by David Searle
Copyright © 1988 David Searle.
Table of Contents:
- 1.00 Introduction
- 2.00 Mapsheet
- 3.00 New Units
- 4.00 Air-Based Units
- 5.00 Anti-Aircraft Units
- 6.00 Airborne Jumps
- 7.00 Infantry in Buildings
- 8.00 Germ Warfare
Airstrike is a supplement for the games Ogre and G.E.V., simulating armor and infantry combat in the last half of the 21st Century. This supplement is not intended to stand by itself; players must already own either Ogre or G.E.V. (preferably both) as well as Shockwave. Airstrike provides a new map, new units, and scenarios to utilize them.
Airstrike includes this rules booklet; three 4" × 7" counter cards, which should be cut apart to provide 336 counters; one 13" × 14½" game map; and a ziplock bag for counter storage.
(Note to the reader: This supplement was never actually published, so 1.20 represents the designer's wishes . . . not some rare collectible game material that you should go mad searching for.)
The Airstrike mapsheet is designed to be used by itself. Use drafting tape (which will peel up without tearing the paper) to fasten the map down before play begins.
The yellow hexes represent sand/desert. All vehicles smaller than a superheavy (i.e., anything without a Movement Mode of OGR) must expend two points to enter a sand hex. Infantry move normally. GEVs treat sand like water and road hexes; they receive a +1 to their movement when they stay on sand hexes for that whole movement phase.
The purple hexes represent mountains. A mountain must be at least 3 hexes in size to qualify. A mountain hex blocks all fire, except from a cruise missile. No unit except infantry may enter a mountain hex. It costs infantry 2 move points to enter and their defense is doubled from the available cover.
3.00 New Units
Counters have been provided for ten new types of armor unit, and two new types of infantry. All counters use standard Ogre terminology.
3.11 Light Copter
This counter represents one lightly armed one-man helicopter. It has an attack strength of 1, a range of 2, a defensive strength of 2, and a movement value of 5. When a player chooses units at the beginning of a scenario, each Light Copter is worth ½ armor unit.
3.12 Attack Copter
This counter represents a standard attack helicopter. It has an attack strength of 2, a range of 3, a defensive strength of 3, and a movement value of 4. When a player chooses units at the beginning of a scenario, each Helicopter is worth 1 armor unit.
3.13 Heavy Copter
This counter represents a main battle helicopter. It has an attack strength of 3, a range of 4, a defensive strength of 3, and a movement value of 4. When a player chooses units at the beginning of a scenario, each Heavy Copter is worth 2 armor units.
3.14 Missile Copter
This counter represents an attack copter armed with an Ogre missile. It may fire its missile once per game with an attack strength of 6, and a range of 5. It normally has an attack strength of 1, a range of 2, a defensive strength of 3, and a movement value of 4. It may not fire its Ogre missile in the same turn it fires its main guns. The Ogre missile is not attacked separately as on an Ogre, but is lost when the helicopter is destroyed. When a player chooses units at the beginning of a scenario, each Missile Copter is worth 1 armor unit.
3.15 Transport Copter
This counter represents a standard transport helicopter. It has an attack strength of 2, a range of 1, a defensive strength of 1, and a movement value of 3. When a player chooses units at the beginning of a scenario, each Transport Copter is worth ½ armor unit.
A Transport Copter can carry 1 armor unit inside. See Section 4.024 for rules on Transport Copters carrying armor and infantry.
3.16 Anti-Aircraft Gun. (AA Gun)
This counter represents a standard AA Gun emplacement. It has an attack strength of 8, a range of 6, a defensive strength of 3, and a movement value of 0. When a player chooses units at the beginning of a scenario, each AA Gun is worth 2 armor units. See Section 5.00 for rules on AA Gun combat.
3.17 Mobile AA Gun. (MAA Gun)
This represents a lighter, but mobile AA Gun. It has an attack strength of 6, a range of 5, a defensive strength of 2, and a movement value of 1. When a player chooses units at the beginning of a scenario, each MAA Gun is worth 1 armor unit.
This counter represents a standard Bomber plane. It has an attack strength of 6, a range of 0, a defensive strength of 3, and a Special movement value See Section 4.04. When a player chooses units at the beginning of a scenario, each Bomber is worth 1 armor unit. A Bomber has 3 bomb loads with which it can attack. See Section 4.04 for rules on Bombers and their loads.
