• Games & Supplements
  • Articles
  • OGRE Resources
  • OGRE Miniatures
  • Main Page

New Units for Ogre

Here is the current draft of the Combat Engineers and Heavy Weapon Teams rules.

Expect rules here soon for Ninjas, Vulcans, and LADs.

Posted drafts are likely to flex a little bit as discussion continues on the Ogre forums.

Combat Engineers – Draft of 7-13-2016

3.02.3 - Combat Engineers (CENG). Combat Engineers are specialist infantry with skills to alter the battlefield and aid in the survivability of other units. Combat Engineers may attempt to perform an engineering task in place of a combat action during the Fire Phase of a turn. Additionally, the presence of Combat Engineers stacked in the same hex with other units may provide those units with assistance in some circumstances related to terrain. Except as noted in section 14.00 – Combat Engineering, squads of Combat Engineers are treated for all purposes like regular infantry.

11.04.5 – Combat Engineer Attacks. Combat Engineers increase the effectiveness of attacks on stationary structures. The damage done to buildings by Combat Engineers is doubled during attacks on buildings. This is in addition to any other modifiers, as described in section 11.00 of the Ogre Designer's Edition rulebook. Thus, attacks at range cause damage equal to four times the squad's attack strength, and damage done during a building overrun is eight times the attack strength. This benefit may be extended to any other units that combine their attack with the Combat Engineers attack on the building into a single die roll.

14.00 – Combat Engineering.

14.01 – Engineering Tasks. Combat Engineers may perform various tasks. These tasks fall into two general categories: building things and destroying things. Although destroying things is self-evident, some examples of building things would include repairing cut roads, bridging streams and making entrenchments.

To attempt to perform a task, one or more Combat Engineer squads must start their turn in the hex they wish to perform the task, and stay in that hex for the duration of that turn. Tasks are assigned a number that must be rolled on one die for success. More than one Combat Engineer squad in the hex may assist in the task, which adds one die for each squad participating in the attempt to complete the task. Example: if three squads of Combat Engineers are attempting to bridge a stream, three dice are rolled for the attempt. If a 6 is rolled on any die, the task is successfully completed. There is no limit as to the number of squads that may attempt to perform any specific task on a turn, but each squad may only make one attempt per turn, and the specific task may be attempted only once per turn regardless of how many squads participate in the attempt. Attempting to perform a task counts as that squad's "attack" for that turn, and is made during the Fire Phase as any other attack.

14.01.1 – Mining a Bridge/Road. A Combat Engineer squad may attempt to mine a bridge or road, as per Ogre Designer's Edition section 13.04. Mining a bridge or road would require a roll of a 5 or 6 for success. Any friendly Combat Engineer squad in the mined hex can automatically disarm successfully placed mines without requiring a roll at the start of their turn. Disarming mines does not require an action during the Fire Phase (it is done during the Recovery Phase), but re-arming them does require an action during the Fire Phase. This allows friendly units to traverse the mined road/bridge safely on their turn. Rearming mines that have already been placed is an automatic success during the Fire Phase. Note these rules are only for mines on a road or bridge. Minefields (i.e. a full hex) are too vast for Combat Engineers to create during a game.

14.01.2 – Building Entrenchments. Combat Engineers may assist in protecting infantry in clear terrain through entrenching. A die roll determines the extent of the entrenchments created (see below). Entrenchments double the defense strength of infantry embedded within the entrenchment. Additionally, if the result of the CRT is a "D", the loss of a squad comes from any squads not entrenched prior to those entrenched; randomly determine from the unentrenched squads. For scenarios using the Ogre map, i.e. ramming rules instead of overrun rules, entrenched infantry are not reduced when an Ogre first enters their hex. The Ogre may spend an additional MP to remain in the hex and reduce the infantry normally (see section 6.06 in Ogre Designer's Edition). Thus it is possible for an Ogre to move into or through the hex without reducing the entrenched infantry while doing so. Entrenchments have no effect on vehicles or movement. Entrenchments in any terrain other than clear offer no benefit.

For every squad of Combat Engineers creating entrenchments, a die roll determines how many squads the entrenchments will protect. On a roll of a 1-4, one squad of Combat Engineers creates an entrenchment that can protect one squad of infantry. A roll of a 5 creates an entrenchment that can protect two squads, and a roll of a 6 creates a 3-squad entrenchment. Players should place a token (penny, etc.) in the hex per entrenchment to depict the location and number of the entrenchments. Infantry from either side may use created entrenchments simply by moving into the hex, assuming no other units occupy the hex. Any attack directed at the hex containing entrenchments destroys those entrenchments located within the hex. Spillover fire has no effect on entrenchments.

14.01.3 – Bridging Streams/Repairing Cut Roads. As far as repairing roads, or bridging streams, these are tasks that require some degree of tools and materials beyond what a squad would be carrying on the battlefield. A player picking one or more Combat Engineer squads may choose a truck or hover-truck per squad with the needed gear to perform these tasks. Note these trucks are not specialized engineering vehicles; they are simply trucks with equipment and supplies. The cost is 1 VP cost per truck or 2 VP per hovertruck.

One or more Combat Engineer squads, with the associated equipment truck(s), may attempt to repair a cut road or bridge a stream. The truck needs to start, and stay, in the hex for the entire turn with the Combat Engineer squad to attempt this task. A separate truck is required for each squad that attempts this task. Clearing a "Road Cut" marker or bridging a stream requires a roll of a 6 to succeed. Combat Engineers may NOT clear roads that are cut due to damaged or rubbled terrain during a game; the damage is too extensive (see Ogre Designer's Edition section 13.01). Railroads may not be repaired during the game as the task is too specialized.

