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Copyright V 1986 by Origin Svitcrm, inc., HO Harvcv Road> 
Manchester. NH, 03J03 





Game Design by Steve Jackson 

Original computer version (Apple II) designed & programmed by Steve JVIeuse 
Ogre Intelligence designed & programmed by Dallas Snell 

OGRE is a registered trademark of Steve Jackson Games, Incorporated. Alf 
rights reserved. 

The portions of the rules reproduced from the original game rules are 
Copyright © J 9 77 by Steve Jackson Games, Incorporated and used by 
permission. 

i 



ORICAL PERSPECTIVE 



The tank-type vehicle, considered 
obsolete by the end of the 20th 
century, ruled the battlefields of 
the 2 1 st 

Several factors ted to the reappear- 
ance of mechanized warfare- The 
first was the development of biphase 
carbide armor (BPC). Stronger than 
any steel, it was also so light that 
even an air-cushion vehicle could 
carry several centimeters of protec- 
tion. The equivalent of a megaton of 
TNT was needed to breach even that 
much BPC armor— which meant that, 
in practice, nothing less than a tacti- 
cal nuclear device was likely to be 
effective. 

Infantry, which had for a time 
eclipsed the tank, declined in impor- 
tance. Although an infantryman 
could carry and direct a tactical nu- 
clear missile, he had to be extensively 
(and expensively! protected to survive 
the nuclear battlefield. Thus, the 
"powered suit" was developed. Four 
cm of BPC, jet-equipped, it coufd 
guard a man for about a week (in 
increasing discomfort) from shrap- 
nel, background radiation, and bio- 
chem agents. However, the cost of 
equipping infantry reduced their 
value. They were stlli more flexible 
and maneuverabJc than armor, and 
now they were almost as fast— but 
they were no longer cheaper. 

Long-range nuclear missiles, which 
had been expected to make a mock- 
ery of "conventional" operations, 
likewise declined in value as jamming 
technology and laser counter- 
measures improved. Without satellite 
guidance, no missile could hit a less- 
than-city-sized target at more than 30 



km— and no combatant could keep a 
spy satellite operational for over an 
hour. Missiles big enough to carry 
jam-proof guidance systems were 
sitting ducks for the big laser batter- 
ies—for, although lasers had proved 
too temperamental and fragile for 
battlefield use, they were fine as 
permanent antiaircraft units. 

Thus, the tank-type vehicle— fast, 
heavily armed and armored, able to 
break through enemy positions and 
exploit disorganization— returned to 
wide use. And once again, planners 
fretted over priorities, More guns? 
More armor? More speed? Increase 
one, and lose on the others? Increase 
all, and build fewer units? 




Some interesting compromises 
appeared. The 2 1 st-century infantry- 
man, especially with the later " heavy 
powered suit" was a tank in his own 
right, at least by 20th-century stand- 
ards. The armed hovercraft or 
ground effect vehicle (GEV). 
equipped with multi-leaf spring skirts 
for broken ground, coufd attain 
speeds of 1 20 kph on any decent 
terrain, and 1 50 on desert or water- 
Conventional tanks were slower but 
tougher. All fired tactical nuclear 
shells. 

The ultimate development of the 
tank-type weapon, though, was the 



i 



cybernetic attack vehicle. The origi- 
nal tanks had terrorized unso- 
phisticated infantry. The cybertanks 
terrorized everyone, and with good 
reason. They were bigger (up to 50 
meters), faster (hovercraft models 
proved too vulnerable, but atomic- 
powered treads moved standard 
units at 45 kph or better) and more 
heavily armed (some had firepower 
equal to an armor company). And 
two to three meters of BPC armor 
made them nearly unstoppable. What 
made the cybertank horrifying, 
though was its literal inhumanity. No 
crew was carried; each unit was 
wholly computer-controlled. Al- 
though true mechanical Intelligence 
had existed as early as 20 1 0, and 
fully automated factories and military 
installations were in wide use by the 
middle of the century, the cybertanks 
were the earliest independent mobile 
units— the first true war "robots.'' 



Once the first cybertanks had 
proved their worth, development was 
rapid. The great war machines 
aroused a terrified sort of fascina- 
tion. Human warriors devoutly hoped 
never to confront them, and pre- 
ferred to keep a respectful distance- 
like several kilometers— even from 
friendly ones. They were just too big. 

One fact, more than anything, 
points up the feeling that developed 
toward the cybertank. Unlike other 
war vehicles, they were never called 
"she." Friendly units of the speaker's 
acquaintance were "he; M others were 
"it." And the term "cybertank' 1 was 
rarely used. People had another 
name for the big war machines— one 
drawn from the early Combine units 
and. before that, from dark myth. 

They called them Ogres . . . 



THE GAME 



OGRE is a game of mechanized 
tank warfare set in the 2 1 st century 
A cybernetic fighting unit—the 
Ogre— has been sent to destroy the 
opponent's strategic Command Post, 
which is guarded by an armor battal- 
ion. The Ogre's primary objective is 
to destroy the Command Post; de- 
struction of all other units is its 
secondary objective. The armor 
battalion has but one objective: 
Defend the Command Post. To do 
so, they must destroy the Ogre. 

Making Choices. Choices are 

made in OGRE through the use of 
the pointer a black, triangular 
object that can be moved around 
with a mouse, joystick or keyboard. 

Clicking. Some selections in 
OGRE arc made by first moving the 
pointer to the desired object or 
option, then pressing and quickly 
releasing the button. This is referred 
to as clicking. 

Dragging. Another method of 
designating choices is by dragging. 
Dragging is accomplished by placing 
the pointer over the desired object 
then pressing and holding the 
button while moving the pointer to 
another location. Releasing the but- 
ton completes the drag. 

Pulling down the Menu. In the 

upper right comer of the screen are 
two menus that can be pulled 

down. The first ts titled 'Menu 1 and 
the second is OSI". To pull down 
either menu place the pointer over 
the desired title and press and hold 



the button. The selected menu title 
will become highlighted and a list of 
commands will appear beneath the 
title. Releasing the button without 
moving the pointer will cause the 
menu to disappear. 



W s^l.N.Mipir 



Play a Gbme . . 

Load a f i a i d . 

Sbvb a F i h I d . 

Load a Gang. . 



Ed i t ths Field 
Clear F t e k d . . 
C l aar F ieces . . 

Quit. . 



I 



<S Drap 



Choosing Menu Commands. 

Menu commands are chosen by 
using the dragging technique. 
Position the pointer over the selected 
menu title and pull down the menu 
by pressing the button. While hold- 
ing the button down, drag the 
pointer to the desired menu com- 
mand. As the pointer moves through 
the menu, each command is high- 
lighted in turn. When the desired 
command is highlighted, releasing 
the button selects it. If you change 
your mind about choosing a com- 
mand, move the pointer off the 
menu, or back up to the title, then 
release the button. Nothing is cho- 
sen unlessyou release the button 
while one of the commands is 
highlighted. 



