The Nihon Invasion of San Francisco

A Scenario for Deluxe Ogre

by Keith Johnson

Aerial Photography produced by the U.S. Geological Survey


History

2099:
Overextended Combine withdraws entirely from South America, abandoning Amazon Combat Zone.

2100:
"Crash of 2100." More rebellions in Europe. In North America, Quebec and Northern California rebel. All Combine troops called home. Some units stationed in Europe refuse, either making common cause with local governments or remaining as independent military overlords.

2101:
Combine collapses into dozens of local governments. Revolutions spread in Europe.
Nihon "peacekeeping" forces dispatched to Hawaii, California, Seattle, Santiago and other Combine West Coast cities.

In 2101, Nihon dispatches military forces to seize control of the Pacific coast of the balkanized ruins of the Combine. One of the primary targets in California was the San Francisco Bay Area. Armed with surveillance data and a taskforce consisting of a G.E.V.s, marine infantry, a Naval Frigate and an Ogre Mk. V, Nihon military intelligence experts predicted the quick collapse of San Franciscan defenses.

Unfortunately, their surveillance data was wrong.

San Francisco was the location of Combine troops that had been withdrawn from South America. Along with the military of the fledgling state of Northern California, San Francisco has an invaluable combat veteran from the Amazon Combat Zone, a self-aware Ogre Mk. III. While the Northern Californian Defense Forces are initially disorganized, under the Nihon assault their combat training kicks into high gear.

In the end, Nihon must pay for every square kilometer of territory they seize, but with San Francisco, the rest of Northern California will quickly fall . . .


Map

North West San Francisco Battle Map North East San Francisco Battle Map
South West San Francisco Battle Map South East San Francisco Battle Map

The San Francisco battle map to the left is a small version of the full map, which is set to Deluxe Ogre map size, for an Ogre/G.E.V. sized map, see below. It is divided into four quarters, and by clicking on each one, you can get the full version of that quarter.

This map makes use of terrain as specified in Ogre/G.E.V.. If you are using Deluxe Ogre exclusively, then you can ignore the terrain effects, but you will miss out on what infantry really become in an urban environment.

The blue hexes are water, the dark blue areas are streams, the red lines are roads, the yellowish hexes are clear terrain, the green hexes are forests and the greyish white hexes are town. In case you haven't noticed, this map is all about urban conflict.

The entire map is 24" wide by 36" high. Each hex is 1 1/2" wide, and represents a width of 1.5 kilometers. All of these files at 72 dpi JPGs and the picture is a composite of Color Infra-Red (CIR) digital orthophoto quadrangles that were photographed on by the National Aerial Photography Program in 1995. The aerial photographs are accurately scaled as to match Deluxe Ogre hex widths.


 


Map Landmarks

North West Quadrant

Marin and the Golden Gate Bridge The upper left corner of the board is Marin County. From here, the Golden Gate bridge stretches down and into San Francisco. Accessing the Golden Gate can either take place in two forest hexes in San Francisco (the Presido) or from the town hex in Marin (Sausalito). Water vehicles can move under the Golden Gate without any distruption, and they cannot use the bridge without going to the previously mentioned hexes. The bridge is not reinforced, and can be destroyed as per standard G.E.V. rules.

My house is around three hexes north west from the northern most road hex.


North East Quadrant

Bay Bridge, Treasure Island, Berekely and Oakland The upper left corner of the board covers part of the San Francisco Bay, Oakland, Berkeley, the Bay Bridge and Treasure Island. For the sake of the game, Treasure Island is considered water terrain. All units consider it as they do the rest of the Bay. The Bay Bridge itself is only accessible by the two town squares on either side of it, one in San Francisco (near the heart of Market Street) and one in the East Bay (near the highway 80/580 interchange). The bridge is not reinforced, and can be destroyed as per standard G.E.V. rules. Don't forget to note the stream near the Oakland docks.


South West Quadrant

Crystal Springs Reservoir Crystal Springs Reservoir is the only notable area in this quadrant. Consider each hex containing the Reservoir to be a stream.


South East Quadrant

San Francisco International Airport Beyond the large amount of water hexes, the San Francisco International Airport is the most notable landmark in this quadrant.



Keith's Homebrew Scenario

North West San Francisco Battle Map

My final 24"x36" version was printed on a large scale printer at Kinko's, on semi-gloss paper to use for Deluxe Ogre.

Combine Forces

Starting position: Combine forces can begin anywhere on the board. Of the three command posts, one must start in the East Bay (around Oakland/Berkeley), another in San Francisco Airport, and the third must be located on the San Francisco peninsula, in either the North East or North West quadrant.

Ogre Mk. III: "Willie" is a standard Mk. III.

2 Naval Destroyers: These naval ships are completely automated, and has the firepower of a typical Ogre Mk. I. It is identical to a Mk. I, except for the following modifications: It is only able to move on Water hexes, is destroyed after losing all of it's Hull units (it sinks), increased fire control allows an increased range for it's weaponry (+1 hex), and no anti-personel weapons.

1 Main Battery: 4/4 D4:    O
MP 3 : 15 Hull Units:
O O O O O   (2 MP)
O O O O O   (1 MP)
O O O O O   (0 MP)

Twenty Infantry Units

Seventeen Armor Units

Three Command Posts: Note starting position above.

Nihon Forces

Starting position: Nihon forces start from the left side of the board (west, towards the ocean). All non-aquatic units (Ogres, marine infantry, G.E.V.s or units carried G.E.V.-PCs) must start on land, and in Marin.

Ogre Mk. V: Standard Mk. V.

Naval Frigate: This naval ship is heavily automated, and has the firepower of a typical Ogre Mk. II. It is identical to a Mk. II, except for the following modifications: It is only able to move on Water hexes, is destroyed after losing all of it's Hull units (it sinks), increased fire control allows an increased range for it's weaponry (+1 hex), and no anti-personel weapons.

1 Main Battery: 4/4 D4:    O
2 Secondary Batteries: 3/3 D3:    O O
MP 3 : 30 Hull Units:
O O O O O   O O O O O   (2 MP)
O O O O O   O O O O O   (1 MP)
O O O O O   O O O O O   (0 MP)

Twenty Infantry Units: Marines costs double, but can start in water terrain.

Ten Armor Units: Non-aquatic armor units must start in Marin.

Object

Random Thoughts

Adding Combine Laser Towers and off map Nihon Cruise missiles (launched from a Pacific task force) should spice up the scenario.

If you have any suggestions to improve the scenario, or if you have developed another scenario using the same map, please drop me an email at [email protected]. I would love to know how other people are using the map!

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