Sunday, October 6, 2013

An OGRE... Of a different kind...

So I had worked on this for a few months but back burner-ed it due to my love of Warmachine and the wait for The Ogre kick starter box to arrive. I was thinking about using this as a basis for the Warmachine Thorn wood game.

Please Comment below.



Campaign Rules

Table of Contents
Introduction
Scale
Equipment Availability
Unit Formations
Command and Control
Command Posts
#Supply
Isolated Units
Demolition
Retreating and Pursuit
Satellite Reconnaissance
Strategic Turns
Repair and Salvage of Units
Introduction




Scale
The armies of the Last War were not the massive armies of World War II. There were not hundreds of divisions, hundreds of thousands of infantry, thousands of tanks. The modern tank, and infantry battlesuit were very expensive to produce and maintain. Battalions, not Divisions became the basic maneuver element. Most campaigns consist of several battalions vs. several battalions.

Equipment Availability
To keep your campaigns historically accurate, consult the link below to determine which Ogres were available when. This can make for some diverse scenarios, lets face it, it gets a little boring running Mark V & VI's all the time.

Click on the link below for a timeline of equipment availability
Equipment Availability

Unit Formations:
For ease of movement and record keeping units should be grouped by Battle Groups. Units will travel by Battle Group; it is a lot easier to assign the 1st GEV Battle Group to London and the 2nd GEV Battle Group to Bristol than 4 GEV in London and 2 GEV in Bristol and 1 in York and 1 in Lancaster. Also it is easier to track the kills of a unit if it is in a parent formation.
Battle groups
Battle groups cost between 10 to 50 points
Strike forces may contain up to 100 AP worth of battle groups
Task forces may contain up to 125 ABof battlegroups



Click on the links below for sample Battle Groups
PanEuropean
Combine Formations:

Battle Group work sheet:


Command and Control:
A command post must available for a unit to participate in an offensive. Units can defend without a command post. A command post can control up to 5 Battle Groups.
Command Posts
Command posts control a certain number of subordinate Battle Groups. The Battle Group must be in supply to issue orders.
Alpha Army level command post (CP): Cost 50 pts. Represents the overall army/theater commander. An Alpha Command Post can command all formation (up to 10 Battle Groups) and issue orders to any unit in the theater.
If destroyed, a Beta command post must be "promoted" to an Alpha command post, all units controlled by that CP cannot attack/strategic move and are at a 1 to all die rolls until reassigned to a new command post. All Beta Command posts cannot issue orders to one of their subordinate units until a new Alpha Command post is designated.
Beta Battalion level command post (CP): Cost 30 pts. Represents area commander. Can command up to 6 Battle Groups, operational norms are 5 Battle Groups. If destroyed, all units controlled by that CP cannot attack/strategic move and are at a 1 to all die rolls until reassigned to a new command post.
Gamma Battle Group Level command post (CP): Cost 10 pts. Command post in charge of a special unit or task force. Can command up to 4 Battle Groups, operational norms are 3 Battle Groups. If destroyed, all units controlled by CP cannot attack/strategic move and are at a 1 to all die rolls. Exception: Special ops units will move toward extraction points or nearest friendly command post.
Hardened Command Posts An existing command post can be hardened at a cost of 5 points per defense factor.
Transport All command posts come in integral transport and move at Hover Truck speed.
Issuing Orders All command posts have a command point rating. Command points are required to issue orders to subordinate units. Typically Alpha Command posts have 5 command points, Betas have 5 command points and Gammas have 3. Command points can increase with experience.



