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by Steve Jackson

Updated 8-25-16


Unit SOL had never attached any significance to his designation; he had a war to fight. But as he headed back toward the ocean, unscratched, at the end of what should have been a routine raid, he considered what SOL could stand for.

Sold Out of Luck.

1.01 Overview. Starting at the north end of the Ogre map, the Ogre has to reach the ocean through a gauntlet of really unreasonable numbers of infantry.

1.02 Necessary materials. The Ogre Designer's Edition, or Ogre Sixth Edition plus Reinforcements, is required.


2.01 Maps. This scenario uses the Ogre map.

2.01.1 Overlays. The defender takes eight town overlays and places them over his choice of craters.

2.02 The Ogre. One side – Combine or Paneuropean, your choice – has an Ogre Mark V. It is intact but has no missiles left. The Ogre enters on the first turn on hex 1201 at the north end of the map.

2.03 Ambushers. The ambushing forces comprise a double handful of GEVs and an insane amount of infantry. You may need to use infantry counters from both sides. Since the opposition has no infantry, it doesn't matter.

Set up as follows:

  • One 3-squad infantry counter in each town hex, and one 3-squad counter adjacent to each town hex.
  • Six GEV-PCs, each with a full 3 squads of infantry, at hex 0822.
  • Six GEVs, also at hex 0822.


3.1 Escape. The Ogre may leave the map only at the south end.

3.2 Ramming. Use the Ogre ramming rules, rather than overrun.

3.3 Unstacking. Most of the ambushing units begin the game as a huge stack in the same hex. They must unstack on the first turn and follow legal stacking limits thereafter. Note that a GEV-PC carrying up to three infantry units is a legal stack.


4.01 Ending the Scenario. The game ends when the Ogre leaves the map or can no longer move (regardless of how much weaponry it still has).

4.02 Objectives. The Ogre needs to escape and the ambushers want to stop it; any loss is acceptable in order to achieve objectives. Victory levels are, thus, simple:

4.03 Victory Levels.

  • Ogre escapes: Ogre victory.
  • Ogre fails to escape: defense victory.


5.1 Mark III. Try making the Ogre a Mark III. It should have both its missiles; it will need them. Remove four GEVs from the ambushing force.


This scenario was created to showcase the town overlays and show how much differently the map plays when craters become towns. Town hexes aid infantry; they are transparent to infantry movement and give a tripled defense. They double armor units' defense but slow movement, and in this scenario movement is everything for the Ogre. The GEVs may occasionally want to end their turns parked in town hexes, even though entering the town costs them 2 movement points and ends their turn.

Please give this scenario a try, and give us your comments – on game balance, clarity of instructions, or whatever else you think of – on our forums. The thread for commenting on this scenario is here.

The Ogre Scenario Book 3 PDF, combining all of these scenarios, may be purchased on Warehouse 23

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