array kept the unit powered almost indefinitely through passive thermal accumulation). If an enemy unit was detected, a small ejector charge would propel the mine from its buried position while sensors achieved a positive lock-on to the target, orienting the mine toward the target for its final high speed dash. Once free of its concealed position, the mine would activate a dual stage high compression ducted fan array and quickly maneuver to the target for attack.The fan array was a very high performance variant allowing a high speed, low delay dash to the target that would give most PDS and other active countermeasures fits.The warhead was an improved munition capable of defeating most armor or infantry at the time, if a solid hit could be achieved.
The 'sleeper' mine was available from 2060 on for the Combine and a variant of the design was available from 2065 on for the Paneuropean forces and other nations. Many 'sleeper' mines were still active long after hostilities ended, producing horrible casualties to refugees and other non-military targets.
For game purposes, use Rule 8.02 of GEV. Any type of mine used can be converted to a 'sleeper' type mine. The mine is located somewhere on the map (noted secretly by the owning player on a piece of paper). If an enemy unit approaches within one hex (the hex the mine is located in and the six surrounding hexes) of the hidden mine, roll for mine detonation normally. The only difference between a regular mine and a 'sleeper' mine is that the 'sleeper' can actually engage its target at a distance instead of a normal mine which must be rolled over or stepped on to activate.
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INFANTRY CARRIERS STRUCK BY MINES. If a vehicle carrying an infantry (mobile infantry, regular infantry, or militia unit) unit strikes and detonates a mine (see OGRE optional rule 8.03 and GEV optional rule 8.02), then the infantry unit is destroyed along with the vehicle. Any mine powerful enough to knock out any vehicle instantly will also kill any infantry unit carried by that unit.This applies also to those of you who still use the "infantry riding tanks" rule. If a GEV-PC with three squads of infantry hits a mine and is destroyed, then all three squads are also considered to be destroyed.
Optional rule for MI hitching a ride or in a GEV-PC struck by a mine- If the vehicle is attacked by a mine, all mobile infantry carried undergo an immediate 1:1 attack. Roll for each infantry unit. If an infantry unit survives, it is left in the spot where the mine detonated and cannot move or fire for the rest of the turn (but can defend and engage in overrun combat if an enemy unit enters its hex).
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Mines
These rules are used in addition to the optional rules for mines found in OGRE (8.03) and GEV (8.02). While those rules represent a single, large semi-bright device, these rules represent many smaller, smarter devices that can be carried and deployed by infantry squads or by artillery and special vehicles.
Mines are purchased at the beginning of a scenario or determined by scenario pre-setup factors. Each strength point of infantry used instead to buy mines will buy 10 hexes worth of mines, but these mines must be carried by individual squads and emplaced. For each armor point given up in the initial unit selection at the beginning of a scenario, ten hexes worth of artillery deliverable mines may be taken instead. These mines must be delivered either via OGRE missile, missile tank, or any type of howitzer. The enemy player can detect that a unit has fired, but the mine field owner is not obliged to tell which hex the mine field has been deployed in.This is written down in secret and only revealed when an enemy unit enters the mined hex and triggers the attack.
In a scenario where one side has an OGRE or OGRES and no armor units, then that player may freely exchange any number of missile warheads for mine laying warheads on a 1:1 basis. That is, if a player were given a Mark III OGRE, he could choose to take one or two mine laying missiles in place of the two missiles that the Mark III normally carries. The type of warhead is also predetermined at the start of the scenario and may not be changed once the scenario begins. An OGRE mine laying missile has an attack factor of ZERO and a range of 5 hexes. At any range up to its maximum, the OGRE missile owner may declare that the missile has delivered a self-deploying mine field.The exact hex is noted secretly and only revealed when an enemy unit enters it and triggers a mine attack.
Mines may be delivered by specialized vehicles (minelayers), artillery, missile, cruise missile, or placed lovingly by hand using basic infantry and MI units.Mines may only be cleared or swept by specialized vehicles (minesweepers), combat engineers, MACE units, or by the desired method insisted on by all opposing forces, that of actually triggering the mine!