3 



Load a Field. 
Saue a F i e v d . 
Load a Can e . » 



Edit the Field 
C [Ear Field. . 



Quit. 



2 s Dr 



Using the keyboard, A mouse 
(if available) or joystick is highly 
recommended for playing OGRE. 
OGRE can be played using the key- 
board to move the pointer and to 
simulate 'clicking' or pressing a 
button, or it can be played entirely 
with pointing', 'clicking" and drag- 
ging' techniques using a mouse or 
joystick. The instructions and exam- 
ples In this manual refer to "pointing', 
'clicking" and "dragging' without 
reference to the various input de- 
vices, See Keyboard Shortcuts on 
the PLAYER REFERENCE CARD for 
complete information on how to use 
the keyboard to play OGRE. 

Dimmed Commands. When 
"Menu" is pulled down, some of the 
commands are less distinct than 
others. These less distinct commands 
are referred to as dimmed. Dimmed 
options are ones that cannot be used 
at that time. 

Dialogue Boxes, Whenever 



additional information is required to 
complete a command, a dialogue 
box appears. Dialogue boxes usually 
have special areas called buttons to 
click, such as 'OK" or "Cancel". Some- 
times they present further options 
for selection. Dialogue boxes are 
also used to warn you if you're about 
to do something that is irreversible. 
For an example of a dialogue box 
with general information, select 
'About Ogre' from the OSI' menu. 
Clicking the 'OK' button removes the 
dialogue box. 



OGRE 

by SteuE Me use 

Ogre Intelligence 
by Dallas 5ne i l 



□ K 



THE BATILEFIE1I 



General. The defender's Com- 
mand Post has been located in the 
most defensible terrain available— a 
battered stretch of land 22.5 kilome- 
ters (14 miles) wide by 33 kilometers 
(20.5 miles) long, bounded on three 
sides by impassable swamp and on 
the fourth by a very deep, wide river. 

A map representing the standard 



4 



battlefield is displayed on your com- 
puter screen, The map is divided into 
hexes, each representing an area 
1 500 meters (0-93 miles) across. 

Viewing the map. Only half of 
the map can be viewed at one time. 
The map can be moved vertically by 
clicking on one of the arrows posi- 
tioned at the four corners of the 
map. At the upper left and lower left 
corners of the map are arrows with 
horizontal bars at their tips. These 
arrows are used to display the top or 
bottom half of the map. Clicking on 
arrows in the upper right and lower 
right corners moves the map up or 
down one hex at a time. 

Craters. The battlefield is scarred 
with craters from past nuclear deto- 
nations. Craters are represented on 
the map by solid circles, Nothing may 
move into or over a crater. It is possi- 
ble, however, to f ire across craters. 

Rubble, The battlefield is further 
obstructed by great piles of earth 
and rubble. These piles of rubble are 
represented on the map by solid 
black lines along the edges of hexes. 
Only the Ogre and infantry are capa- 
ble of moving across this rubble. 
Other armor units cannot cross. Any 
unit can fire across rubble. 

Areas. The standard battlefield is 
divided into two basic areas. The 
majority of the map (the top 1 6 rows 
of hexes) is referred to as the "ob- 
structed" area. This is the area con- 
taining all of the craters and rubble. 



The bottom 6 rows of hexes, free of 
craters and rubble, are referred to as 
the 'clear' area. Both the left-most 
and right most column of hexes 
contain only one crater These craters 
are located in the 7th hex down from 
the top. A line drawn between these 
two crater hexes is referred to as the 
"crater line". The obstructed area, 
clear area, and crater line are re- 
ferred to during initial deployment of 
the defensive forces. 



_ Obstructed 
Area 

_ Crater 
Line 



Clear 
Area 




THE COMBATANTS 



The combatants are rated by COM- 
BAT FACTORS, The main combat 
factors are a weapon's ATTACK 
STRENGTH. ATTACK RANGE and 
DEFENSE STRENGTH. Attack 
Strength reflects a weapons destruc- 
tive power. The effective distance a 



weapon can reach is its Attack 
Range, and a unit's capability to 
withstand an attack is referred to as 
its Defense Strength. These factors 
will be further expanded upon when 
discussing combat. 



I6RE 



There are two types of Ogres, the 
Mark III and the Mark V. The Ogre is 
a cybertank. approximately 30 meters 
in length, equipped with guns, mis- 
siles, antipersonnel weapons and 3 
meters of biphase carbide armor An 



undamaged Ogre can travel at about 
45 kph, i.e., 3 map hexes per turn. 
The Ogre's goal is to destroy the 
defender's Command Post and, if 
possible, the entire defensive armor 
battalion. 



OGRE MARK III ATTRIBUTES 


PART 


QUANTITY 


DEFENSE 
STRENGTH 


ATTACK 
STRENGTH 


ATTACK 
RANGE 


MISSILES 


2 




6 


5 


MAIN BATTERY 


I 


4 


4 


1 


SECONDARY BAT. 


4 


3 


3 


2 


ANTIPERSONNEL 


8 


1 


1 


1 


TREADS 


45 


I 









The Mark V is a larger, more 
formidable version of the Mark III. 



OGRE MARK V ATTRIBUT1 


:s 




PART 


QUANTITY 


DEFENSE 
STRENGTH 


ATTACK 
STRENGTH 


ATTACK 
RANGE 


MISSILES 


f> 


3 


6 


i 


MAIN BATTERY 


2 


4 


4 


3 


SECONDARY BAT. 


b 


3 


3 


2 


ANTIPERSONNEL 


12 


1 


1 




TREADS 


60 











6 



COMMAND PISI 




ATTACK STRENGTH : 
ATTACK RANGE ; 
DEFENSE STRENGTH : 
MOVEMENT : 

This is the defender's strategic 
communications center. The Com- 
mand Post, once positioned, cannot 
be moved. The Command Post is 
incapable of attacking the Ogre, or 
of defending itself. An attack from 
any of the Ogre's weapons automati- 
cally destroys the Command Post. At 
times the Ogre will, with seeming 
cruelty, elect to destroy a Command 
Post, not quickly and mercifully with 
one of its nuclear weapons, but 
instead by crushing it and its inhabit- 
ants beneath the cyber tank's massive 
treads. 

Armor units. There are four types 
of defensive armor units: the heavy 
tank, the missile tank the howitzer 
and the Ground Effect Vehicle (GEV). 



HEAVY TANK 



ATTACK STRENGTH : 4 
ATTACK RANGE : 2 
DEFENSE STRENGTH : 3 
MOVEMENT : 3 



This is the defender s main battle 
tank, A heavy tank is big, powerful 
and heavily armored. Its speed is 
such that it can keep pace with the 
Ogre, except when maneuvering 
around rubble. Unfortunately, a 
heavy tank must get within 3 kilome- 
ters (2 hexes) of the Ogre in order to 
fire upon It This leaves the heavy 
tank vulnerable to almost ail of the 
Ogre's weapons, including the possi- 
bility of being crushed beneath the 
Ogre s treads. 