Supply:
Supply sources a metropolis or major city connected to at least one other metropolis or major city. Cities with a port are connected to every city that contains a port. Blockading a port. If a port is located inland the port can be blockaded if ground units are stationed along the river/channel that connects the inland port to the open sea. Blockaded ports cannot trace supply by sea, reinforcements cannot be shipped into the city.
Isolated Units:
If a unit or formation is cut off from supply it is isolated. Isolated units have a 1 to the die roll. If the isolated unit has access to a supply depot it will consume 1 logistic point per turn. The number of logistic points contained in a supply depot will be determined prior to game start. Each turn an isolated unit, without logistic points, has a one in six chance of surrendering.
Demolition:
Factories, supply depots, rail lines and bridges can be demolished.
Structure
Number of Engineer stands
Time in SMU
Supply Depot
2
1
Factory
4
2
Bridge
2
1
Railway
1
1
Structures must be rigged and blown in the same order. You cannot rig something but not blow it. This is done to simplify the game, players will want to rig everything to blow, then give an order like "Blow it if it looks like it is going to be captured". Well what does "it looks like it is going to be captured" mean. If 4 GEV enter the board, do I blow it, do I blow it when there are 6 GEV? This is going to cause arguments, plus you will never be able to capture anything.

Retreating off Board Pursuit:
If a unit(s) retreat off board, they may be pursued. The pursuing units must stay within firing range. If a pursuing fail to keep up, the pursuit is terminated.

Satellite reconnaissance:
The number of satellite reconnaissance varies per scenario. Satellites do not stay in orbit for more than an hour, (ground based lasers shoot them down). Satellite Reconnaissance will give a snapshot of a large area of the map. Fixed fortifications are the easiest to spot from space. Formations that are moving are the next easiest then stationary units. There is a small chance that the intelligence section will mistake civilian or non-combat support units for combat units.
Unit
Chance to spot
Fixed Fortifications
90%
Moving Mechanized Units
75%
Moving Infantry (not in vehicles)
40%
Stationary Mechanized Units
30%
Stationary Infantry
15%
False unit
10%

Strategic Turns:
Strategic turns are over an eight hour period. To get the miles per hour of a unit use the following formula. Each inch of movement = 7.5 mph Inch movement * 7.5 = max speed. A realistic movement rate is no more than 75% of that due to natural contours in the landscape, moving around obstacles etc..

Strategic Movement Chart

Terrain Type
Ground effect units
GEV, LGEV, GEV-PC, HT
(5.08.2)
Light tracked units
LT, MSL, MCP
(5.08.4)
Infantry
and all specialist
infantry (5.08.1)
Heavy tracked units
Ogres, HVY, SHVY,
MHWZ, MCRL (5.08.3)
Wheeled
units
TK (5.08.5)
Clear










Road










Forest



















































































Strategic Cross Country Movement

Conventional units can move 4 SMU per day without penalty, each additional hour of movement there is a 1 in 10 chance the unit will break down. Units that are broke down are treated as destroyed (single X combat result). To repair these units see the repair and salvage rules below.
Ogres can move 2 SMU per day without penalty, each additional hour of movement there is a 1 in 6 chance the Ogre will lose a tread unit.




Repair and Salvage of units

Both Combine and PanEuropean Armies salvaged units from the battlefield. In the Last War was a war of attrition, every piece of equipment counted.

Any unit destroyed with a single X result can be salvaged. Units destroyed with XX results are assumed to be nothing more than a greasy spot on the ground.

A destroyed unit can be repaired at the the purchase cost (round down) or by cannibalizing 2 other destroyed units of the same type.

Salvaging of units can be done at factories or command posts. The salvaged units are transported to the repair facilities. To reduce bookkeeping, the facilities should be within a day's travel of the battlefield and there must be free of enemy control.

Repair Battle Groups may also be available based on the campaign. Repair Battle Groups could travel to the battlefield if necessary.

Repair facilities can repair a number of points per day.
Factory = 25 points per day.
Alpha Command Post = 10 pts per day
Beta Command Post = 10 pts per day
Vulcan Ogre = 10 pts per day
Repair Battle Group = 10 pts per day

Ogre components can also be repaired



Battle group definitions

Strike team: Best remembered by the saying “Strike teams are “like” teams”. A strike team

Task force: A Unit comprised of unlike units, Example: One Ogre type III with Two light tanks and 6 GEV’s would be a strike force.




Appendices
Mark I 4 armor units
Mark II 8 armor units
Mark III 17 armor units
Mark III-B 20 armor units
Fencer 22 armor units
Fencer-B 23 armor units
Mark IV, V 25 armor units
Ninja Variable
Vulcan 25 armor units
Mark VI, Doppelsoldner 40 armor units

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