Friday, April 26, 2019

OGRE!

I'm traveling this week for a work conference, but wisely (it happens sometimes, don't roll your eyes at me!) I packed a game with me that I have had for some time but never played:

pictured: a square black chit with a white silhouette labeled MARK III OGRE on an off-white map with a hex-grid and a portion of the OGRE logo.

I'm not going to really review the game - after all, this is the Ziplock pocket edition of Ogre that came out a few years ago from Steve Jackson games as part of a Kickstarter, and later for retail sale (I acquired my copy at a DragonCon several years back). But I do want to mention that the components are rather nice - and while the map may not match the Burning Mountains map for paper quality, the counters are thick and easy to handle. Helpfully, the rules are straightforward, mostly, and are presented in a slim staple-bound volume.

Here's the setup I came up with for the first scenario - Basic (Mark III) Scenario. The  defender set up a defensive line with a mix of Ground Effects Vehicles (GEVs) and heavy tanks. The idea being that the GEVs, with their two moves per turn, could race up, fire and fall back, while the heavy's could pummel the Ogre with their attack strength of 4.


The Ogre set about destroying the opposition from the get go - launching a missile to instantly blow up a GEV as a sort of warning about what was to come if the defenders insisted on standing in its way. Even when it appeared to be at an extreme disadvantage, it proved surprisingly difficult to damage. In retrospect, the defenders should have concentrated on taking out the treads, not the weapons systems.

The defenders think they have this all figured out.

Time and again a wall of defenders set up perfectly, only to be destroyed, disabled, or overrun.


The Ogre took several turns to systematically eliminate all enemy armor and then proceeded to steam away from the remaining infantry, past the lonely howitzer, towards the command post.

A showdown between the howitzer and the Ogre. The howitzer's immobility would be its downfall.

The howitzer managed a little damage before being rammed out of existence. The CP fell shortly after.
The Ogre stands upon the broken ruins of the command post.

I called the game at this point. The Ogre still had a secondary battery remaining and all but one anti-personnel weapon. So, while they might not have been able to overrun all of the infantry, the odds seem high that it would have,

Victory to the Ogre.

Verdict:  A fast, fun game that I am looking to playing again.

8 comments:

  1. One of the finest games ever crafted. Thanks for the reminder that I need to play more of it.
    I learnt (the hard way) in 1981, to blow the tracks off the ogre first and immobilize the bugger - then ping it to death from range.
    I think this might still work?

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    1. I think it is probably the right approach. The rules even go so far as to state an immobilized Ogre is a sitting duck. Of course, I promptly ignored that hint.

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  2. It says something about a game that, with very little flash, it has not only survived but thrived for 4 decades.

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    1. I only wish I had tried it sooner! The rules are not difficult to follow and would have been a nice starting point for hex-and-counter games.

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  3. An unbelievably good game in such a small format—thanks for the flashback.

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    1. Given its size and how enjoyable the game is, I suspect I will bring it with me when I travel again in a few months.

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  4. I bought a bunch of the old metal miniatures for the game more than a few years ago, and--what a surprise--never did anything with them. They are definitely not as nifty-looking as the later versions, but do have a very old school flavor. Your post has reminded me also that I need to get the game out, finish the miniatures, and play the dang thing. Thanks for reminding me of this gem!

    Chris

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    1. Hi Chris, Glad to motivate anyone to reconsider the minis in their unpainted pile. Now if only I could do the same for myself!

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