MISSILE TANK 




ATTACK STRENGTH : 3 
ATTACK RANGE : 4 
DEFENSE STRENGTH ; 2 
MOVEMENT : 2 

A missile tank is smaller and less 
heavily armored than a heavy tank. 
The broad, sturdy surface from 
which the missile tank commander 
fires long-range missiles sits atop a 



7 



set of wide crawler treads that move 
the missile tank slowly across the 
battlefield. The missile tank cannot 
keep pace with the Ogre, thus requir- 
ing the missife tank commander to 
continually anticipate the Ogre s 
movement in order to keep it within 
range of his missiles. The missile 
tank's saving grace is that it can fire 
upon the Ogre from 6 kilometers 
away [4 hexes), allowing It to pound 
the Ogre while staying out of range 
of most of the Ogre's weapons. 



HOWITZER 




ATTACK STRENGTH : 6 
ATTACK RANGE : 8 
DEFENSE STRENGTH : I 
MOVEMENT ! 

The howitzer Is the defenders 
hardest hitting and longest range 
weapon. A howitzer can reach an 
Ogre up to 12 kilometers away (8 
hexes). This allows a howitzer to get 
2 to 3 shots at an Ogre before the 
Ogre can get within striking distance- 
Howitzers are permanent installa- 
tions and cost twice as much as any 
other armor unit The fact that a 
howitzer cannot move is its greatest 
weakness. In addition, it Is all but 



defenseless. The defenders must try 
to buy a howitzer time with the mo- 
bile armor units so that the howitzer 
may wreak considerable damage 
upon the Ogre. 



6R0UI 


ID EFFEGI 


VEMI 


ill (GEV) 



ATTACK STRENGTH ; 2 

ATTACK RANGE : 2 

DEFENSE STRENGTH : 2 

MOVEMENT : 4,3 

Propelled by air-cushion suspen- 
sion, the GEV is the defender's fast- 
est moving vehicle. It can move more 
than twice as fast as any other unit, 
including the Ogre. GEVs move once 
in the defender s regular Movement 
Phase— and again, after firing, in the 
GEV Movement Phase. The seasoned 
GEV commander will swoop in close 
enough to fire at the Ogre and then 
dart away, just beyond reach of the 
Ogre's weapons, 




8 



INFANTRY 




ATTACK STRENGTH : 1,2 or 3 
ATTACK RANGE : I 
DEFENSE STRENGTH : l P 2 or 3 
MOVEMENT : 2 

Infantry travel in groups of one, 
two or three squads (6-8 men to a 
squad). Infantry are armed with con- 
ventional and anti-tank weapons and 



use powered battlesuits' to greatly 
increase their mobility [allowing them 
to cross rubble that stops other 
armor units) and provide some pro- 
tection from shrapnel and radiation. 
Infantry cannot move as fast as a fully 
functional Ogre, and a squad leader 
will, if not careful, find his squad 
falling behind the Ogre, unable to 
reach it before the Command Post is 
destroyed. Infantry must get within 
1 500 meters ( I hex) of the Ogre in 
order to fire at it. This makes them 
extremely vulnerable to the Ogre's 
antipersonnel weapons, as well as to 
being overrun by the Ogre. Many 
infantrymen swear the supposedly 
emotionless Ogre derives great 
pleasure from the feel of battlesuits 
being crushed beneath its treads. 



DEPLOYMENT 



The defending player must deploy 
forces in anticipation of attack. 
Battlefield alterations and force 
deployment are controlled in the 
Field Editor. A detailed discussion of 
the Field Editor can be found in 'The 
Field Editor' section. To quickly get 
started playing OGRE, use one of 
the predesigned fields or battles, 

Loading/Saving Fields. There 
are five predesigned fields from 
which the player may choose. In 
addition to the five predesigned 
fields, the player may save five fields 
of original design (see Saving 
Fields in The Field Editor section), 



To load a field, select "Load a Field" 
from the Menu, 









VIII'/ 






P Lay a Cane . . 




Save a t i e I d ■ » 
Load a pane . . 


Edit the field 
Clear field.. 
Clear P Leces, ■ 


Quit. . 




\ * Drop 





9 



A dialogue box will appear from 
which one of the original or preset 
fields can be selected For loading. 
Click on the field of choice and then 
click 'OK'. The selected field will be 
loaded in and displayed. 



Select a field tn inariJ 

Field 1 O Preset 1 

O Field E O Preset £ 

O Field B O Preset 1 

O Field H o Preset 4 

o Field 5 o Preset 5 



Canes I 



Loading/Saving Games. A 

previously saved game can be loaded 
at any time. If a battle is in progress 
when another game is loaded, the 
current game will be lost unless it Is 
saved first. To load a game, select 
"Load a Game'" from the Menu. 

A dialogue box will appear from 
which one of five saved games can 
be selected. Select the desired game 
and then click 'OK\ The selected 
game will be loaded in and the battle 
will proceed from where It was saved. 

The current status of a battle can 
be saved for continued play later. To 
save the battle status, select "Save a 
Came" from the Menu, 

A dialogue box will appear, from 
which one of five games can be 
selected for saving. Select the de- 
sired game and then click "OK 1 . The 
game will be saved and play can 
continue. 

Alternate tactics for a given en- 
counter can be explored by saving 



the battle status prior to performing 
the tactic in question. After the out- 
come has been determined the 
prior battle status can be loaded in, 
allowing an alternate tactic to be 
employed. 



PLAY 



Starting a Game, Once the 
player chooses the field configura- 
tion and weapon deployment, then 
selecting "Play a Game' from the 
Menu will start the actual battle. 



Load a Field. 
Saye a Field. 
Lead a Gai-ie . . 



Edit the Field 
C l aar Field. . 
C I ear P i eras , . 



□ u i t . . 



}J « Dr 

\\ n nr 



A dialogue box will appear asking 
which battle option the player de- 
sires. There are two battle scenarios: 
Mark III or Mark V. Either scenario 
can by played with two players or the 
computer can control the Ogre. 
Select the desired option and 
click 'OK'. 



10 



Select a gane option: 

Hk3 # Edtiputer Cgra 
o Two-Player 

tlkS O CaMPUter Ogre 
O Two-Player 



[lance i 



EtK 



If this is a continuation of a pre- 
vious game a dialogue box will ask 
whether to start a new Ogre or con- 
tinue the game with the original 
Ogre. Select the desired option and 
click OK 1 . 



■ Stirt nBM Ogre 
< KlHP Diet Jgre 



w 



When starting a new game under 
the two-player option, the player 
controlling the Ogre must select one 
of the hexes at the bottom of the 
map as an entry point for the Ogre. 
Click OK' on the dialogue box ask- 
ing for an entry hex and then select 
an entry hex by clicking on it. Once it 
has entered, the Ogre can move two 
more hexes. 



entry hex. 



ChnnsE an 
far thE L . _ 
along the battoK rm 



Most player options are locked out 
at this point until an entry hex has 
been selected for the Ogre. The map 
can be moved in order to scan the 
battlefield. 