Each infantry squad may carry enough mines to mine one hex worth of AV or AP mines. What type of mine a particular squad is carrying should be noted on a piece of paper and kept track of.
A howitzer may fire special shells which deploy the mines over an entire hex.A player may purchase 5 mine laying shells for one armor point at the beginning of a scenario during armor and infantry unit selection.
To mine a hex by hand, an infantry unit (any type including engineers) must spend an entire turn in the hex to be mined. The unit may defend normally but may not attack. It takes one turn to setup either a AV or AP mine field. The location of the mine field is noted, as well as its type. If the mine-laying infantry unit attacks, the process of setting up the minefield is interrupted and must be started again next turn.
To determine if an AV mine detonates when any VEHICLE enters the hex, roll the vehicle's defense or less on one die. If the roll succeeds, the mine field does not attack the vehicle. Roll for each vehicle entering the hex. If the mine detonates, roll an immediate attack on the 1:1 odds on the CRT. Infantry, even mobile infantry, do not set off AV mines. The mines are smart enough not to go off for different classes of targets. OGREs which enter a mined hex filled with AV mines automatically set off ALL of the mines and lose 1 (d6 roll, even result) or 2 (d6 roll, odd result) treads. Repeat this roll for all six mines. On a roll of 6 exactly with each attack, one randomly determined component of the OGRE undergoes a 1:1 attack (the mine got really, really lucky...). The light AV mines are really too small and light to affect something as big as an OGRE, but some damage could occur if the mine was lucky or the OGRE was unlucky...
AP mines detonate when an infantry (any type, including MI) unit enters the hex. The infantry unit immediately undergoes a 1:1 odds attack on the CRT and results are applied. If using the optional rules for disabling of power infantry, 'D' results apply. If not, then for MI all 'D' results are ignored (their suits protect them enough from the shrapnel / splinters...). Lesser armored infantry don't have it so lucky. A D0 command post or unit entering a AP mined hex may be attacked (the mine also recognizes soft targets of opportunity, and its blast is pretty effective against such targets).
Combat engineers or MACE units may clear a mined hex. Neither sets off AV mines. Clearing a hex of mines takes one full turn during which the unit may not move or attack (but can defend in overrun situations). Clearing a AP mine hex is slightly different. A combat engineer squad must move adjacent to the hex and stop.Next turn they enter the hex and may do nothing but defend. The next turn, they may try to clear the hex, roll a single die. On any result but a 6, the hex is cleared. On a 6, the combat engineers detonate an AP mine they were trying to clear (oops!), roll a 1:1 attack on the CRT. For MACE units, treat the AP mine as a AV mine. MACE units, due to their better electronics and protection, do not have a chance to set off the mine accidentally.
Infantry units could 'reload' their mine supplies at any friendly CP, fortress, or bunker. This takes one turn during which the infantry unit is considered to be 'inside' the structure. CPs and other 'friendly' military facilities have an 'unlimited' amount of mines for this purpose (at least as far as the scale and level of the scenario are concerned).
Structures may be mined, but only with AP mines (vehicles don't go into buildings much...). The mine detonates on a trip wire / motion / EMS type array on the first entry by a infantry unit into the building.
Infantry may mine ANY hex that they can enter normally. This includes mining water hexes, etc. but if a water hex is mined, then only units which can enter the water and are assumed to be traveling in / on the water can be affected by mines placed in water hexes. Swamps and all other hexes may be mined, including rail and bridge hexes as well as town and city hexes.
Infantry may mine their own hex. They are immune to the effects of their own mines, this is termed an ambush. Any unit wishing to enter into an overrun type attack with the infantry unit must first undergo attack by the appropriate mine if it is present. Surviving units then come under fire by the infantry unit in normal overrun procedure.