This counter represents a standard Fighter aircraft. It has an attack strength of 4, a range of 3, a defensive strength of 4, and a special movement value. See Section 4.05. When a player chooses units at the beginning of a scenario, each Fighter is worth 1 armor unit. See Section 4.05 for rules on Fighter attacks.
This is a cross between the other two aircraft. It has an attack strength of 2, a range of 2, a defensive strength of 3, and the special movement of planes. See Section 4.00. It also has 1 bombload for a 6/0 attack ONCE per game. See Section 4.04 for rules on bombloads, and Section 4.05 for rules on Fighter-Bomber attacks. When a player chooses units at the beginning of a scenario, each Fighter-Bomber is worth 1 armor unit.
3.21 Airborne Battlesuits
These counters come in three types, representing one, two, or three squads of "airborne" infantry. Airborne are a special form of infantry. They attack at twice the normal attack strength of normal infantry; i.e. 2 squads of Airborne troops have an attack strength of 4. Airborne can be dropped from bombers or transport copters (See Section 6.00 for rules). Airborne can also attempt to capture buildings (See Sectionn 7.00 for rules). When a player chooses units at the beginning of a scenario, he may trade regular infantry for airborne at a 2:1 ratio, up to the maximum counters supplied; i.e., 20 regular infantry could be traded for 10 airborne.
3.22 Engineer Corps
These counters come in three types, representing one, two, or three squads of "engineer" infantry. Engineer troops are treated the same as normal infantry as far as combat is concerned. Engineers have other special abilities as well. They can automatically build or destroy a bridge hex they occupy if they remain on that hex for one full turn without attacking. For each turn spent in a hex with a building without attacking, they may repair or destroy twice their unit value in SP. They may not be inside the building while trying to repair of destroy it. They may try to capture buildings like Airborne (See Section 7.00). When a player chooses units at the beginning of a scenario, he may trade regular infantry for engineers at a 2:1 ratio, up to the maximum counters supplied.
|½ armor unit
|1 armor unit
|2 armor units
|1 or 6
|2 or 5
|1 armor unit
|½ armor unit
|2 armor units
|Mobile AA Gun
|1 armor unit
|1 armor unit
|1 armor unit
|1 armor unit
4.00 Air-Based Units
Ever since the invention of the airplane it has played a major part in war. Many times it was said that he who controlled the air, controlled the war. Again the weapons of the sky are back. Harder to hit due to their agility and speed, they can turn the tide of a battle with their presence.
These small aircraft are handy in areas near the front. Moving quickly, they are deployable in an instant. Ignoring all terrain effects, there is no place they cannot go.
Helicopters move just as regular armor units, but are unaffected by terrain. The exception to that is if they land. If they land, they are affected by terrain as if they were a GEV.
In combat the helicopter has some special features. A result of 'D' on the CRT destroys a helicopter. A helicopter weapon has full effect on both air and ground units, in the same way, ground units may attack them at their full strengths.
In a situation where the helicopter moves over an enemy unit, the helicopter must participate in at least one round of overrun attack. After that the helicopter may continue its move, or stay and fight. The only time that a helicopter must stay and fight in an overrun is when it ends its movement on an enemy hex.
4.024 Transport Helicopters
These units may carry one armor unit inside it. This unit can be loaded before game begins or during play. To load a unit into a Transport, that unit and the transport must spend one full turn in the same hex. The unit being loaded may not fire, but the transport may. To unload the helicopter must land and spend one full turn in the same hex. It may fire while unloading, but the unit being dropped off may not.
4.025 Cruise Missiles
Helicopters are affected by Cruise missiles as if they were GEVs.
Helicopters do not count against ground unit stacking limits, but must observe the same limits for airbased units (5 armor points per hex).
Spillover fire against a helicopter effects ground units as well.
Again the terrors of the sky return to put fear in the hearts of the land based. Very fast, these units are used in Breakthough scenarios to go deep into the heart of the enemy territory.
4.031 Start of Play
At the beginning of play all planes enter from a map edge. Which map edge depends on the initial positions of the owning player's units, or the doctrine of the scenario.