Changing Between One and 
Two Player Games. It is possible 
to change from a one-player game to 
a two-player game and vice versa. To 
do so, enter the Field Editor by se- 
lecting Edit the Field' from the 
Menu, during actual game play. Se- 
lect "Play a Game" from the Menu- 
When the battle option dialogue box 
appears, select the desired scenario 
and click "0K\ When the next dia- 
logue box asks to start a new Ogre or 
continue with the old one, select the 
Keep old Ogre' option. This process 
allows the battle to continue but with 
someone (or something) etse control- 
ling the Ogre. 

This operates somewhat differently 
when changing between Mark III and 
Mark V scenarios. If Keep old Ogre' 
is selected when changing between 
Mark HE and Mark V scenarios then 
the number of players will change 
but the original Ogre type will be 
maintained. If Start new Ogre" is 
selected then the new Ogre type will 
enter at the bottom of the map with 
full weapons and no damage. 

Game Phases, The Phase win- 
dow near the top of the sidebar 
displays the current phase of game 
play 




1 1 



The first phase is the Ogre Entry' 
phase which only occurs at the be- 
ginning of a game. 

During a player's turn, that player 
may move any or afl of his units, and 
fire with any or all of them. The 
phase sequence is: 

1) Ogre enters 

2) Ogre moves 

3) Ogre fires 

(After the Ogre fires, afl armor 
units disabled the previous turn 
become active again,) 

3) Defense moves 

4) Defense fires 

5) GEVs complete their move- 
ment 

The Sidebar. The sidebar is dif- 
ferent while playing the game than 
when in the Field Editor. The area 
directly beneath the OGRE caption is 
the Phase Window, which shows the 
current phase of the game, 

Directly below the Phase Window 
is the Tactical Display. The Tactical 
Display is used to show the various 
attributes and conditions of the 
pieces. Clicking on a piece will dis- 
play that piece's attributes. In addi- 
tion, the tactical window is used to 
display messages in response to any 
erroneous actions performed by the 
player(s). 

Beneath the Tactical Display are the 
command buttons. Just as in the 
Menu, if a button's text is dimmed 
then the button is inactive. The 
Range 1 and Done" buttons are always 
present (although not always active). 
During a Movement Phase the top 
buttons are labeled Undo 1 and 
'Group'. During an attack phase the 



same top buttons are labeled 'Clear" 
and Fire\ The buttons work as 
follows: 

Range Button. The "Range' 
command is used to view a piece s 
movement and attack range. To view 
a piece's range, select the piece by 
clicking on it: then cfick the 'Range' 
button. Ail of the hexes within a 
piece's movement value (disregard- 
ing having to move around rubble) 
are turned green. All of the hexes the 
piece could potentially fire upon 
(once again, disregarding having to 
move around rubble) are turned 
blue. Any piece that falls within this 
umbrella' is highlighted. Clicking 
anywhere on the screen will remove 
the umbrella. 



Done Button, The Done' button 
is used to end a phase. If a player has 
not moved or fired all of his pieces 
when the "Done' button is pressed, a 
dialogue box will require verification 
from the player before proceeding to 
the next game phase. 

Undo Button. The Undo' button 



im w W W Mil 1 

:< h 




DPP 




12 



allows any piece's move to be un- 
done, or restarted at any time during 
the Movement Phase. To undo a 
move, select the desired piece by 
clicking on it; then click the "Undo' 
button. The piece will move back to 
its original location. The 'Undo' 
button remains dimmed unless a 
piece that has moved is selected, If 
the Ogre has rammed or overrun a 
defender it can only be undone back 
to the hex where the ram or overrun 
occurred. 

Clear Button, The "Undo' button 



changes to the Clear' button during 
an attack phase. The 'Clear' button is 
used to deactivate weapons that have 
been aimed at a target 

Group/Split Button. Explana- 
tion of this button is covered in 
Grouping Infantry and Splitting 
Infantry in the Movement section. 

Fire Button, The 'Group/Split 1 
button changes to the Fire' button 
during an attack phase. Once weap- 
ons have been aimed at a target, 
clicking the Fire" button fires them. 



MOVEMENT 



Moving a Piece. To move a 
piece, click on it, and while holding 
the button down, drag the pointer to 
another hex and release the button. If 
an illegal move is attempted (i.e.. 
moving onto a crater, across rubble, 
off the map, moving a piece that has 
already moved, or moving a piece 
farther than it canjyou will hear a 
beep and a message informingyou 
of your error will be in the Tactical 
Display. Once a piece has moved at 
all, it appears dimmed (green). This 
alerts the player that any solid (black) 
pieces have not moved yet. A piece 
can move up to its maximum move- 
ment value. It is not necessary to 
move a piece at all if it is already well 
located. 

Ogre Movement- The Ogre's 
movement depends on the number 



of treads it still has intact. A Mark II) 
starts with 45 treads; a Mark V with 
60. When the Ogre's treads are re* 
duced to 2 h their original total (30 
for Mark ills and 40 for Mark Vs). the 
Ogre's movement value is reduced 
from 3 to 2. When the treads are 
reduced to '/a their original total ( 1 5 
for [Mark Ills and 20 for Mark Vs), the 
Ogre can move only 1 hex per turn. 
When the Ogre's treads are com- 
pletely destroyed it can no longer 
move, It can stiii attack anything 
within range. Selecting the Ogre will 
display the "Ogre Summary' in the 
Tactical Display and will show the 
Ogre's current movement value 
as well as the number of treads 
remaining. 

Movement through Occupied 

Hexes, in general, only one unit at a 



time may occupy a hex. Any unit may 
move through a hex occupied by a 
friendly unit. When moving onto a 
hex occupied by a friendly unit the 
top piece will be highlighted. Click- 
ing on this hex brings the bottom 
piece to the top. One of these pieces 
must be moved before any other 
action can be taken. Attempting any 
other action (except moving the map, 
undoing, or moving one of the 
stacked pieces) elicits a beep and the 
message "Please move from full hex'. 

Grouping Infantry. The maxi- 
mum number of squads of Infantry 
that can occupy a single hex Is three. 
Two I -squad units may be grouped 
into a 2-squad unit. Three 1 -squad 
units, or a I -squad and a 2-squad unit 
may be grouped into a single 3- 
squad unit. To group two infantry 
units, move them to the same hex 
and click the "Croup" button, 

WARNING: When two infan- 
try units are grouped together 
the newly merged unit wilt 
have a remaining move value 
equivalent to whichever of the 
two original units has moved 
the farthest* Also, grouping 
infantry cannot be undone. 
Example: an INF I uses its first 
move to move onto an INF2 
that hasn't moved at all. At this 
point, the INF I has moved 1 
hex and has 1 move remaining. 
The INF2 has not moved at all 
therefore, has 2 moves remain- 
ing. If so desired, the INF I s 
move can be undone at this 
point. Clicking the 'Group' but- 



ton combines the INF I and 
INF2 into an INF3. The tactical 
display will show a 3 squad 
infantry unit that has moved I . 
Also, the 'Undo' button will be 
dimmed, indicating this piece 
cannot be undone. The piece 
can, however, be split. 

