The World of OGRE

The Cybernetic Supertank

by Mark Wegierski



Introduction

Note: The games mentioned below are being re-released by Steve Jackson Games in the year 2000, in the format: OGRE/G.E.V.; Shock wave; & OGRE Reinforcements. Also, there is a Steve Jackson Games GURPS (Generic Universal RolePlaying System) OGRE background book, on its way to appearance. The background focusses on ferocious conflict between several powerblocs (including the North American Combine and the Paneuropean Alliance) on Planet Earth. It is a rather techno-dystopic setting. I will probably be looking at GURPS OGRE at some point, exploring such aspects as its possible future-historical and sociological coherence. One should also briefly mention here the OGRE Miniatures rules, which appeared in 1992.

There was also an earlier version of OGRE Reinforcements, as well as OGRE Deluxe (an elaborately physically-rendered version of the original game, with miniatures and a mounted board.)

OGRE: Tactical Ground Combat in the 21st Century

Game Design by Steve Jackson
Illustrations by Winchell Chung
Cover by Clark Bradley
Austin, Texas; Metagaming, 1977
(copy being reviewed “Second Edition”)
MicroGame 1 $2.95
18 page pocket-size rulebook; 8 1/4” x 14” map;
112 thin uncut counters.

This classic small-game was one of Steve Jackson’s earliest designs. For the size of the game, it offers unbelievable play value. The Preface explaining the basis for the resurgence of tank-type vehicles in 2085 A.D. focusses on the invention of biphase carbide armor (BPC). The basic premise of the game is of a cybertank (these cybertanks are called Ogres because of the awesome fear they inspire) assaulting a mixed force of Heavy Tanks, Missile Tanks, Ground Effect Vehicles (armored hovercraft), Howitzers and (Power-Armor) Infantry defending a Command Post. The precise mix of the force is up to the defending Player, within a set cost-point limit.

The Ogre player keeps track of the Ogre’s various weapon-systems and treads on a separate sheet. One of the fun aspects of the game is the variety of ways in which the Ogre can attack, as, for example, by ramming enemy vehicles for a certain cost in its own treads. Players will soon find themselves experimenting with different force-mixes in an attempt to stop the Ogre. Not long after the game came out, it was established that an all-GEV force probably had the best chances of stopping the Ogre, as the GEVs could scurry out of the range of most Ogre weapons with their second movement impulse. Others experimented with a mostly Howitzer strategy, as the Howitzer’s attack range was far greater than that of the Ogre. All kinds of further variations are available and encouraged, e.g., Ogre vs. Ogre, Ogre defending the Command Post, etc.

G.E.V.: Tactical Ground Combat in the 21st Century From the World of OGRE
Game Design by Steve Jackson
Illustrated by Winchell Chung
Austin, Texas; Metagaming, 1978
MicroGame 8 $3.95
24 page pocket-size rulebook;
three-color 12" x 14" map;
135 thin uncut counters.

G.E.V. (Ground Effect Vehicle) introduces two new unit types, the Light Tank, and the Mobile Howitzer. It also introduces some further terrain effects, some new combat rules, and the Ogre Mark IV. The game also names the sides fighting each other -- the Paneuropean Alliance, and the North American Combine. Scenarios offered include “Breakthrough”, “Raid”, “The Train”, and “Ceasefire Collapse”.

Shockwave: An OGRE and G.E.V. Expansion Set
Designed by Steve Jackson
Map and cover art by Denis Loubet
Illustrated by Graham Chaffee
Austin, Texas; Steve Jackson Games, 1984.
rules-sheet which folds to pocket size, amounting to 10 pocket-size pages of rules;
full-color 13" x 14 1/2" map;
224 thin uncut counters.

Shockwave introduces six new types of combat units - Light G.E.V.; Missile Crawler (which converts to a Crawler upon firing its missile); GEV personnel carrier; Superheavy Tank; and Marine Infantry - as well as two noncombatant units, the truck, and the hovertruck. There are extensive rules for the Cruise Missiles which the Missile Crawler fires. Crater markers are provided for the Cruise Missile point of impact. There are also rules for buildings, including fortified structures, which, interestingly enough, can be destroyed by ramming, among various other means. There are also rules and counters for Standard Lasers and Laser Towers, which are particularly useful for shooting down Cruise Missiles. The map is geomorphic, i.e., it can be combined with the OGRE or G.E.V. maps, or several copies of it can be combined into an increasingly large map.


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