A hex that is mined stays so for the entire scenario or game length, unless it is cleared. However, the chance that a unit passing through the hex will be attacked by one of the mines diminishes with each unit passing through and each unit attacked.Each minefield (regardless of type) has six 'attacks' which decrease by one for every additional unit attacked until all the mines are used up.
Mine fields require some additional paperwork, or counters can be created by the players. The type of minefield and the amount of mine attacks remaining should be shown, such as AV 6 meaning that a anti-vehicular mine field is present, it is fresh, and the next unit into the mine field will be attacked automatically. A AP3 counter would represent a half used AP mine field.
Once a field is detected, its relative strength can be tactically determined and this information relayed to all friendly units. The mine field owner knows at all times what the strength of their mine fields are. If their TAC net is up and working, when a mine detonates, it sends a short pulse to the net, identifying its target while any remaining mines in the field can offer post detonation target status, damage assessment, etc.
A unit that enters a mine field and comes under attack only suffers one attack per turn. If a unit stays in the hex the next turn, it will come under attack again at reduced chance of attack. The mines have limited mobility ('jumping') and will fling themselves at any enemy target dumb enough to remain in range of the individual mines.
Combat engineers and MACE units can detect minefields in adjacent hexes automatically.
Scout units can detect minefields in adjacent hexes. OGREs of all types and Marks are counted as scouts for this purpose.
Infantry may remove their OWN mines, pack them back up, and move on to reset them in different locations! Only friendly infantry and friendly minefields can be done so. A Paneuropean infantry unit can't pick up a Combine mine field and redeploy it elsewhere, but a Paneuropean infantry unit could pick up a Paneuropean mine field and redeploy it elsewhere. This takes one turn per type of mine and during this turn the infantry unit may not move or attack but defends normally. Minefields that are packed up are packed up at their CURRENT strength, and when redeployed, are redeployed at their CURRENT strength. I.E. a infantry unit deploys a AP minefield. The minefield makes two attacks, meaning that it is now at 4 strength or AP 4. When the infantry unit redeploys this mine field, it will again be redeployed at AP 4 strength, not the original AP 6 strength. An infantry unit may pick up another friendly infantry unit's mines and move them. No infantry unit may carry more than one AV and one AP minefield, though they could carry two of the same kind and none of the other, or any combination desired.
Both types of mines may be placed in a single hex. The hex is noted secretly by the infantry owning player and the mines are only revealed when they are either detected by a combat engineer or MACE unit, or they are detonated by a enemy unit. If one type of mine detonates, it does not detonate the other type of mine if both types share the same hex. A hex remains mined for the entire scenario (they have enough mines to pretty much set up thorough kill zones for repeated access by personnel or armored vehicles). The mines used by Infantry are light, man portable, non-ferrous units that are very hard to detect (mostly ceramic, polymer, and other non-metallic materials).
Vehicles will NOT set off AP mines and infantry will not set off AV mines. An enemy unit passing through a mined hex that does not set off the mines may detect the type of mine and spread this information, thus if a enemy heavy tank passed through a hex that had been setup with AP mines, the location and type of the mines would be known. If an enemy infantry unit passed through a hex that had been mined for AV operations, they would not set off the mines but could warn the owning player that a mined hex was present and that AV mines were detected. AP mines only affect D0 or MI targets.AV mines affect anything with a D1 or greater except MI.
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DISABLING OGRE WEAPONS AND TREADS- I always wondered why OGRE components were immune to "D" results on the CRT and several games we played allowed the various components to be disabled instead of destroyed. Having components disabled increases the paperwork somewhat, but creates very interesting situations almost on a turn by turn basis. As the OGRE player, you have main batteries, secondary batteries, AP batteries, and missiles. What if one or some of these became temporarily knocked out, disabled, or off-line JUST when you really needed it. The OGRE might have to beat a minor retreat to lick its wounds while it brought auxiliary systems back online.The tactical situation possibilities are endless and the ability to disable OGRE components adds extra game depth.
