Mars; God of War

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The material presented here is my original creation, intended for use with the OGRE system from Steve Jackson Games.  This material is not official and is not endorsed by Steve Jackson Games.

 

OGRE is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Introduction    This is it!  Both sides summon all available resources for the final confrontation!

 

Setup    Use the Ogre on Mars map, in the same condition it was in when the last scenario ended.  Place markers to indicate destroyed base hexes or blown bridges.  If you are coming to this point after Europa Uber Alles, place the AVD marker on the map as before.

The map is divided into 4 zones for final battle (see below).  Each player sets up his forces in two different zonesPlayers will set up in either zone 1 and 4, or zone 2 and 3.  Determine this randomly.  No player may set up forces in the red hexes.

Each player sets up blind.  After the setups are revealed, flip a coin to see who moves first!

Combine Order of Battle

Force 1 -  any 10 armor (no Ogres!), 20 infantry squads, and CP Beta (D1, M1).  Set up Force 1 in one zone.

Force 2  -  one Ogre Mark - II Heavy, one Ogre Mark - I Havoc, 3 armor and 10 infantry squads, CP Alpha (D2, M0).    Set up Force 2 in a different zone diagonally opposed to the first force (see setup).

Paneuropean Order of Battle

Force 1 -  any 10 armor (no Ogres!), 20 infantry squads, and CP Beta (D1, M1).    Set up Force 1 in one zone.

Force 2  -  one Katzbalger cybertank, two Spitze Cybertank Destroyers7 armor and 10 infantry squads, CP Alpha (D2, M0).  Set up Force 2 in a different zone diagonally opposed to the first force (see setup).  Note that the 2 Spitzes are the only Spitzes available to the Paneuropean player.  No other Spitzes may be selected.

 

Carry Over Points:  Both sides may now redeem all carry over points as victory points.  The only proviso is that all carry over points must be redeemed and placed in one zone.  These units are added to either force and placed as above.

Note - all setup forces are subject to the Fuzzy-Wuzzy rule; that is - each player may not choose more that 25% of the point value available with a single kind of unit.  This avoids the "all GEV" or "all heavies" deployments. 

 

Reinforcements    None. 

 

Objectives    This is the final battle for Mars.   Both sides have marshaled every available resource to vie for the mastery of Mars.  The objective for both sides is to destroy all enemy units.

 

Special Rules    CPs are a vital communication and coordinating element for both sides.  If a CP is destroyed, that side suffers a crushing -1 from all rolls on the CRT for the next 2 turns!  Note that the effect of CP destruction is cumulative - it is possible to be rolling on the CRT at -2!

 

Victory    Play until one side is completely destroyed. 

 

Afterword    So you've won.  Congratulations!  But do you have enough wherewithal to survive?  There are 20 Mars base hexes on the map.  If there are fewer than 10 left undestroyed when the game is over, you do not have enough resources to sustain human life on Mars.  Though you valiantly struggle, slowly but surely the Martian population dies off.  Within a year, all that is left on Mars is the wreckage of a once proud colony, a grim reminder of the evil of man.

 

Scenario musical accompaniment - Mars: The Bringer of War by Gustav Holz.  Download it here.  Play it while cyberboarding to get that ominous feel.

The Battle for Mars is over!!

 

Thoughts?  Comments?  Feedback?  Email me at tkoehler1@woh.rr.com.

This site was last updated 06/18/06