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Errata for Ogre Miniatures

Last Updated December 10, 2009

Copyright © by Steve Jackson Games Incorporated.

P. 8 and 58: Damaged Ogre VPs. When enemy Ogres are damaged, but not destroyed, victory points are also scored for destroying Ogre weapons and tread units, as follows:

  • Main Battery: 8 points
  • Secondary Battery: 4 points
  • Missile (destroyed or fired): 1 point
  • Missile Rack: 6 points
  • Antipersonnel: 1 point
  • Treads: 1 point per tread unit

The points gained from destroying parts of an Ogre may never exceed the VP value of the original, intact Ogre.

Note that some scenarios may place a higher or lower value on specific Ogre systems and weapons, depending on the tactical situation.

Note also that players may score points for enemy armor units which are immobilized or stuck in areas they control at the end of the game . . . these count as being captured! Enemy HVYs and SHVYs stuck in swamp at the end of a scenario count as double their point value. Some scenarios may offer other ways to capture enemy units; it need not be assumed that every soldier will fight to the death.

P. 13. A hovertruck can carry either two squads of infantry or three squads of unarmored militia. Thus, it has the same capacity as an APC.

p. 14. The SHVY should have D5, to be compatible with the 2000 edition of Shockwave.

P. 17. Clarification: The Heavy Weapons Team missile attack is made instead of its regular attack. This attack is not doubled in an overrun. If the Heavy Weapons Team is involved in an overrun, it may use its missile on the first fire round. It fights as regular infantry, with the normal doubled strength of regular infantry, in following fire rounds.

P. 17, table. It requires 15 infantry, not 5, to move a Size 6 unit.

P. 25. Large structures, which have Structure Points rather than a Defense Strength, may have up to two Point Defense installations. Each one adds 10 Structure Points to the building's total.

P. 28, Infantry Inside Structures. Infantry inside structures which have just been destroyed have their defence strength doubled (not tripled) against that attack.

P. 33, Spillover Fire. The example should say "A MSL attacks at 3 . . . "

P. 33, Friendly Fire Isn't. A clarification: the 6" is measured from the firing unit to the friendly unit in question, not to the target unit. Also, if there is a friendly unit within 6" that is firing on the target unit, it is assumed to be spotting for any friendly units firing beyond 6", and no friendly units within the spillover area will be attacked.

P. 34, Ogres In Overrun Combat. Should have read "If an Ogre loses all its effective weaponry . . . it is removed from the combat after two further enemy fire rounds." If the Ogre is fighting against infantry, and has legal targets for its AP, then its overrun combat lasts two rounds after the Ogre is literally weaponless. But if there are no legal targets for the AP, its overrun combat ends two rounds after the Ogre's larger weapons are destroyed. In either case, overrun combat allows only two fire rounds in which the Ogre cannot fire back.

P. 35, first line. An Ogre which rams an equal-sized or smaller Ogre loses 3 tread units.

P. 35, clarification. When ramming units smaller than those listed, Ogres lose no tread units. This is a difference from the original Ogre boardgame, in which there is no overrun combat.

P. 41. Add the following paragraph under Forests:

Structures: If a structure has Structure Points, halve the strength of all attacks against it (except rams and overruns) when the structure is in a forest. Smaller structures get no benefit from forests.

P. 45. Add the following paragraph under Towns:

Structures: Any structure with a defense strength has that strength doubled in a town. If a structure has Structure Points, halve the strength of all attacks against it (except rams and overruns) when the structure is in a town or forest.

P. 47. Infantry move at normal speed in swamp, forest and towns.

Reference card. On the Ogre Weapons chart, the defense value of a Main Battery should be 4. The defense value of a Secondary Battery should be 3. On the Unit Table, Militia should have an attack range of 2" and a Move of 1". A GEV-PC is worth 6 points.

Addendum: Buildings. When using miniature buildings which may have different defense numbers or structure points in different games, you can put a small sticker on the bottom showing the value for the current game. Depending on the scenario, the attacker may be allowed to see the sticker after he attacks the building – or perhaps only the referee and the owning player can look, and the attacker must draw his own conclusions after seeing the results of his fire.

Addendum: Mines. Mines can be laid in water. In shallow water (a lake or river) they would be triggered by any enemy unit passing over them. On the ocean bottom, only an Ogre or large ship would set them off. Ordinary mines do not effect friendly units. Minefields cannot be cleared simply by running units into them.

Frequently Asked Question: "What happened to the rule from the original Ogre about Ogres losing treads when they ram armor units?" That is replaced, in the more complex miniatures rules, by overrun attacks. Instead of automatic damage to the Ogres' treads, the victim gets its one last chance to hit the Ogre with its weapon. Ogre treads are really too tough to be damaged by running over little tanks . . .

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