Splitting Infantry. 2-squad or 3- 
squad units may be split into two 
infantry units. Whenever a 2- or 3- 
squad infantry unit is selected, and is 
not currently sharing a hex with 
another piece, then the Group' 
button will change to the Split' but- 
ton. Clicking the "Split' button will 
cause a I -squad infantry unit to be 
spilt off and share the hex with the 
remaining squad unit. The two new 
infantry units will have the same 
moved' status as the original unit. 
(Example: If an INF2 is split after 
having moved I hex, then the two 
new INF I units will both have moved 
f hex and can be undone back to the 
same hex as the original 1NF2). The 
'Split" button will immediately change 
back to "Groups allowing the two 
infantry units to be recombined if so 
desired. 

Ramming, An Ogre can damage 
or destroy an armor unit by ramming 
it. This is accomplished by moving 
onto its hex. 

Any immobile armor unit [i.e., a 
howitzer or any unit that has been 
disabled) is destroyed when rammed 
by the Ogre. Any mobile armor unit 
has a 50% chance of being disabled 
and a 50% chance of being de- 



I 



4 



stroyed when rammed, The Ogre, 
however, pays a price. Ramming a 
heavy tank, the Ogre loses 2 treads. 
Ramming any other armor unit costs 
the Ogre I tread. 

An Ogre can completely destroy 
the Command Post with a single ram 
at no tread loss to itself. 

If the Ogre disables a piece when 
ramming it. then the Ogre will be 
highlighted to indicate that a piece is 
underneath it, If the Ogre has any 
movement left it can ram the piece 
again, thus destroying It. If the Ogre 
moves off the disabled piece, the 
piece will be dimmed (blue) as an 
indication that it is disabled. 

THE OGRE CAN ONLY RAM 
TWICE IN ONE TURN. 

Armor units may, In turn, ram the 
Ogre. This ram, however, is sacrificial 
and destroys the ramming armor 
unit The Ogre loses I tread due to 
this. This ploy is not recommended 
except in dire emergencies, 

WARNING: A Ram cannot be 
undone. Therefore, any time a 
piece moves onto an oppo- 
nent's hex a dialogue box ap- 
pears requesting verification of 
the ram. Clicking 'OK' allows 
the ram to proceed. Clicking 
'Cancel' will abort the move. 



Enter the eneny J s hsx? 
This can't be undone. 



Cancel GK 



Overruns. Infantry are not 
rammed by an Ogre, but overrun. If 
an Ogre moves onto a hex occupied 
by infantry, that infantry is reduced 
by one squad if the Ogre has any 
antipersonnel weapons left. If 
the Ogre does not have any antiper- 
sonnel weapons, the infantry is not 
reduced. There are no limits on 
overruns: the Ogre can overrun for 
as many moves as it has. In addition, 
overruns do not cause the Ogre any 
damage. 

An infantry unit may move onto a 
hex occupied by an Ogre without any 
immediate effects. The infantry will, 
however, be reduced by one squad at 
the beginning of the Ogre's Move- 
ment Phase, providing the Ogre has 
any antipersonnel weapons, without 
the Ogre having to expend move- 
ment points to do so. 

WARNING: Overruns cannot 
be undone. Therefore, any time 
an Ogre moves onto a hex con- 
taining infantry, a dialogue box 
appears requesting verification 
of the overrun. Clicking 'OK* 
allows the overrun to proceed. 
Clicking 'Cancel' will abort the 
move* 

GEV Double Movement. A 

GEV may move twice per turn— once 
(up to 4 hexes) during the defender's 
Movement Phase, and again (up to 3 
hexes] during the GEV Movement 
Phase following the defender's attack 
phase. 

Ending Movement, To end the 

Movement Phase, click the 'Done' 



IS 



button. If all of a player's pieces have 
not been moved when the 'Done" 
button is clicked, a dialogue box 
appears requiring verification to end 
the Movement Phase, 



Bll pieces hayE not 
Ga tn next turn? 



Canes L 



One-player Ogre Movement. 

During the Ogre Movement Phase in 
the one-player game, the pointer will 
disappear while the Ogre is thinking 
about where to move. When done, 
the Ogre automatically moves. If the 
Ogre rams a piece, the results will be 
displayed in the sidebar. If the Ogre 
destroys the piece, there may be 
another pause while the Ogre con- 
siders a different move. 



COMBAT 



A Combat Phase occurs after each 
Movement Phase (except for CEV 
second-phase movement]. During a 
Combat Phase, the "Undo' and 
Group/Split' buttons in the sidebar 
change to 'Clear and 'Fire', respec- 
tively. These buttons are dimmed 
initially and remain so until weapons 
have been aimed. 

Weaponry. Most weapons are 
heavy rapid-fire cannon using tactical 
nuclear shells, capable of fire in any 
direction, Each unit may apply its 
attack strength once per turn. Each 
intact Ogre weapon may apply its 
attack strength once per turn, with 
the following exceptions: 

Antipersonnel. The Ogre s 
antipersonnel weapons are effective 
only against infantry and the Com- 



mand Post. No infantry unit may be 
attacked more than once per turn by 
antipersonnel. When all antiperson- 
nel weapons are gone, an Ogre can 
no longer reduce an infantry unit's 
strength by overrunning it. 

Missiles, Each of the Ogre's 
missiles are one-shot weapons. Once 
fired (or destroyed before firing], 
they are gone. 

Ogre Attacks* An Ogre may 
attack an enemy unit by dragging 
from the Ogre s hex to the enemy 
hex. If the Ogre has any unfired 
weapons that can reach the enemy, a 
dialogue box will appear offering the 
available weapons- Weapons that 
have been fired, destroyed, or are 
out of range will be dimmed and 
cannot be selected. Clicking on the 



'I 



6 



desired weapon highlights it and 
displays the weapon's attributes in 
the sidebar Clicking on the up arrow 
in the dialogue box will Increase the 
number of the selected weapon to be 
fired (up to the maximum number of 
this type of weapon available]. Click- 
ing the down arrow will decrease the 
number. 




At the very bottom of the sidebar 
is a window displaying the probability 
of killing the target with the selected 
weapons. Any number and type of 
weapons can be fired in combination 
to increase this chance. The probabil- 
ity of killing will not always be in- 
creased by combining weapons. This 



probability is derived from the ratio 
of the total ATTACK STRENGTH of 
the attacker(s) to the DEFENSE 
STRENGTH of the target. Sometimes 
the combined attack strengths are 
not enough to reach the next highest 
ratio. The following table contains 
the probabilities for all the possible 
ratios. 

