Poor Bloody Infantry
by Karl Gallagher
The following files are included for use with this article:
This article provides new rules for using infantry in Ogre/GEV, along with scenarios focused on infantry. Some of these rules require Shockwave and/or Ogre Battlefields to use. New counters are needed for some of the rules; you can print out the attacked file on cardstock or make your own.
2.0 Missile Reload Packs
2.01 Heavy infantry may replace their one-shot missiles by reloading from a pack of replacements. Reload packs cost 2 VP, have D2, and can only move when carried by another unit. A reload pack takes up one squad's worth of space when being transported by a vehicle.
2.02 A heavy infantry squad may reload by spending a turn in a hex with a reload pack without moving or firing. If the squad, pack, or both are on a vehicle it must also not move or fire during reloading. A single pack holds six reloads (i.e., can reload one squad six times, 3 squads twice each, etc). Each reload pack must have its use tracked and be discarded when its six reloads are used up.
2.03 A reload pack may be put on or taken off a vehicle at the beginning of any movement phase if an infantry unit is present in the same hex.
2.04 A three-point infantry unit may carry a reload pack but may not fire while carrying it. Picking up the pack requires the unit to spend a turn without moving and firing in the same hex as the pack. A reload pack may be dropped at any time (i.e., if the infantry unit is overrun it may drop the pack and fight normally, but would have to pick it up again on the next turn to move with it). A reload pack dropped in a water hex is not lost (it has neutral buoyancy airbags). Enemy reload packs may not be captured, only destroyed.
3.0 Anti-Ogre Mines
3.01 An infantry squad may carry an Anti-Ogre Mine (AOM), a nuclear shaped charge device designed to be placed under the treads of an approaching Ogre in an attempt to disable it. An AOM costs 2 VP and is destroyed if the carrying squad is eliminated. An AOM may be transferred from one squad to another if they are stacked together at the beginning of the movement phase. The carrying squad should be identified secretly so the opponent can't tell who's carrying it until it's used.
3.02 When it's overrun by an Ogre, a squad may use an AOM instead of its regular attack. Roll one die to find the result:
2d tread units destroyed
4d tread units destroyed
4d tread units destroyed and Ogre is stuck
3.03 The "stuck" result indicates critical subsystem damage to the Ogre, preventing it from moving until field repairs are made. Unsticking the Ogre in combat requires an engineer squad or equivalent unit. Roll one die each turn a squad is in the Ogre's hex without moving, firing, or being fired upon. On a "6" the Ogre can move again at the speed allowed by its remaining tread units.
4.0 Laying Smoke
4.01 Engineer squads may generate smoke clouds to provide cover from laser fire. In place of its regular attack the squad may place a smoke counter in its own hex. This counts as "firing" for other actions. Marine engineers may only do this when on the surface of the water.
4.011 In miniatures games, place black cotton or a felt disk in a 1" radius around the engineer figure. Laser fire is blocked by the actual shape of the smoke.
4.02 A laser may not fire into or through a hex containing smoke (exception-cruise missiles may be fired on). A smoke counter remains on the board until the start of the second friendly fire phase after it was laid.
5.01 Engineer squads may create improvised cover for infantry in clear terrain. This is a combination of trenches, foxholes, bunkers, and other shelters. Note that these are deeper than 20th-century entrenchments; a battlesuit can jump out of an six-meter-deep hole to take a shot, and a lot of dirt is needed to shelter from nuclear explosions.
5.02 An engineer squad may create an entrenchment by remaining in a hex without moving or firing for three turns. More squads can speed this up, requiring a total of three engineer-turns.
5.03 An entrenchment in clear terrain doubles the defense strength of infantry in the hex. It has no effect on vehicles or movement. Entrenchments in other terrain have no effect.
5.04 Entrenchments may be included in the initial set-up at a cost of 2 VP each in hexes where infantry units may be set up at the beginning of the game.
6.0 Ogre Critical Hits
6.01 An Ogre has meters-thick BPC armor protecting its vitals, leaving only the weapons and treads vulnerable to attacks. A determined enemy can still mass firepower to try to penetrate that armor, aiming for weak points such as the linkage between the front and rear sections or the fusion plant cooling vents.
6.02 The defense strength against a critical hit depends on the size of the Ogre:
6.03 The effect of a critical hit is variable, since the core systems are so close together that a dozen centimeters can change which components are affected. If an "X" result is achieved, roll one die:
can't fire for 1d turns
can't move for 1d turns
can't fire until repaired
can't move until repaired
6.04 An "XX" result on a critical hit attack destroys the Ogre (but leaves a hulk).
6.05 Field repairs may be attempted on the Ogre as in 3.03. If the engineers are working on a "can't fire" damage result the Ogre must not move while the engineers are working.