Fighters move like GEVs, except that they have limits on the slowest they can go. A fighter can move 5 or 6 hexes in phase one, and 4 or 5 hexes in phase two. It is up to the owning player how far it moves. Consult the turn chart for its turning radius. Bombers can move at either 4/4 or 5/4. Fighter-Bombers can move either 4 or 5 hexes in phase one, and 4 or 5 hexes in phase two. Again, the actual speed used depends on the owning player's discretion.
As with Helicopters, planes ignore all terrain effects. They cannot, however, attempt to land.
Planes treat stacking in the same manner as helicopters. See Section 4.026.
4.035 Cruise Missiles
Planes are treated as only having a defense strength of 1.
Fighters attack ground units at ½ strength.
The only ground units which may fire at planes are AA units, Howitzers, Missile Tanks, Lasers, and Ogres. Ogres may only attack with missiles or main batteries. All other Ogre weapons and units are ineffective against planes. Howitzers and Missile tanks have their attack strength halved when attacking planes.
Spillover from plane attacks DO NOT affect ground units or helicopters.
A 'D' result on the CRT destroys a plane as for a helicopter. On planes with Airborne troops roll a 1-1 attack vs. the infantry; on a 'D' their strength is dropped by one squad but the remaining troops are assumed to have jumped out in time. On an X result they are all destroyed with the plane, and on a NE result, they all are assumed to have jumped from the plane in time.
Bombers do not participate in overruns at all. Fighters see Section 4.054.
4.039 Turn Radius
Planes must move a certain amount of hexes forward before they can change their facing by one hex side. Example: A fighter moving 6/5 must move 3 hexes forward before it can change its facing by one hex side.
|Hexes to move straight:
These are aircraft designed to deliver a load of explosives or tactical nukes to a specific target. They have been known to carry special Airborne units as well.
Each bomber is considered to carry three bombloads, and therefore may make only three attacks per game. After a bomber has made its three attacks, it becomes useless and is treated as a missile crawler after it fires its missile.
Bombers release their bombloads while moving, not during the combat phase. A bomber may release a bombload in any hex that it moves through in the course of its movement. Any unit in that hex undergoes an attack by the bombload.
4.043 Carpet Bombing
A bomber may release as many bombloads in a single hex as its owning player desires, subject to the limit of three bombloads per game. It may release bombloads in any pattern at any time during its movement.
After a bomber releases a bombload, it may continue moving. Attacks by bombers are resolved in the movement phase, so an aircraft that has not expended all its movement value must continue to move after releasing the bombload.
4.045 Bomb Effects On Aircraft
Bombs have no effect on other air units.
4.046 Bomb Effects On Infantry
Bombloads have their attack strength halved when attacking infantry. Infantry tends to be more spread out than armor.
4.047 Airborne Troop Equivalent
A bombload may be exchanged with a squad of Airborne infantry. So up to 3 squads of Airborne infantry may be placed in a bomber. This must be done before play begins and the infantry costs are as normal. The bombloads are considered lost.
4.048 Bombload Strength
A bombload's attack strength may be split into as many as six parts. The way in which a bombload's strength is split need not be into equal divisions – thus, a bombload's strength could be split into one attack at a strength of 4, and one of 2. Each of the parts of a divided attack strength may attack a different part of an Ogre.
4.049 Targeting Ogres
Although a bombload's attack may be divided, a single weapon system may only undergo one attack from a bombload.
These are aircraft designed to intercept bombers, and to protect bombers from intercepting fighters. As well, they are capable of strafing ground units, albeit with limited effectiveness.
4.051 Fighter Operation
Fighters make attacks in the normal manner. They do not carry bombloads, but simply attack enemy units. A fighter is limited in that it can only attack units in its forward arc.
4.052 Fighter Forward Arc
A fighter's forward arc does include the hex that it is in.
4.053 Fighter Attacks
Fighters may attack either aircraft or ground units. However, a fighter's attack strength is halved when it is attacking ground units.
Fighters can only participate in overruns with other aircraft, and then it is only for one round of overrun attack. A fighter has no choice but to move on. Even if the fighter ends its movement in an enemy aircraft's hex, only one round of overrun is possible. It is moving too fast to participate in more than that.