Rules for disabling OGRE weapons and treads: (OPTIONAL)
OGRE
weapons which are attacked and receive a "D" result on the CRT are
considered disabled. They may not be used on the turn that they
are disabled. OGRE weapons which are disabled remain so until the
end of the enemy's next combat phase at which time the disabled weapons recover normally and may resume normal operation on the turn after they recover operating capacity.
OGRE
treads may be disabled. The high precision bogie assemblies and
drive trains could be disrupted by severe impact and collateral damage,
causing tread and motor units to go off-line temporarily. Any
treads that are disabled remain so until the end of the enemy's next
combat phase at which time the disabled treads recover normally and may
resume normal operation. Disabled treads should be marked with a
small "D" over them or simply a 'dot' placed in the middle of the tread
symbol to denote that those treads are temporarily unavailable for use
by the OGRE. Treads are either disabled or destroyed in groups
according to the combat strength of the attack and the result of the
CRT.Once a group of treads recover, the movement allowance may have to
be readjusted accordingly. Disabling of treads can, temporarily,
lower an OGRE's total movement allowance.
Disabling
a OGRE missile or missile rack does NOT destroy or affect the missile
within the launcher / rack. The rack is disabled, the missile is
still functional (but since it requires the rack / launcher to fire, it
is useless until the rack / launcher comes back on line).
Disabling a OGRE missile rack or launcher has NO effect on the missile
within the rack or launcher nor can missiles stored within an OGRE be
disabled. For each missile rack or launcher disabled, the OGRE
loses the ability to fire one missile per turn from that rack until the
rack or launcher recovers from being disabled.
OGRE
missiles cannot be disabled (they are protected by the rack
assembly). However, disabling the rack prevents the missile from
being able to be used until the rack is brought back online.
Mines
may disable OGRE treads or destroy them, depending on mutual agreement
by players. Some mines might be too small to damage an OGRE and
its drive train, but they might be enough to disrupt, at least shortly,
its smooth operation!Mutual consent is required on this decision and
the decision applies for the whole scenario length.
OGRE AP batteries disabled during an overrun are not available for use in the following phases of any overrun combat during that turn or until they recover operational capacity normally.
6.113 (OPTIONAL RULE)- Disabling OGRE Treads- This rule provides more realism but also requires more bookkeeping. Any time that an OGRE rams an enemy unit (D1 or greater including hardened CPs), its treads immediately undergo a 1:1 attack. Roll a die to resolve the attack. Treat a "NE" results in no treads lost. On a "D" result, the amount of treads that would normally be lost to a ram attack are instead disabled and unavailable for movement this turn or the following turn. This represents the drive motors going off-line, the treads getting locked on their rollers, or debris getting caught in the treads.These treads are not available for motive power this turn or the next but will return to use / recover from being disabled during the 2nd GEV movement phase of the turn after the treads were disabled. Disabling treads may temporarily lower the number of movement points available to the OGRE. Treat all "X" results as normal damage to the treads. Treads lost to an "X" result are destroyed and do not recover normally.
6.114 (OPTIONAL RULE)- Disabling OGRE Weapons- This rule provides more realism but also requires more bookkeeping. Anytime that an OGRE weapon (MB, SB, AP, MSL, or RACK) is attacked, treat a "NE" result as No Effect. On a "D" result, the weapon that would normally ignore a "D" result is instead disabled and unavailable for combat this turn or the following turn. This represents the weapon's control going off-line, the turret motors getting locked on their rollers, or a missile rack getting jammed while loading. These weapons are not available for use in combat this turn or the next turn but will return to use / recover from being disabled during the 2nd GEV movement phase of the turn after the weapon is disabled. Disabling weapons may temporarily lower the combat strength available to the OGRE. All results of "D" disable a single OGRE weapon with the exception of AP, the number of which become disabled is indicated by the strength of the attack itself. For example, a Howitzer (6/8) makes an attack against the AP weapons of a Mark V OGRE. The result is "D" and so 6 AP weapons are now disabled. Each weapon that is disabled will roll separately each turn to see if that weapon recovers. Treat all "X" results on the CRT as normal damage to the weapon (i.e. the weapon is destroyed). Weapons lost to an "X" result are destroyed and do not recover normally.