Sun Tzu wrote "Take what the enemy holds dear and await attack." A Combine mechanized infantry force took that to heart, capturing a small city with an autofac critical to Paneuropean logistics on that front. While their GEV-PCs go for reinforcements the MI set up to hold the city. Cruise missile detonations would destroy the autofac, so the Paneuros have to dig them out the hard way.
7.01 Basic Setup. The GEV map is used. All hexes on or north of the road from 0104 to 2304 are town hexes, representing the city. The defender sets up with 30 points of infantry and a LHWZ anywhere in the city. The attacker enters from the southern edge with 20 armor units.
7.02 Special Rules. The attacker may not take any armor units with M1 or M2-this is a rapid reaction force and anything slow had to be left behind. He may exchange an armor unit for three points of infantry but they may only enter riding on vehicles. No cruise missiles may be used by either side.
7.03 Escape. Defending units may not escape. Attacking units may escape off the E, S, or W map edges.
7.04 Objectives and Victory Conditions. The attacker needs to recover the autofac to hold the line-the defender needs it to sustain a breakthrough. Whoever has units left in the city at the end of the game is the winner. If the winner has more than 1/3 of his original force left (in VPs) it's a decisive victory. The players may agree to a draw if neither player can make an effective attack.
7.05 Alternate Maps. This scenario may be played on other maps with the same forces. The set-up locations are:
city is road 0115 to 1822 and hexes to southwest. Enter from North.
city is road 0401 to 0422 and hexes to west. Enter from East.
city is road 0104 to 2304 and hexes to north. Enter from south.
7.06 Advanced Scenario. Defender has 45 infantry squads and a HWZ. Attacker has 35 armor units.
7.07 Ogre scenario. Defender has 40 infantry squads and a HWZ. Attacker has an Ogre Mk V.
Few missions are as boring as escorting a supply convoy. Few are more exciting than attacking one.
8.01 Basic Setup. Defender has 10 trucks carrying cargo (may not be used to transport infantry), 8 armor units, and 6 infantry squads. Additional trucks may be taken to transport the infantry at no cost-those trucks will not count for victory points. The attacker has two options for his force:
- 3 armor units, 12 infantry squads, set up on board
- 10 armor units entering from off the board (no MHWZ allowed, an armor unit may be exchanged for 3 squads of infantry)
The defender enters on a road in column (i.e., the 2nd stack of units must expend 1 movement point before entering the board, the 3rd must expend 2, etc.) and secretly notes the road hex on the opposite side of the board that they will exit on. Some units may be held off-board to enter on a later turn, but all must enter through the same hex. The attacker then reveals whether he chose option 1 or 2 for his force. Option 1 units are set up on the board at least 5 hexes from any defending unit. Option 2 units enter from a map edge chosen by the defender. The attacker may more and fire normally on his first turn.
8.02 Special Rules. The attacker may be given an advantage by using the town and bridge destruction rules.
8.03 Escape. Attacking units may escape from any map edge. Defending units may escape from the entry and exit road hexes. Units which escape may not reenter the map.
8.04 Objectives and Victory Points. The attacker gets 10 VPs for every cargo truck destroyed. The defender gets 10 VPs for every truck that exits at the designated hex. Trucks that escape through the entry point or are stranded on the board count for no points. Count points for destroyed units normally.
8.05 Victory Levels. If one player has 0-15 VPs more than the other the game is a draw. 16-30 VPs more is a marginal victory. More than 30 VPs ahead is a decisive victory.
8.06 Alternate Maps. Map G-3 is best for this scenario, but S-3 or the GEV map may also be used.
8.07 Advanced Scenario. The defender has hovertrucks instead of trucks. The attacking force is doubled. Hovertrucks count for VPs if they exit the opposite map edge, not just the road hex.
8.08 Ogre Scenario. The defender has hovertrucks instead of trucks. The attacking force is an Ogre Mk IV entering from the side chosen by the defender. Hovertrucks count for VPs if they exit the opposite map edge, not just the road hex.
9.0 Forlorn Hope
The division of labor is clear-tanks attack, infantry defends. But when the armor failed the Combine faced a 200-mile retreat unless it could disrupt the Paneuropean offensive. So posts all along the line were stripped of their troops. If the infantry can break the Paneuro supply line High Command will release the reserve and cruise missiles. If not, well, there wasn't enough transport to get them to the Pyrenees line anyway.
9.01 Basic Set-up. The Shockwave map is used. The defender has 10 armor units, 8 infantry squads, and a 60 SP Strongpoint in hex 0811 (this is an ammo and fuel dump-defending units may not use it for shelter). Defending units must be set up within 8 hexes of the strongpoint. The attacker enters from the east edge with 48 points of infantry (squads may be exchanged for heavy weapons squads (at 2:1) or reload packs (at 1:1).