A fighter craft has three turns of Afterburner. The fighter must move 7/6, and take the whole move. It is limited by the turn mod for that speed. A fighter-bomber only has one turn of afterburner. The owning player simply states that he is using the afterburner and moves that speed. Remember that each fighter can only do this three times in a game. Either good bookkeeping or honesty have to be there for this to work well. Players may agree to drop this rule.
This hybrid plane combines the effects of both fighter and bomber. It carries only one bombload, and one afterburner charge. It is treated in all other respects as a fighter.
4.057 Afterburner Restrictions
Only fighters (and fighter-bombers) can have afterburners. Bombers are not built to handle the strain it imposes.
5.00 Anti-Aircraft Units
5.01 Anti-Aircraft Overview
Anti-aircraft units are ground based units designed to destroy aircraft. Although they may be used against ground units, they are less effective.
5.02 Anti-Aircraft Fire
AA units have their attack strength halved when attacking ground units. They use their full strength when attacking aircraft. A helicopter that has landed is not considered an air based unit, until it takes off again.
5.03 Terrain Effects
The mobile AA gun is affected by terrain as a Mobile Howitzer.
6.00 Airborne Jumps
6.01 Airborne Unit Overview
Airborne infantry may parachute from transport helicopters and bombers.
6.02 Fixed-wing Aircraft Insertion
When jumping from a bomber the squad simply states that it is doing so. it must spend one full turn in the hex it jumps into without moving or firing. During this landing time it is considered an air-based unit for attack purposes. After that it may move and fire normally, but see terrain effects.
6.03 Helicopter Insertion
When jumping from a transport helicopter the squad(s) may do so at any point of the copters move, and is treated like above.
When the unit jumps into any other terrain than clear, it suffers a 1:2 attack.
6.05 Hot LZ!
Airborne Infantry may not jump into a hex occupied by an enemy unit.
During the turn that the troops are airborne, they do not receive any terrain bonuses. They are not in the terrain yet.
Infantry may not enter laser towers, lasers, or reactors due to space constraints.
7.02 Building Capacity
Infantry may be placed in buildings. A building may hold 3 squads of infantry for every full 20 SPs of the building.
Infantry inside a building do not count against stacking limitations of the units outside the building.
7.03 Entry Cost
It costs one movement point to enter a building. To show that the infantry are in the building, pace their counter under the buildings' counter.
7.04 Combat Inside Buildings
Infantry in a building treat any attacking units in the same hex as overrunning units. They attack units in adjacent hexes normally. Infantry in a building may only be overrun by other infantry. Armor units may not specifically attack the infantry in overrun, but may attack the structure.
Infantry inside a building may declare an overrun, but must leave the building to do so, as well as spending the appropriate movement points.
7.06 Building Assault
Infantry may not enter a building containing enemy infantry except as an overrun attack. The building is not affected by infantry inside of it. Thus, a building may be cleared and captured by infantry.
7.07 Collateral Damage
Infantry inside a building suffer casualties according to the damage the building has taken. For every 25 SP the building takes in one turn the infantry inside suffer a 1-1 attack.
If a building is destroyed, the infantry are subject to the terrain restrictions of the hex they occupy.
8.00 Germ Warfare
8.01 "Treaty? What Treaty?"
Throw out the Geneva Convention stuff and gas the enemy. The armor of modern day can withstand a lot, but with new corrosive additives to the even more deadly gases, germ warfare is once again a fad.
A bomber, fighter-bomber, or transport helicopter may replace a load for one shot of Agent Mauve. Place a Car Wars smoke screen across the movement of the aircraft dropping the stuff. It is treated as a bombers bombload attack and is done during the move phase. Any infantry in the cloud take a 1-1 attack each turn they are in there. A result of D is treated as NE. A result of X removes the counter from play. Any armor in the cloud suffers a 1-2 attack and is treated as above. The chemicals have no effect on Ogres (don't be silly).
The cloud lasts for 3 game turns and is then removed from play. Any counters entering the cloud suffer the effects mentioned in Section 8.02 above.
8.04 "Oh, that treaty!"
Both players must agree beforehand that Germ Warfare is legal before it can be used in play.
With many thanks to:
- Dr. Memory
- Tom Warner
- Herr Wiz
Without whom this never would have been completed.