14.01.4 – Destroying Ogres. An Ogre that has lost all its weaponry but can still move represents a sizeable threat on the battlefield. Combat Engineers may destroy this Ogre by placing one or more specialized nuclear charges at critical points on the Ogre. To do so, they must move into the hex containing the Ogre; rather than an overrun attack, this movement constitutes the Combat Engineers climbing onto the weaponless Ogre. Successfully detonating a "coup de grace" charge requires a roll of 4, 5 or 6. With the successful destruction of the Ogre, the Combat Engineer squad is placed in an adjoining hex, having presumably vacated the Ogre prior to the charge detonating.

Task Table
Engineering Task1d6 roll for success
Mining a bridge/road5+
Digging entrenchmentsvariable
Repairing a cut road/bridging a stream6
Detonating an Ogre4+

14.02 – Engineering Assistance. Combat Engineer squads that travel with other units may offer assistance in navigating through, and recovering from, hazardous terrain. For armor units to obtain this benefit, the Combat Engineer squad(s) must remain stacked with the armor units obtaining the benefit for the entire turn. Combat Engineers offering this benefit may not fire or perform other engineering tasks on the turn that they are performing this assistance.

14.02.1 – Terrain Navigation. Combat Engineers stacked with units traveling through swamp or rubble, (or forest, for GEVs), may reduce the chance of those armor units becoming disabled or getting stuck by 1. So a GEV travelling through a forest hex is disabled only on a roll of 1. Likewise, a heavy tank entering a swamp hex is permanently stuck only on a roll of 1. Units entering hazardous terrain still must end their movement for the turn as described for swamp terrain. Combat Engineers are not riding units during this assistance; they must be dismounted. Note that this benefit is independent of the number of Combat Engineer squads stacked with the units, (i.e. additional Combat Engineer squads do not reduce the risk further). All units stacked with the Combat Engineer squad may benefit from this advantage. Any Combat Engineers that did not offer Engineering Assistance, attempt an Engineering Task, or engage in combat, may offer engineering assistance to GEVs during their Second Movement Phase, provided the Combat Engineers were stacked with the GEVs during the entire turn.

14.02.2 – Disabled Recovery Assistance. Combat Engineers beginning a turn stacked in the same hex with a unit previously disabled by terrain may add 1 to the recovery roll per Combat Engineer squad stacked with the unit (i.e., a unit recovers on a roll of 1-5, not 1-4, with one Combat Engineer squad stacked in the hex, and automatically recovers with two squads). A Combat Engineer squad may only assist one unit per turn, but more than one squad may attempt to assist a disabled unit.


Heavy Weapons Teams – Draft of 7-13-2016

3.02.2 Heavy Weapons Teams (HWT). Specialist infantry. An infantry squad armed with a portable one-shot missile. Each Heavy Weapons Team may make a single "heavy weapon attack" at Attack Strength 3 and Range 4. Once this attack is made, flip the counter to its "Fired" side. The heavy weapon may not be fired while mounted (5.11.1) or on the turn the Heavy Weapons Team dismounts (this is an exception to 5.11.3). The heavy weapon attack does not double in overruns.

A Heavy Weapons Team has an inherent Attack 1 at Range 1, which can be used both before and after firing the heavy weapon. Treat this like a regular infantry attack. This inherent attack cannot be used in any Fire Phase or overrun fire round where the heavy weapon attack is used.

Heavy Weapons Teams are deployed in special scenarios. Players can mutually agree to allow Heavy Weapons Teams in other scenarios, by trading regular infantry for Heavy Weapons Teams at a 2 to 1 ratio. As specialist infantry, Heavy Weapons Teams are worth double VPs (i.e. 4 VP per squad).

Heavy Weapon Teams may rearm from either a stocked CP depot, or a truck or hovertruck carrying "heavy weapon team missiles". They need to begin and spend one full turn in the same hex as the reload source without firing. Each missile would cost 1 VP each for unit selection and victory calculation. A Heavy Weapon Team may carry only one heavy weapon missile at a time. A truck or hovertruck may carry up to 10 missiles, or up to 5 if a squad rides in the truck at the same time. Players may receive one regular truck for "free" per ten missiles (or fraction thereof) purchased, if they so desire. A hovertruck would cost 2 VP each for unit selection and victory calculation (in addition to the missile costs). Reduce the number of "free" wheeled trucks available by one for each hovertruck purchased. Armor units and other types of infantry may not carry heavy weapon missiles due to the large protective casing within which they are transported. Heavy weapon missiles may not be attacked individually, but are destroyed if the truck or CP is destroyed.

3.02.4 Marine Heavy Weapons Teams (HWTM). Specialist infantry. Marine Heavy Weapons Teams are treated for all purposes like regular Heavy Weapons Teams, except that they move and attack equally well on land and water, and have double defense in water hexes. The heavy weapon attack is uniquely designed to be effective in both air and water. Marine Heavy Weapons Teams may use their heavy weapon attack on either surface or submerged units without penalty. Unlike regular Heavy Weapon Teams, they may rearm from hovertrucks on the water, as per the rearming rules above. Marine Heavy Weapons Teams cost 6 VP per squad, (or 3x the cost of regular infantry).

(For game purposes, use a HWT counter from a different faction to differentiate the Marine HWT squads from regular HWT squads, or place one of the numbered black disks or other marker on a HWT counter to denote its status as a Marine HWT).

Privacy Policy | Contact Us