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THE BASICS

TERRAIN

THE TURN SEQUENCE

Recovery Phase: Each of Player 1s GEVs disabled by


terrain during his previous movement may roll to
recover. All of Player 1s units disabled by combat
before his previous turn automatically recover.
Movement Phase: Player 1 may move all units, resolving
overrun combat and checking for terrain effects as
necessary.
Combat Phase: Player 1 may fire with all non-disabled units.
2nd Move Phase: Player 1 may move each non-disabled
GEV again, resolving overrun combat and checking
for terrain effects as necessary.
Repeat these phases for each player; then start over.

COMBAT RESULTS TABLE

Combat is resolved by comparing the total ATK of the


attacking units to the DEF of the target. The ratio is
rounded in the targets favor. Attacks at 5-to-1 or greater
automatically get an XX, and attacks at less than 1-to2 have no effect. Once the ratio is determined, a single
die is rolled, and the result found on the CRT.
Roll
1
2
3
4
5
6

1-2
NE
NE
NE
NE
D
X

COMBAT
1-1
NE
NE
D
D
X
XX

Ogre and the likeness of the Ogre are registered trademarks of Steve Jackson Games Incorporated.
Ogre Miniatures Lite is copyright 2002, 2008 by Steve Jackson Games Incorporated. All rights reserved.

ODDS
2-1
NE
D
D
X
XX
XX

3-1
D
D
X
XX
XX
XX

4-1
D
X
XX
XX
XX
XX

Regular Combat: read table as is.


Overrun Combat: read each D as X, unless an
Ogre weapon was the target. Ogre weapons, as always,
are unaffected by a D.
Spillover Fire: read D as NE and X or XX as D.

RESULTS
NE No effect.
D No effect on Ogres. INF loses a point of strength.
Armor units are disabled. Disabled units are destroyed.
X An Ogre weapon is destroyed. An armor unit is
replaced with a dead Hulk, which can act as hard cover
or be an obstacle. INF and Hulks are removed.
XX the same as X, but armor units leave no Hulk.

Road a unit that spends its entire movement phase


on a road has a bonus of 2 during that phase.
HVY and SHVY units move as Ogres, except that
HVYs cannot enter water.
SWAMP

FOREST

TOWN

STREAM
WATER

RUBBLE

GEV
TNK
Move is halved.
Disabled on 1-2.
As
Move is
Swamp.
halved.
Move is halved.
2DEF.

Stop next to stream.


Cross stream on next
movement phase.
As Road.
Cannot
enter.
As Swamp.

OVERRUNS

INF
2DEF

2DEF

3DEF

No
effect.

OGR
As GEV, but
stuck on 1-2.
No effect.

As GEV.
Attacks on
treads are 1-2.
No
effect.

Move is halved.
Cannot attack.
No effect.

Overrun combat occurs during movement. Units that


move within 1 of an enemy initiate an overrun. Other
units with sufficient movement to move within 1 may
do so, thus joining the combat.
The ATK of INF and Ogres are doubled in overrun.
Disabled units attack at half strength. Units that initiated
the combat do not receive terrain DEF bonus.
OVERRUN COMBAT TURN SEQUENCE
Fire Round 1: Defender (the non-moving unit) fires.
Fire Round 2: Attacker fires.
Repeat, alternating fire rounds, until only one side
remains. If an Ogre is involved, continue until the
Ogre has destroyed its opponents or two fire rounds
after the Ogre has lost all its effective weapons.

OGRES

Ogre weapons and treads are targeted separately.


All attacks on treads are 1-1, and cannot be combined.
Successful attacks remove a number of tread units equal
to the ATK of the attack.
Main battery guns: ATK 4 RNG 6 DEF 4
Secondary battery guns: ATK 3 RNG 4 DEF 3
AP weapons: ATK 1 RNG 2 DEF 1 (only good vs.
INF, CP, and soft-skinned targets such as trucks)
Missiles: ATK 6 RNG 10 DEF 3 (one shot only)
Missile Racks: ATK 6 RNG 10 DEF 4 (fires
missiles from a supply carried inside the Ogre)

What to do with your Ogre: Put it in front; let it


lead the attack. Concentrate your attacks on the enemy
Ogre, if there is one, since that represents his greatest
concentration of firepower. Save your missiles for HWZs,
high-defense units, CPs, possibly GEVs.
Fire on multiple targets, and combine attacks to insure
at least 1-1 odds on everything. Use all weapons possible
every turn. Avoid overrunning enemy units unless you
have a reason; its generally too expensive.
Putting an Ogre in a town improves its defenses; your
opponent will probably fall back to draw it out. If your
enemy is targeting your treads, target his faster units. If he
is targeting your weapons, hit his long-range units. Never
attack INF with anything other than AP, unless no other
target is available.
What to do about enemy Ogres: Its not easy to stop
an Ogre. If the Ogre has a clear single target, slowing it
by hitting the treads makes sense. If its goal is general
destruction, target the main battery, or the Missile Racks if
it has them. Once the MB and/or missiles are gone, GEVs
can harass it in relative safety. Once enough treads have
been removed to slow it down to 4 or less, MSLs can
deal with it with few casualties.
Multiple HWZs can overlap fields of fire to provide a
tough, but expensive, defense. Youre going to lose some
units, but be sure youre the one deciding which ones to
sacrifice . . . dont let the Ogre pick its victims.

OGRE RECORD SHEET


Check off a gun when it is destroyed, a missile when it
is destroyed or fired, and the proper number of tread units
that is, the same number as the attackers strength
when an attack on treads gets an X or XX result.

