Well, that was great! Ernie and I went down to Mid-South Hobbies and got some Ogre in!
We both had to brush up on the rules during the game, but overall, I can’t wait until next time.
First of all, We did have some people walk by and ask about the game. With this on the end of our table, we weren’t hard to miss.
I just pulled some stuff out of thin air, threw it together and went for it. We went for 60 points of armor and 30 points of infantry. We placed Infantry up to five hexes in, armor and Ogres three hexes in, and last thing to place was a Mobile Command Post.
Here was my forces, I played Combine.
The Paneuropean forces went a little different:
We used the Ogre War Room iOS app for tracking the Ogres and dice rolling.
We both quickly separated our forces into three groups. Two big ones centered around the Ogres, and a small force protecting the MCP. I used two Mobile Howitzer, Ernie used three squads of Infantry.
I made an early push for his MCP with a group of GEVs, but they were all in the same hex, and were all quickly obliterated from splash damage from a massive attack on the top GEV. Oh well. That was still early in the game when we didn’t realize splash damage was “half strength AND downgrade the result.”
This is what it looked like at the end of turn 4:
This paid off at the end of turn 5:
The Ogre and supporting armor and infantry on my left flank had cleared the path for the Ogre. Nothing stood between him and the MCP. On my right flank, I was able to hold up his Ogre enough that he wasn’t going to get to my MCP in time.
We called the game at this point. I was two turns from missile range, three turns for the main weapons and there was no way he could get anything in my way from getting there. His other Ogre was tied up in traffic.
I also made it very expensive for him. These were my casualties:
Ernie’s losses were more… substantial:
It’s amazing what focused fire can do.