9.02 Escape. Units may escape from any map edge.
9.03 Objectives and Victory Points. The strongpoint is a warehouse with the fuel and ammo needed to maintain the Paneuropean forces. The destruction of the building is the only factor that matters in deciding victory.
9.04 Victory Levels. If the attacker completely destroys the building and has more than six squads left he has a decisive victory. Destroying the building is a marginal attacker victory. If 30 or more points of damage is done to the building the game is a draw. If the building has less than 30 points of damage the game is a marginal defense victory. If the building is undamaged it's a decisive defense victory.
9.05 Alternate Maps. This scenario may be played on other maps with the same forces. The set-up locations are:
Strongpoint in 1408, attackers enter from west or south.
Strongpoint in 1610, attackers enter from west or south.
Strongpoint in 1210, attackers enter from east, west, or south.
Strongpoint in 0814, attackers enter from north or east.
9.06 Advanced Scenario. Double defending force. Attacker has 36 squads regular infantry, 12 squads heavy weapons infantry, six reload packs, and six GEV-PCs.
9.07 Ogre Scenario. Defender has an Ogre Mk III. Attacker has 48 points of infantry.
D-Day -- brutal, bloody, and complicated. While the fleet stands offshore protecting itself with lasers and smokescreens, the marines must lead the way to capture a port that more forces can be landed at.
10.01 Basic Setup. The GEV map is used, with all land other than the SE island treated as water hexes. The defender sets up on the island with 2 laser towers, 3 laser turrets, 30 points of infantry, 6 entrenchments, 12 armor units, a 60 SP strongpoint, 3 20 SP admin buildings, and 4 large revetments (each of which may be exchanged for 2 small revetments). The attacker may enter from the map edge from hex 0105 to 0701. Some attacking units may be held back to later turns. The attacker has 12 marine engineer squads, 60 points of other infantry, and 30 armor units. One landing craft is provided for every unit that needs one.
10.02 Special Rules. The attacker's regular infantry and armor units may enter the map riding landing craft (LC)-this is a D1, M1 unit that holds one armored unit (size 5 or smaller) or three infantry squads. Attacks are applied to the LC and its carried unit with the same die roll. If the LC is disabled by an attack the carried unit may still move or fire normally. If the LC is destroyed the carried unit is also destroyed, except for infantry which is placed swimming in the hex. An LC may not enter any terrain except water. If the LC is adjacent to a land hex at the beginning of the movement phase the carried unit may move onto the land hex normally. Carried infantry may dismount to swim at any time.
10.03 Escape. Defending units may escape from the south or east edges of the map. Attacking units may escape from the entry zone.
10.04 Objectives and Victory Conditions. The attacker needs to seize a landing point to bring in heavy units by ship. Victory levels are as follows:
Only attacking units are on the land and more than 1/3 of attacking force is left
decisive attacker victory
Only attacking units are on the land
marginal attacker victory
Both sides have units on land
Only defending units are on land
marginal defender victory
Only defending units are on land and 2 lasers and 44 VP of defending units are still operational
decisive defender victory
10.05 Alternate Maps. This scenario may be played on other maps with the same forces. The set-up locations are:
Land is NE corner to stream, attacker enters from 0118 to 1123.
Land is NW corner to stream, attacker enters from 1101 to 2308.
Land is SW corner to stream, attacker enters from 1001 to 2306.
10.06 Advanced Scenario. Add to the basic set-up: The attacker uses armored landing craft (LCA) with D2, M2, and may fire one cruise missile per turn from offboard. The defender may place 12 mines (see GEV 8.02) and 8 obstacles.
10.061 Obstacles. A maze of concrete blocks and steel beams may be placed in shallow water to render it impassable. An obstacle hex cannot be entered by landing craft or armor. Infantry and Ogres treat it as swamp. The location of an obstacle is recorded during set-up and revealed when an enemy unit comes within 3 hexes. Engineers can clear paths through the obstacle-three squad-turns without moving or firing in the hex will allow landing craft and Ogres to treat it as a normal water hex (infantry may still treat it as swamp).
10.07 Ogre Scenario. Add to the advanced set-up: The attacker gets an Ogre Mk V entering underwater (it won't fit on a landing craft). The defender may fire one cruise missile per turn from offboard.
Article publication date: October 8, 2004
Copyright © 2004 by Steve Jackson Games. All rights reserved. Pyramid subscribers are permitted to read this article online, or download it and print out a single hardcopy for personal use. Copying this text to any other online system or BBS, or making more than one hardcopy, is strictly prohibited. So please don't. And if you encounter copies of this article elsewhere on the web, please report it to email@example.com.