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Midnight Run

by Dominique Sumner

Scenario

Midnight Run is a scenario for GEV using the Shockwave map. The scenario simulates a nighttime Combine raid on a Paneuropean R&D facility to destroy several protoype weapons systems. The raid force has been inserted into the area by a flight of experimental Combine stealth transport aircraft.

Setup

The defending (Paneuropean) player (white) gets the folowing units: 24 points of infantry, 24 points of armor, two experimental howitzers (D1 M0 7/12), Command Post Alpha (D3 M0), and Command Post Beta (D2 M1) (no GEVs). CP Alpha begins the game in hex 1904, and CP Beta begins in hex 0811. The two howitzers are in hexes 0812 and 2005. The attacking (Combine) player (Black) gets the following: 12 squads of Ranger infantry (see new units below), 4 GEV-PCs, 8 LGEVs, and 4 GEVs which enter from any of the clear hexes on the SE corner of the map. The entry hexes count toward movement. The attacker does not have to commit all of his forces on his first move, but all forces must be on the board by his third move or they are considered lost.

Reinforcements

At the the beginnnig of his movement phase each turn, the defending player rolls one die for reinforcements and a second die to determine their point of entry on the board.

Reinforcement Type

  1. Heavy Tank
  2. 2 Light GEV(together)
  3. GEV
  4. GEV
  5. 3 squads of infantry
  6. 2 Light Tanks (toghether)

Entry Hex

  1. 0401 (N)
  2. 0104 (NW)
  3. 1801 (N)
  4. 2304 (NE)
  5. 2308 (NE)
  6. 1301 (N)

If reinforcing units enter on a road hex they are assumed to have been on the road last turn, and may take the road bonus on the turn they enter. If the road hex they are to enter on is cut, they cannot get the road bonus and must pay the 2-movement point entry cost for that hex. If enemy units occupy the entry hex, they may either conduct an overrun attack or enter at the nearest unoccupied hex on either side of the occupied hex. The defending player may delay his reinforcements, but once he announces they are entering, they must enter at the board at the hex they were originally determined. The defender may also decline reinforcements, or decline to bring in a of unit.

Special Rules

At the beginning of the game, no town or bridge hexes are destroyed. Use GEV Sections 8.02, 8.03, and 8.05.

Objectives

The attacker's objective is to destroy both howitzers and both CPs, and escape off of the map within 15 turns. Both sides get VPs for the destruction of enemy units.

Escape

The attacker may escape along any of the water hexes located along the western portion of the map to link up with a Combine fast troop transports. He gets standard VPs for any units, bridges, or city hexes destroyed. The defender may escape off of the board to the north, east or south.

New units

Ranger Infantry (RANGER): D2 M3 (5") 1/1(2") Cost: 2 Infantry Victory Points: 5

Ranger counters represent either 1, 2, or 3 squad(s) of specially trained and equipped infantry that are used for raiding, and scouting missions. Ranger units are equipped better electronics, weapons, and communications equipment than standard infantry units. Ranger battlesuits allow infantry to move at a higher rate of speed than a normal infantry unit. Rangers have an attack strength of 1, a range of 1, a defense strength of 2 and a movement of 3. They may be purchased at a rate of 2:1 (1 squad of Rangers per two squads of regular Infantry), and are worth 4 VP.

Ranger units may mine structures for demolition. Once a structure is mined it can immediately be destroyed my the player who mined it or, or he can destroy it in any phase of any subsequent turn he wishes, turn the structure to rubble. Infantry inside the structure are destroyed. All other units, with the exception of an Ogre, suffer a 2-1 attack immediately, and are left within the rubble area if they survive the explosion. It takes one squad of Rangers one turn, doing nothing else, to mine 10 SP worth of building.

Rangers may also plant a Small Atomic Demolition Munitions (SADM – a small back pack sized nuclear charge) to destroy a structure, cut a road, or destroy a bridge. Each Ranger squad is capable of carrying one charge. To plant the charge the Ranger squad must spend two turns doing nothing but planting the charge. At the end of the second turn move squad 1 hex away, and a crater counter is placed in the hex that the Rangers were previously occupying. The crater is considered rubble for movement purposes and is not impassable like the crater created by a cruise-missile. When planted in a building or on a bridge, the charge will immediacy destroy the structure.

*Note*

OGRE, GEV, and Shockwave are trademarks of Steve Jackson Games.

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