IE for example, the Ogre was firing 
a main battery at an active missile 
tank, the ratio would an attack 
strength of 4 to a defense strength 
of 2. This gives a 2-1 ratio, which 
would give the Ogre a 50% probabil- 
ity of destroying the missile tank (or 
an 83% probability if the missile tank 
were disabled). A more complete 
discussion of this can be found at the 
end of this manual 

If Cancel' is clicked no weapons 
are selected. 

Once the desired weapon(s) have 
been selected, clicking "OK 1 removes 
the dialogue box. The kill percentage 
remains displayed and the 'Clear" and 
"Fire buttons become available. 
Clicking the 'Clear" button clears the 
selected weapon(s) and the current 
target. Clicking the 'Fire' button fires 
the selected weapon(s) at the chosen 



Ratio of Attack Strength 


Probability of Killing 


Probability of Killing 


to Defense Strength 


an Active Piece 


a Disabled Piece 


less than I -2 


0% 


0% 




17% 


33 % 


i-t 


n% 


67% 


2-1 


so% 


83% 


3-1 


67% 


100% 


4-1 


&3% 


100% 


greater than 4-1 


100% 


100% 



17 



target and the results of the attack 
[hit miss or disabled) are displayed at 
the bottom of the sidebar 

Disabling. When the Ogre at- 
tacks a defender It has an additional 
chance to DISABLE that defender: 
this is not reflected in the kill proba- 
bility displayed at the bottom of the 
sidebar A disabled piece will appear 
dimmed (blue), and will not be able to 
move or fire during the defenders 
next turn. Due to the tremendous 
strength of the Ogre's three-meter- 
thick biphase carbide armor de- 
fenders do not. unfortunately, have 
any additional probability to disable 
the Ogre. When a defender's shot 
gets a result that would have been a 
"disable' 1 on a normal unit, the side- 
bar will display the result "Glanced". 
This has no effect on the Ogre, 

A "disable" result against infantry 
is shown as "reduced", One squad of 
infantry is destroyed whenever the 
Ogre gets a "reduced". Any remain- 
ing infantry squads in the unit are 
capable of normal actions during the 
defender's next turn. 

One-Player Ogre Attacks. 

During the Ogre Fire Phase in the 
onef layer game, the Ogre will auto- 
matically fire its weapons at the de 
fenders. The selected target becomes 
highlighted while the target's name 
and the weapon the Ogre is using is 
displayed. The Ogre then fires and 
the results are displayed. The pauses 
while the messages are displayed can 
be changed (see PREFERENCES) and 
can be bypassed by clicking or press- 
ing a key. 



Defender Attacks. A defender 
attacks the Ogre by dragging from 
the defender s hex to the Ogre s hex. 
A dialogue box appears, permitting 
the attacking unit to specify which of 
the Ogre's remaining weapons or 
treads to target. Those parts of the 
Ogre that are destroyed will be 
dimmed and cannot be selected, 
When a particular weapon or treads 
are selected, the probability of killing 
(destroying) them is displayed at the 
bottom of the sidebar Once the 
desired target is chosen, click "OK 1 
to exit the dialogue box, or click 
Cancel' to abort the command. 



Once a target has been selected, 
other defender units can be aimed at 
the Ogre by dragging from their hex 
to the Ogre 1 s hex. Combining weap- 
ons may increase the probability to 
destroy the selected target (i.e. a 
higher ratio of Attack Strength to 
Defense Strength is reached). Click- 
ing the Clear' button clears the 
selected weapon (s| and the current 
target. Clicking the Tire 1 button fires 
the aimed unit(s) at the chosen target 
and the results of the encounter (hit 
or miss) are displayed at the bottom 
of the sidebar 



Select a target' 

o V I 55 I LUS 

6 Main BattE-iEG 

O StfGCinriiiry Bates 

o PntT -ForiDfini I 

O Trssds 



| Panqe I "j 




18 



As soon as a piece fires it will 
appear dimmed (red) to indicate that 
it has fired. 

Attacking Treads, If the Ogre's 
treads are targetted, the attack always 
has a 33% probability of success. 
With the exception of infantry, multi- 
ple units cannot be combined against 
treads. If the treads are hit, the num- 
ber of treads destroyed is equal to 
the attacker's Attack Strength. 

Infantry Attacks. A 2-squad or 
3-squad infantry unit Is treated as a 



group of individual units when at- 
tacking the Ogre's weapons. If the 
defending player wishes to attack an 
Ogre's weapon with all of the infantry 
in a unit, the player must drag from 
the infantry's hex to the Ogre's hex 
once for each squad. Infantry also 
have the ability to combine attacks 
on the Ogre's treads. This does not 
increase the 33% probability of 
hitting, but it does allow more treads 
to be damaged when a hit occurs. 
This is the only situation where more 
than one defending unit can target 
the Ogre's treads at the same time. 



mm m m 



The game is over when: a) all de- 
fending units are destroyed: b) the 
Ogre escapes off the bottom of the 
map; or c) all of the Ogre's weapons 
and treads are lost. 

Six formal levels of victory are 
possible: 

Complete Ogre Victory, The 

Command Post and ail defending 
units are destroyed. 

Ogre Victory, The Command 
Post is destroyed and the Ogre es- 
capes from the bottom of the map. 

Marginal Ogre Victory* The 

Command Post is destroyed, but the 
Ogre is destroyed (all of its weapons 
and treads destroyed) before it can 
escape. 



Complete Defense Victory* 

The Command Post is not destroyed 
and the Ogre is destroyed and at 
least 30 attack points (Mark III sce- 
nario) or 50 attack points (Mark V 
scenario) of the defensive force 
survives. 

Defense Victory* The Command 
Post is not destroyed and the Ogre is 
destroyed, 

Marginal Defense Victory. The 

Command Post is not destroyed but 
the Ogre escapes, 

Leaving the Map, The Ogre is 
the only piece that may leave the 
map. To do so it must be on the 
bottom row of the map with at least 
one move remaining. Clicking any- 
where off the map, but not in a legal 



19 



command area (I.e., the command 
buttons, menu bar or the map ar- 
rows) wiJI produce a dialogue box 
asking if the Ogre should leave the 



map. If "OK' is selected, the battle 
results are analyzed and the appro- 
priate victory conditions are dis- 
played in a final dialogue box. 



The Field Editor lets the Post Com- 
mander deploy the defensive forces 
and alter the battlefield terrain. The 
Field Editor is active when you start 
OCRE. During a battle, the Field 
Editor can be entered by selecting 
"Edit the Field" from the Menu". 




Creating/Clearing Rubble. 

Clicking on allotted line at the edge 
of a hex places a pile of rubble at that 
location. Clicking on an already 
existing pite of rubble (a solid line) 
removes It. 

Selecting Pieces. A window in 
the sidebar on the left side of the 
screen contains 1 hex shaped 
pieces that can by selected by click- 
ing on them. When selected, a piece 
becomes highlighted. 



