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Slugfest

by Dominique Sumner

Slugfest is a GEV scenario representing a large scale, Ogre supported, battle that erupts between Combine and Paneuropean forces just prior to a new cease-fire taking effect.

Set Up

The OGRE/GEV G-2 and S-2 maps, from OGRE Battlefields, are used. The S-2 map is east of the G-2 map. Players receive equivalent forces. Each player receives the following: 24 squads of infantry (48 points), 3 squads of engineers (12 points), 20 armor units (48 points), 1 howitzer (12 points), 2 light howitzers (D1 M0 3/7-12 points), 12 dummy units, Command post Alpha (D2, M1), Command Post Beta (D2, M1), Command Post Gamma (a 60 SP Strongpoint), 6 small revetments, 4 large revetments, enough mines to mine 12 hexes (GEV section 8.02), and 1 Ogre Mark III (100 points).

Some type of screen should be used during setup. One player, sets up his forces anywhere on the southern half of the map behind any hex that ends in 15 (exp. 0615, 0715, 0815). The other player sets up anywhere on the northern half behind any hex that ends in 08 (exp. 0508, 0608, 0708). All units are begin the game "covered" (I personally like to use pennies for this). Players should flip a coin to determine who sets up where, and to determine who moves first.

Special Rules

All town hexes are destroyed and are treated as rubble. All roads running through city hexes are clear, and units traveling along the road are eligible for the road movement bonus. All river bridges begin the game intact. Covered units are only uncovered when they move, fire, or are attacked. Dummy units may not move, and are removed when attacked, or when enemy units come within 1 hex.

Command Post Gamma is a more permanent structure compared to CP Alpha, and Beta, and has been equipped with enhanced electronic capabilities. Friendly units within 5 hexes of their own CP Gamma receive a +1 to their die roll, and enemy units a -1 to their die roll when resolving an attack. When the command post is destroyed, this bonus is lost.

Game play is limited to 15 turns.

Objectives and victory points

Both players objective is to capture as much of the opposing player's territory; inflict as much damage; and wreak as much havoc as possible before the cease-fire takes effect. Standard victory points apply for destroyed enemy units. Players receive 2 points for destroying each of the enemy's road hexes. For destroying CP Alpha or Beta score 15 points, for destroying CP Gamma score 30 points, for destroying all three CPs, score and additional 15 points.

Escape

The player setting up on the northern half of the map may only escape to the north; the player setting up on the southern half of the map may only escape to the south.

New Units

Light Howitzer (LHWZ): A less expensive version of the Howitzer – almost as large, but slower firing and with slightly less range. (The Light Howitzer was first introduced in Ogre Miniatures). Light Howitzers have an attack strength of 3, a range of 7 (14"), a defensive strength of 1, and a movement of 0. they cost ½ an armor unit and are worth 3 victory points.

Light Missile Tanks (LMSL): Are lighter versions of Missile Tanks, that fire smaller and lighter missiles. I got the idea after looking over my copy of The OGRE Book, Vol. 1. It had an illustration of a missile tank that fired several small missiles from a pop-up launcher. Light Missile Tanks have an attack strength of 2, a range of 3 (6"), a defense strength of 1, and a movement of 2 (4"). They cost ½ armor unit, and are worth 3 victory points.

Light Mobile Howitzer (LMHWZ): A Light Mobile Howitzer is smaller and lighter version of a Mobile Howitzer mounted on a tracked chassis. Basically this is the howitzer from the Iron Mountain Scenario mounted on a tacked chassis. They have an attack strength of 4, a range of 5(10"), a defense strength of 1, and a movement of 1(2"). The cost 1 armor unit, and are worth 6 victory points.

Note

OGRE, GEV, and Ogre Battlefields are trademarks of Steve Jackson Games.

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