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Mini Breakthrough

by Steve Jackson

Updated 8-30-16

1.0 INTRODUCTION

"But why would they come at us here, of all places? . . . I think those people just don't like us."

"Well, it'll be over soon."

1.01 Overview. This scenario turns the Ogre map on its side, using the same layout as Sidewinder, and recaps the original Breakthrough scenario in miniature.

1.02 Necessary materials. The Ogre Designer's Edition, or Ogre Sixth Edition plus Reinforcements, is required.


2.0 SETUP

2.01 Maps. This scenario uses the orange Ogre map.

2.01.1 Overlays. Add the following overlays to turn the entire map into an obstructed area (and note that this same layout is used in Sidewinder):

Place craters in hexes 0117, 0319, 0417, 0420, 0515, 0820, 0917, and 1021.

Place ridges between hexes 0114-0115, 0214-0215, 0215-0314, 0218-0317, 0317-0318, 0617-0618, 0618-0717, 0818-0819, 0819-0918, 1016-1017, and 1117-1218.

2.02 Paneuropean units. The Paneuropean forces (blue) are the defenders and set up first:

6 armor units worth of GEVs (any type), 14 armor units of any type (these may also be GEVs), and 12 squads of infantry on or west of the row of hexes beginning in 04.

2.03 Combine units. The Combine (red) forces are the attackers. They get 12 GEVs and enter on the first turn from any non-crater hexes on the east side of the map.

2.04 Cruise missiles. Cruise missiles are not allowed in this scenario.


3.0 GAME PLAY

3.1 Escape. The attacking GEVs may leave the map on any side, but only the west side counts for victory points. Units which leave the map may not return.

The defending units may not leave the map.


4.0 ENDGAME

4.01 Ending the Scenario. The game ends when all the Combine attackers are destroyed or have left the map.

4.02 Objectives. The Combine goal is to exit as many GEVs as possible from the west side of the map, as soon as possible, to attack a poorly defended rear area. A subsidiary objective is to destroy Paneuropean GEVs so they cannot pursue.

4.03 Victory levels. The Combine player gets victory points as follows:

  • 8 for each GEV that leaves the map on or before his 4th turn.
  • 5 for each GEV that leaves the map on his 5th or 6th turn.
  • 3 for each GEV that leaves the map on any later turn.
  • 6 for each enemy GEV destroyed, or 3 for each LGEV. No points for destroying other units.

When the game ends:

  • 50 or more points: decisive attacker victory.
  • 40-49 points: attacker victory.
  • 20-39 points: no clear victor.
  • 10-19 points: defender victory.
  • 9 or fewer points: decisive defender victory.


5.0 VARIANT SCENARIOS

5.1 Laser tower. For those who have Ogre Designer's Edition: Give the defender one Laser Tower anyplace within his setup area. Give the attacker two more GEVs.

5.2 Reverse the map. The defense now sets up on the east side, anywhere north of row 12. The attacker comes from the west and must leave from the east. The crater and obstruction pattern will change your tactics a bit when approached from the other side.

5.3 Overrun. Try it with the overrun rules (Section 8) instead of standard ramming rules.


6.0 DESIGN NOTES

Having turned the entire Ogre map into an obstructed area for Sidewinder, I realized that a quick version of Breakthrough was also possible. It's much narrower than the original G.E.V. map, so the action starts immediately. The victory conditions are simplified so that nothing counts except how many GEVs get off the map and how quickly, and destroyed enemy hovercraft.


Please give this scenario a try, and give us your comments – on game balance, clarity of instructions, or whatever else you think of – on our forums. The thread for commenting on this scenario is here.


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