Drop/Drag, Directly beneath the 
selection window is the mode win- 
dow. The two choices in the mode 
window are Drop and Drag. The 
mode is set by clicking on either of 
the two choices. 



r % Drop 
o Drag 



n 



Clicking on a map hex while in the 
Drop mode 'drops" the currently 
selected piece onto that hex. Jf the 
hex is occupied, the piece occupying 
the hex is replaced with the selected 
piece. If the hex is already occupied 
by the currently selected piece, click- 
ing on it removes it Pieces can also 
be removed from the map by select- 
ing the blank piece from the seiec- 



20 



tlon window and dropping it onto 
occupied hexes, 

The Drag mode is used to move 
pieces about the map. To move a 
piece, first select Drag from the 
mode window. Position the pointer 
over the desired piece and press the 
button. Continue to hold the button 
while moving the pointer to the 
desired hex. When the desired hex Is 
highlighted, release the button and 
the piece moves from its original hex 
to the new hex. Dragging a piece 
onto an occupied hex removes the 
piece from the occupied hex and 
replaces it with the piece being 
moved. Dragging from an empty hex 
onto an occupied hex also removes 
the piece. 

Clear Field, The entire field can 
be cleared of all rubble, craters and 
pieces by selecting 'Clear Field' from 
the Menu. 

A dialogue box will ask for verifica- 
tion before the action is performed. 



OK to clear the field 
□ f a L L p ieces and 
rubb le? 



Clear Pieces, The entire field can 
be cleared of all pieces while leaving 
the rubble and craters intact by se- 
lecting 'Clear Pieces' from the Menu. 



A dialogue box will ask for verifica- 
tion before the action is performed. 



DK tq clear only the 
pieces erf the Field? 



CancE i 



Setup* All defender setups re- 
quire a command post (usually 
placed somewhere on the highest 
row of hexes). The defender's initial 
force depends on the type of Ogre 
that will be attacking. If the attacker 
is a Mark Ml. the defender gets 1 2 
armor units and 20 squads of infan- 
try. If the attacker is a Mark V, the 
defender gets 20 armor units and 30 
squads of infantry. 

When requisitioning armor units, 
bear in mind that a single howitzer 
costs twice as much as any other 
armor unit. This means that if only 
twelve armor units are available, the 
maximum number of howitzers that 
can be used Is six. 

The bottom of the sidebar displays 
the total number of infantry and 
armor units deployed so far. The total 
number of attack points deployed in 
front of the crater line is displayed in 
the forward window. This informa- 
tion assists in remaining within the 
recommended force guidelines, 





' InF/flrn 
EQ IS 


1 




Fcrwarri 
13 



21 



Deployment Restrictions. 

Essentially, there are no restrictions 
forcibly imposed when deciding 
where to deploy the defensive forces. 
But, In order to play a standard game, 
the following restrictions must be 
followed: 

1) All units must be deployed in 
the OBSTRUCTED area, and 

2) All but 20 attack strength points 
for the Mark 111 scenario, or 40 for 
the Mark V, must be deployed ON 
OR BEHIND the crater tine. 

Balance. The player may exercise 
individual initiative in deploying 
forces, if the player-designed sce- 
narios are unbalanced, then more, or 
fewer, defensive units can be used to 
offset the imbalance. Note that vic- 
tory levels as cited above cease to be 
valid once the deployment of forces 
varies from the standard conditions. 



Saving Fields, It is possible to 
save a field far future use. (Note that 
the Save a Field option differs from 
Save a Game option described earlier 
in this manual). Saving a field saves 
the positions of all the craters, rubble 
and defensive forces displayed on 
the map. If the editor was entered 
from a battle In progress and the 
Ogre is still on the map. the Ogre's 
position is not saved as part of the 
field. To save a field, select "Save a 
Field" from the Menu. 

A dialogue box will appear asking 
for the field number to save this field 
under. Click on the field of choice 
and then click OK'. The displayed 
field will be saved under the speci- 
fied field number. 



22 



DEPLOYMENT ERROR MESSAGES 



Fieid cf □ e s not conforM 
to official Ogre rules. 

ThEre are too Many 
infantry on the nap. 

PLay fehifi gaME anyway? 



Canes i 



Field does not cnnforn 
to official Ogre ruiaa. 

Too Many pieces are 
b e inn the crater I me. 

PLay this gaME anyway? 



Cance i 



□ K 



Field rioEE not conforM 
to official Ogre rules. 

There ars pieces in the 
clear area of the Map- 
Flay this gaMEi anyway? 



Cance \ 



OK 



Field does not conforM 
to official Ogre rules. 

there ars too Many 
arMor units on the nap . 

Play this gaMe anyway? 



Cance I 



OK 



Field does net conforM 
to official Ogre rules. 

The craters nr rubble 
have been changed . 

Play this gaMe anyway? 



Cance L 



OK 



Please add a CoMMand 
Post to start the gaMB. 



OK 





There is no way to 
reach the CoMMand Post! 

Plsase reno^e some 
craters , 








□ K 







23 



PREFERENCES 



OGRE lets you customize various 
game features to suityour own taste, 
and can be used before or during a 
game. Selecting "Preferences" from 
the "OS! menu will display the Pref- 
erences dialogue box. This presents 
you with five options to modify. 
Clicking on an option will change it 
If an option has more than one 
choice, click on it until the desired 
choice is displayed. 



PrefErEncES 

Yes Sound EffEcts 
Yes Rem L riders 

Ho Skip EMpty Turns 
Low CgrE tlessage Speed 
Lnw Cgre 5k Li I Leue l 



Cancel DK 



The Options are; 

Sound Effects. The default is 
"Yes' (meaning sound effects will be 
heard). Turning sound effects off not 
only makes OGRE play more quietly 
(in case someone in the house is 
trying to sleep), but also causes the 
program to operate a little faster 

Reminders. During play, various 
dialogue boxes will appear as re- 
minders thatyou have not performed 
all of the actions available to you, or 
thatyou are about to perform an 
irrecoverable action. If, for example, 
"Done" is clicked during the De- 
fender Move phase and all of the 
defenders that can move have not 
done so, then a reminder dialogue 
box appears. There is a reminder for 



the end of each game phase as well 
as reminders for ramming and over- 
running. The default for reminders 
is 'Yes'. 

Skip Empty Tiirns* There are 
times when there is no possible 
action during a phase. If, for exam- 
ple, the Ogre has had all of its weap- 
ons destroyed, then there is nothing 
for the Ogre to do during the Ogre 
Attack Phase. Nonetheless, the Ogre 
Attack Phase appears and "Done" 
must be clicked to go on to the next 
phase. These 'empty' turns can be 
bypassed automatically by setting 
'Skip Empty Turns' to 'Yes: The 
default for skipping empty turns 
is 'No'. 

Ogre Message Speed. During 
the one-player game where the Ogre 
is controlled by the computer, vari- 
ous messages will appear informing 
the player as to what the Ogre is 
doing. The time that these messages 
remain visible can be modified with 
"Ogre Message Speed", The choices 
are Low", 'Med" and 'Hi'. The default 
3s low 1 . This option appears dimmed 
during a two player game. 