The OGRE player should indicate somehow on the OGRE record sheet which weapon has been disabled and indicate again when the weapon recovers from being disabled. Until the disabled OGRE weapon recovers, it cannot be used in combat.
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DISABLING MOBILE INFANTRY-
The heavily armored infantry of 21st century battlefield were not
immune to their electronics being disrupted
by EMP and a variety of esoteric weapon side effects such as blast and
concussion.Infantry battledress was a very complex piece of hardware,
and though rugged, it was
considerably less so than the heavier armored vehicles. Mobile
Infantry can be
disabled just like vehicles. Their suits can shut down
temporarily, their
electronics can be jumbled off-line and have to reboot / reset, backups
brought on-line,
or the infantry soldiers themselves could suffer from short episodes of
panic,
disorientation, shell shock or a host of other combat related
disorders. The onboard
computers of the suits could go far in 'rallying the troops' with
carefully injected doses
of military combat drug, stimulants, pain killers, pseudorphins, and
other methods to
clear the muddled thoughts of the power suit equipped soldier and get
their mind back on
the order of battle. This optional rule works to simulate the
fact that even the
complex mobile infantry and their dedicated equipment could be
temporary combat losses on
the 21st century battlefield. I never liked the idea of a
mechanical power suit being considered to be
'eliminated' by a result that would normally disable another
vehicle. I felt that
power suits could be stunned and disabled temporarily just like other
units and that MI
could lose some of their drones, drop their gear, lose their heavy
weapons, have to lift
fallen trees off of their comrades, or just cower in the bottom of a
still smoking crater
until they got their senses back. This rule simulates that belief.
*OPTIONAL RULE- DISABLING MOBILE INFANTRY*
Any squad of Mobile Infantry (not regular infantry) which receives a "D" result on the CRT is considered to be disabled in such a way that the squad is not functioning effectively on a combat readiness level. The squad is not destroyed, just 'off line' or 'out of it' for a while until their systems can reboot, they can reorganize and collect their gear. This may make them easier to kill, or will just slow them down. Disabled MI are disabled on a squad by squad basis. Thus if a 3/1 counter of MI were attacked, and a "D" result was obtained, one squad would NOT be eliminated, rather it would be disabled, leaving only two squads at effective readiness. MI squads which are disabled remain so until the end of the enemy's next combat phase at which time the disabled squads recover normally and may resume normal operation.
Disabled MI infantry may not move or fire until they become un-disabled. They may however, defend normally in overrun attacks. They may NOT initiate overrun attacks, even if another infantry or armor unit passes through the same hex. They defend normally in overrun attacks, at full strength (not double strength).
A disabled squad which is disabled a second time is instead destroyed.
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COMBAT RESULTS TABLE (D6 EXPANDED and D12 EXPANDED)
I was always curious about the CRT, and I thought it lacked two very important odds, namely 1:4 and lower and the 5:1 or greater odds chart. I know, SJ said 1:I have included those here in this expanded CRT. Anything less than 1:4 odds will be "NE" for all rolls, anything at or greater than 5:1 odds will be "X" for all rolls. For those who want a little more of a challenge, I've included an expanded CRT designed for using a 12-sided die instead of the regular 6-sided die. That might change the game a little.
OGRE "TREADS DOWN" DEFENSIVE POSITIONS
Prepared "treads down" positions were in widespread use for "watchdog" OGRE units occupying guard or defensive duty at operations bases. The OGREs were simply too big to enjoy traditional "hull down" positions, unless they were driving through a crater, fording a river, or hiding behind a small hill or mountain! But ...he AIs of the giant cybertanks learned the benefit of following creek beds and dried up (and even wet) river beds to keep their treads submerged or in a "gully" type position, safe from probing fire. The treads down in the trenches, as it were, proved harder to hit, easier to defend, and fewer treads were lost in each typical attack due to most of the attack strength being soaked up by the nearby terrain and / or the prepared positions. During the many, many limited cease fire periods friendly construction units labored to create "Treads Down" defensive positions for resident OGREs.
