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PnP Ogre
Map: www.boardgamegeek.com/filepage/41105
Counters: www.boardgamegeek.com/filepage/41106
Enjoy!
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When I uploaded the map to BGG, I had to lower the resolution to shrink the file size down to under 8 megs. I just discovered that this might lessen the print quality.
Just in case, I uploaded a higher resolution map here:
drop.io/hatchling_ogre
This version is much bigger (~50 megs) and it will print the way I am hoping it will print (it's the one I used). It will be up for about a year.
PS
If you check this in a year's time and it is no longer available, track me down here or at BGG under username HATCHLING and I'll see if I can upload it again.
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I found the rules by gleaning bits of them from different bgg session reports and news on the SJG website. I have never seen the rules, so someone correct me if any of the following is wrong.
SET UP:
Defenders set up in the cratered area:
- 20 infantry squads
- 12 tanks (howitzers count as 2)
- 1 Command post
All but 20 attack strength points of the defense force must be
set up on or behind the line between the two craters at the
map edges.
The OGRE moves onto the clear side of the board on first
turn.
VICTORY:
OGRE wins if it destroys the Command Post (by crushing or
shooting. It has defense 0). OGRE wins major victory if it
then escapes of its starting board edge. Defense wins if
Command Post survives, major victory if the OGRE is also
destroyed.
TERRAIN:
Craters = impassable
Ridges = only infantry and OGRE can move across
Instead of overruns, use the following rules
RAMMING:
Ogres may ram an armor unit by moving into its hex. An
Ogre may ram an armor unit twice (ensuring a kill) by
expending one movement point but staying in the same hex.
Immobile units are destroyed. Mobile units are disabled
on 1-3, destroyed on 4-6. Ogres lose 2 treads for ramming
a Heavy Tank, 1 for other units, 3 for a smaller or equal
sized Ogre, and 5 for a larger Ogre. Mk III OGRE makes
another OGRE lose 2d6 treads. Mk V OGRE makes another
OGRE lose 4d6 treads.
INFANTRY OVERRUNS:
An Ogre can automatically reduce infantry by overrunning it
if the OGRE has at least one AP gun left. (The Ogre isn't
ramming those men; it's shooting them up.) The Ogre can
expend another movement point, stay in the hex, and reduce
the infantry a second time.
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- Notahandle
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- Dr. Mabuse
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- Ambassador of Truth
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