Ogre Skill Level, This option 
allows the player to modify the level 
of intelligence with which the Ogre 
plays during the one-player game. 
The levels are low", Med' and 'HI'. 
The default is low'. This option 
appears dimmed during a two player 
game. 



24 



Here is how combat results are determined in the original OGRE as 
designed by Steve Jackson. The computer version of OGRE computes 
combat results In the same fashion, but in a manner totally 
transparent to the player* 



In general, each attack is resolved 
by comparing attack and defense 
strengths of the units involved, and 
then roiling a die. Specifically: For 
each attack, all attack strengths in- 
volved are totaled, and then com- 
pared with the defense strength of 
the target in ratio form. This ratio is 
then rounded off in the defender's 
favor to one of the ratios shown on 
the COMBAT RESULTS TABLE. In 
other words, the target of the attack, 
be it Ogre or standard unit, gets the 
benefit of the rounding off. Exam- 



ples: 2 attack points against 1 de- 
fense point would be a "2 to 1 " 
attack. 2 attack points vs. 2 defense 
points = I to 1 : 3 attack points vs. 2 
defense points = I to I also; 2 attack 
points vs, 3 defense points = | to 2: 6 
attack points vs. I defense point = 6 
to I (treated as 5 to I : see the Com- 
bat Results Table). Once the ratio ts 
determined and rounded off, the 
attacker rolls the die and consults the 
proper column of the Combat 
Results Table to find the result. 
Results are applied immediately. 



COMBAT RESULTS TABLE 



COMBAT ODDS 


Die 


1-2 


1-1 


2-1 


3-1 


4- 


roll 














NE 


NE 


NE 


D 


D 


2 


NE 


NE 


D 


D 


X 




NE 


D 


D 


X 


X 


4 


NE 


D 


X 


X 


X 


s 


D 


X 


X 


X 


X 


6 


X 


X 


X 


X 


X 



Attacks at less than 1 to 2 are always NE, 
Attacks at S to 1 or better, are an automatic X. 

Explanation of Symbols 

NE: "No Effect:' The unit attacked is undamaged. 

D: Four possible results, depending on the unit attacked, 

I ) An Ogre Is undamaged, (This shows as "Glanced" In the sidebar.} 

2) An infantry unit has Its strength reduced by I , 

3) An armor unit is disabled. The unit can neither move nor fire next turn. An armor unit 
remains disabled until the end of the enemy's next Combat Phase. 

4) A disabled armor unit is destroyed if II receives a second D' result while disabled. 
X: If the unit attacked is an Ogre, the part of the Ogre that was attacked Is destroyed. 

If the defender is any unit other than an Ogre, it Is destroyed, 



25 



FIELD EDITIR MESSAGES 



The following messages appear 
whenever the player attempts an 
action not within the scope of 
the game. 

Command Post already 
present. Appears when the player 
attempts to put more than one 
Command Post on the field. 



Crater in the way! Appears 
when the player attempts to move the 
Ogre onto a crater. 

Please stay on the map. 

Appears when a click occurs any- 
where except In a legal area. 



GAME MESSAGES 



2 units in hex Please move i , 

When two defenders are in the same 
hex one of them must be moved off 
before any action may be taken else- 
where. This message appears if any 
action is attempted with a defender 
other than the two residing in the 
same hex. 

Can't move onto a crater. 

Appears when attempting to move a 
piece onto a crater. 

Can't move that far. Appears 
when attempting to move a piece 
more than its movement allowance. 

Command posts can't attack. 

Appears when the player attempts to 
target the Ogre with the Command 
Post. 

Disabled Can't attack this 
turn. Appears when the player 
attempts to target the Ogre with a 
disabled piece. 



Disabled Can't move this 
turn. Appears when the player 
attempts to move a disabled piece. 

Entire squad has aimed or 
fired. Appears when the player 
attempts to target the Ogre more 
frequently than the number of units 
in a squad. 

No attacker. Appears when the 
player attempts to target opponent 
by dragging from a hex that doesn't 
contain a piece. 

No clear path. Appears when the 
player attempts to move a piece from 
one hex to another, and there is no 
path of empty hexes short enough to 
complete the move, 

No combined attacks on 
treads. Appears when the player 
attempts to combine pieces in an 
attack against the Ogre's treads, 



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No target. Appears when 
the player attempts to target the 
opponent by dragging from a piece 
to a hex that doesn't contain an 
opponent. 

No treads left! Appears when 
the player attempts to move an Ogre 
that has no treads. 

Not enough treads to ram. 

Appears when the player attempts a 
ram that will cost the Ogre more 
treads than it has remaining. 

Ogre can't enter on a crater. 

Appears when the Ogre player at- 
tempts to enter the field on a hex that 
contains a crater. 

Ogre enters on bottom row 

only. Appears when the player 
attempts to bring the Ogre onto the 
field on any row other than the 
bottom one. 

Only two rams per turn. 

Appears when the Ogre player 
attempts to ram more than two 
pieces in one turn. 

Piece cannot move. Appears 
when the player attempts to move the 
Command Post or a howitzer. 

Please move a piece, Appears 
when the player attempts to move a 
crater, an opponent's piece, or from a 
blank hex, 



Please stay on the map. 

Appears when a click occurs any- 
where except in a legai area. 

Target one unit at a time. 

Appears when the Ogre attempts to 
target more than one defending unit 
at a time. 

Target out of attack range. 

Appears when the Ogre is beyond 
the range of the attacking piece, or 
when the Ogre attempts to target a 
piece beyond the range of its availa- 
ble weapons. 

This hex is full. Appears when 
the player attempts to move a de- 
fending unit onto a hex that already 
contains the Ogre and another de- 
fending unit. 

This unit has moved. Appears 
when the player attempts to move a 
piece that has already moved its full 
movement allowance. 

Unit already aimed this turn. 

Appears when the player attempts to 
target the Ogre with a piece that is 
already aimed at the Ogre. 

Unit already fired this turn. 

Appears when the player attempts to 
target the Ogre with a piece that has 
already fired. 



27 



USE OF RADIATION DETECT BADGES: 



The radiation detecting badge 
found in your OGRE game is a real 
one, The yellow stickers found In the 
photo-black plastic bag will detect a 
wide range of energy stimuli- but Is 
designed primarily to respond to 
gamma radiation from cobalt 60 and 
electron beam radiation. The primary 
industrial use of these detection dots 
is in medical, pharmaceutical, and 
food processing— fields where sterili- 
sation via gamma radiation is becom- 
ing increasingly common. 

Indirect sunlight will cause the 
detection dot to change coior from 
yellow to red in approximately 3-4 
weeks. Keep them in the protective 
bag when not actually using one on a 
badge. 

The detection dots are designed to 
detect radiation in doses between 0. 1 
and 1 megarads. There is not a 
significant difference In rate of color 




6502 NO INFANTRY OlV 



change between those levels. Much 
larger doses of radiation may cause 
the red color to disappear entirely. 




203 3RD ARMORED DIV 



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