INFANTRY (INF)

ATK 1/2/3 RNG 2 DEF 1/2/3 Move 4 Cost 2/4/6


Good points: Defense bonuses from
terrain, powerful in overrun combat (splits into
individual squads). Ignores all terrain
movement penalties except Water.
Bad points: Slow, short Range, only
combine
moderate Attack.
What to do with yours: Defend. Dont worry about moving
INF to the battle; let the foe come to them. Spread them
around HWZs or CPs, and force your foe to
overrun to get in range. INF should always
take advantage of the terrain.
What to do with the other guys: Use
paneuropean MSLs to soften up INF, especially in
swamps and towns.
Variant: Heavy Weapon Squads (HW) Identical to INF,
except Cost 4 per squad and a one-shot weapon ATK 3
RNG 8. When thats gone, treat it as regular INF.

GEV (GEV)

ATK 2 RNG 4 DEF 2 Move 8/6 Cost 6


Good points: Double move.
Bad points: Weak Attack and short Range.
What to do with yours: Hit and run.
Use the first movement phase to get
combine
several GEVs within range of a
raptor
target, combine fire, then retreat out
of range.
What to do with the other guys: Take
advantage of a shot whenever GEVs
are in range, but dont chase them
down. Attacking them with a number
paneuropean of small units is better than with a few
galahad
powerful units.
Variants: Light GEV (LGEV) ATK 1 RNG 4 DEF 1
Move 8/6 Cost 3
GEV-PC ATK 1 RNG 4 DEF 2 Move 6/4 Cost 6.
Carries up to three INF.
Hovertruck (HT) ATK 0 RNG 0 DEF 1 Move 6/4
Cost 1. Cargo hauler. It can carry up to two INF, but
they cannot use their weapons without dismounting.

HEAVY TANK (HVY)

ATK 4 RNG 4 DEF 3 Move 6 Cost 6


Good points: Highest attack-to-cost
ratio of the basic units, good
combine
defense, ignores most terrain.
ranger
Bad points: Range.
What to do with yours: This unit needs to be in front
where it can do the most damage. Use it for the bulk of
your attack force. Dont be afraid to sacrifice heavies
to open a hole in the defensive line.
What to do with the other guys: Defending against a HVY depends on staying
out of range. Use a group of GEVs
with hit-and-run tactics. If a HVY is
paneuropean targeting a slow unit, surround it with
INF and force the HVY to overrun.
jaeger
Variant: Light Tank (LT) ATK 2 RNG 4 DEF 2
Move 6 Cost 3 Moves as TNK.

SUPERHEAVY TANK (SHVY)

ATK 6 (3+3) RNG 6 DEF 5 Move 6 Cost 12


Good points: Excellent Defense and
Attack, split fire, ignores terrain. The
SHVY also has 2 AP weapons,
which function identically to an
combine
Ogres AP weapons.
alamo
Bad points: Cost.
What to do with yours: Use them to support HVYs, but
keep them in reserve to deal with bigger problems, like
Ogres. Split your fire when presented with
multiple targets.
What to do with the other guys:
Smash it quickly, before it can pay
paneuropean for its high cost. A HVY backed by a
pair of MSLs works well.
thor

What the unit stats mean

Attack (ATK):
Offensive strength.
Range (RNG): Effective
attack distance.
Defense (DEF):
Ability to withstand an
attack.

Move: Distance the unit


may move per turn.
GEVs may move twice:
once before the combat
phase, and once after.
Cost: Point cost to buy
the unit for your force.

MISSILE TANK (MSL)

ATK 3 RNG 8 DEF 2 Move 4 Cost 6


Good points: Range.
Bad points: Speed, sensitivity to
terrain (TNK).
What to do with yours: Use roads and
combine
clear terrain, and screen them with
banshee
INF. MSL units work well against an
Ogre that has been slowed down, or with combined
fire against SHVYs. Offer a MSL as a sacrifice to lead
your opponent into a trap. On defense, put
them in towns.
What to do with the other guys:
Stay out of range, using the terrain if
paneuropean possible. If a MSL becomes too effective,
use a HWZ or sacrifice a HVY.
ajax

HOWITZER (HWZ)

ATK 6 RNG 16 DEF 1 Move 0 Cost 12


Good points: Very high Range and
Attack.
Bad points: Immobile, costly, low
Defense.
combine
What to do with yours: Surround it
minotaur
with INF (a dozen or so squads, 4
out), and give it something to guard towns, clear
passes, CPs. Always consider the terrain. If youre
defending a town, place the HWZ in the town for the
defensive bonus. Dont forget to support
the battles on the edge of its range.
What to do with the other guys:
Send a pack of GEVs to hit it hard and
fast. You may lose one or two (more if
paneuropean INF are screening it properly), but a
arquebus single 2-1 can do the job.
Variants: Mobile Howitzer (MHWZ) ATK 6 RNG 12
DEF 2 Move 2 Cost 12 Moves as TNK.
Light Howitzer (LHWZ) ATK 3 RNG 14 DEF 1
Move 0 Cost 8

Ogre Miniatures Lite can be downloaded free from e23.sjgames.com. Permission is


granted to print this PDF freely, or photocopy as needed. We ask that, instead of reposting the PDF, you link to the e23 URL given above. Ogre Miniatures Lite created
by Paul Chapman. Version 2.0 (June 2008) by Phil Reed & Alvin Helms. Tactical
advice based on Riding the Shockwave: Analysis and Strategy by Philip Rennert.

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