A combat engineering unit must expend three (3) construction points per OGRE Mark level (thus to establish a 'Track Down' position for a Mark III OGRE, (9) nine construction points would have to be expended...) to create a 'Treads Down' position for the OGRE. OGREs can / may begin a scenario in a "Treads Down" status if all players agree or according to scenario requirements / setup. Attacks against an OGRE that is in a 'Treads Down' defensive emplacement are conducted normally with the exception that any attack against the treads of the OGRE only does half damage (thus if a heavy tank (attack strength of 4) were to successfully attack an OGRE in the "Treads Down" position, only two treads / treads would be destroyed (half attack strength). The OGRE must remain in place to maintain the 'Track Down' defensive advantage. Once an OGRE leaves the prepared hex, it loses the "Treads Down" advantage, but it may return to the hex and return to the prepared position by simply moving back into the hex and declaring that it is going "Treads Down".OGREs following creek or river beds may declare that they are "Treads Down" while they remain in a hex or move through a hex that has a creek or river running through it.
Other armor units may not use a OGREs "Treads Down" position for cover within the context of a scenario / this game. Only OGREs of the same size class may share the use of a "Treads Down" position. That is, a Mark V OGRE could not move into and occupy a "Treads Down" position previously occupied by a Mark III unit.
Defensive Position |
Cost To Construct (construction points) |
Modifications |
OGRE "Treads Down" Position |
3 construction points per OGRE Mark |
Gives Treads +1 Defense strength, only 1/2 amount of treads lost per attack on treads |
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SUPERIOR ECM- All vehicles carried some form of ECM (Electronic Counter Measures) just to be able to survive on the 21st century battlefield. ECM worked to 'spoof' or jam the enemy tracking and FATS system by flooding the enemy systems with thousands, even millions of 'fake' targets. The time it took the enemy system to 'filter' out all the targets it 'saw' and decide on which was the 'real' target was not very long, but on the 21st century battlefield, that short amount of time could be the difference between making a kill and becoming a casualty of war. The tide of ECM development was rapid, fluctuating wildly between both sides. New methods of ECM were employed, and the opposing forces would learn how to counter them, leading to new methods being invented, and new countermeasures being deployed in a viscous see-saw of electronic warfare.
To simulate one side having SUPERIOR ECM, simply shift the line rolled on the CRT by one to the left for any attack made against the unit with Superior ECM ... thus a 1:1 attack on the CRT now becomes a 1:2 attack on the CRT.
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SUPERIOR ECCM- The countermeasure to ECM was ECCM, or Electronic Counter Counter Measures. ECCM worked to 'burn' through ECM being generated by the target, to clear away the electronic defense of the target and enhance the friendly units own targeting system(s). Units with SUPERIOR ECCM suites are able to acquire the enemy targets faster and to do more damage (the lock is more precise, the target becomes easier to hit thus insuring a better chance at a 'hard kill' shot, etc.). The tide of ECCM development was just as rapid as that of ECM development. The 21st century battlefield was a information and electronics intensive conflict, with new developments fluctuating wildly between both sides certainly on a weekly basis, sometimes daily! As new methods of ECM were employed by both sides, the opposing forces would have to quickly learn how to counter them using ECCM, leading to new methods being invented, and new countermeasures being deployed in a viscous see-saw of electronic warfare.
To simulate one side having SUPERIOR ECCM, simply shift the line rolled on the CRT by one to the right for any attack made by the unit with Superior ECM ... thus a 1:1 attack on the CRT now becomes a 2:1 attack on the CRT.
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