                         Ogre Docs Part II

                            typed up by

                            Digital Monk
            


Undo Button:  The "Undo" button allows any piece's move to be undone, or                      restarted at any time during the Movement Phase.  To undo a move,               select the desired piece by clicking on it; then click the "Undo"               button.  The piece will move back to its original location.  The                "Undo" button remains dimmed unless a piece that has moved is                   selected.  If the Ogre has rammed or overrun a defender, it can                 only be undone back to the hex where the ram or overrun occured.

Clear Button:  The "Undo" button changes to the "Clear" button during an attack                phase.  The "Clear" button is used to deactivate weapons that                   have been aimed at a target.

Group/Split Button:  Explanation of the button is covered in Grouping Infantry                       and Splitting Infantry in the Movement section.

Fire Button:  The "Group/Split" button changes to the "Fire" button during an                 attack phase.  Once weapons have been aimed at a target, clicking               the "Fire" button fires them.


MOVEMENT:

 
Moving a Piece:  To move a piece, click on it, and while holding the button                      down, drag the pointer to another hex and release the button.                   If an illegal move is attempted (i.e., moving onto a crater,                    across rubble, off the map, moving a piece that has already                     moved, or moving a piece farther than it can) you will hear                     a beep and a message informing you of your error will be in                     the Tactical Display.  Once a piece has moved at all, it                        appears dimmed (green).  This alerts the player that any solid                  (black) pieces have not moved yet.  A piece can move up to its                  maximum movement value.  It is not necessary to move a piece                    at all if it is already well located.

Ogre Movement:  The Ogre's movement depends on the number of treads it still                    has intact.  A Mark III starts with 45 treads; a Mark V with                    60.  When the Ogre's treads are reduced to two thirds their                     original total (30 for Mark IIIs and 40 for Mark Vs), the                       Ogre's movement value is reduced from 3 to 2.  When the treads                  are reduced to one thiird their original total (15 for Mark                     IIIs and 20 for Mark Vs), the Ogre can move only one hex per                    turn.  When the Ogre's treads are completely destroyed it can                   no longer move.  It can still attack anything within range.                     Selecting the Ogre will display the "Ogre Summary" in the                       Tactical Display and will show the Ogre's current movement                      value as well as the number of treads remaining.

Movement Through
Occupied Hexes :  In general, only one unit at a time may occupy a hex.  Any                      unit may move through a hex occupied by a friendly unit.                        When moving onto a hex occupied by a friendly unit, the top                     piece will be highlighted.  Clicking on this hex brings the                     bottom piece to the top. One of thes pieces must be moved                       before any other action can be taken.  Attempting any other                     action (except moving the map, undoing, or moving one of the                    stacked pieces) elicits a beep and the message "Please move                     from one full hex".

Grouping Infantry:  The maximum number of squads of infantry that can occupy a                      single hex is three.  Two 1-squad units may be grouped into                     a 2-squad unit.  Three 1-squad units, or a 1-squad and a 2-                     squad unit may be grouped into a single 3-squad unit.  To                       group two infantry units, move them to the same hex and                         click the "Group" button.   WARNING - When two infantry                         units are grouped together, the newly merged unit will have                     a remaining move value equivalent to whichever of the two                       original units has moved the farthest.  Also, grouping                          infantry CANNOT be undone.  Example: an INF 1 uses its                          first move to move onto an INF 2 that hasn't moved at all.                      At this point, the INF 1 has moved 1 hex and has 1 move                         remaining.  The INF 2 hasn't moved at all, therefore, has 2                     moves remaining.  If so desired, the INF 1's move can be                        undone at this point.  Clicking the "Group" button combines                     the INF 1 and INF 2 into an INF 3.  The Tactical Display                        will show a 3-squad unit that has move 1.  Also, the "Undo"                     button will be dimmed, indicating this piece can, however,                      be split.

Splitting Infantry:  2-squad or 3-squad units may be split into two infantry                         units.  Whenever a 2- or 3- squad infantry unit is                              selected, and is not currently sharing a hex with another                       piece, then the "Group" button, will change to the "Split"                      button.  Clicking the "Split" button will cause a 1-squad                       infantry unit to be split off and share the hex with the                        remaining squad unit.  The two new infantry units will                          have the same "moved" status as the original unit.                              (Example:  If an INF 2 is split after having moved one                          hex, then the two new INF 1 units will both have moved                          1 hex and can be undone back to the same hex as the                             original INF 2).  The "Split" button will immediately                           change back to the "Group" button allowing the two                              infantry units to be recombined if so desired.

Ramming:  An Ogre can damage or destroy an armor unit by ramming it.  This is             accomplished by moving onto its hex.  Any immobile armor unit                    (i.e., a howitzer or any ;unit that has been disabled) is destroyed            when rammed by the Ogre.  Any mobile armor unit has a 50% chance of             being disabled and a 50% chance of being destroyed when rammed.  The            Ogre however, pays a price.  Ramming a heavy tank, the Ogre loses 2             treads.  Ramming any other armor unit costs the Ogre 1 tread.  An               Ogre can completely destroy the Command Post with a single ram at no            tread loss to itself.  If the Ogre disables a piece when ramming it,            then the Ogre will be highlighted to indicate that a piece is                   underneath it.  If the Ogre has any movement left it can ram the                piece again, thus destroying it.  If the Ogre moves off the disabled            piece, the piece will be dimmed (blue) as an indication that it is              disabled.  THE OGRE CAN ONLY RAM TWICE IN ONE TURN.  Armor units may            in turn, ram the Ogre.  This ram, however is sacrificial and                    destroys the ramming armor unit. (Sort of like using your compact car           to ram the crawler that carries the Space Shuttle to the launching              pad).  The Ogre loses 1 tread due to this.  This ploy is not                    recommended except in dire emergencies.  WARNING:  A Ram CANNOT be              undone.  Therefore, any time a piece moves onto an opponent's hex, a            dialogue box appears requesting verification of the ram.  Clicking              "ok" allows the ram to procced.  Clicking the "cancel" will abort the           move.

Overruns:  Infantry are not rammed by an Ogre, but overrun.  If an Ogre moves              onto a hex occupied by infantry, that infantry is reduced by one                squad IF THE OGRE HAS ANY ANITPERSONNEL WEAPONS LEFT.  If the Ogre              does not have any antipersonnel weapons, the infantry is not                    reduced.  There are no limits on overruns; the Ogre can overrun for             as many moves as it has.  In addition, overruns do not cause the                Ogre any damage.  An infantry unit may move onto a hex occupied by              an Ogre without any immediate effectss.  The infantry will, however,            be reduced by one squad at the beginning of the Ogre's Movement                 Phase, providing the Ogre has any antipersonnel weapons, without the            Ogre having to expend movement points to do so.  WARNING:  Overruns             cannot be undone.  Therefore, any time an Ogre moves onto a hex                 containing infantry, a dialogue box appears requesting verification             of the overrun.  Clicking "ok" allows the overrun to proceed.                   Clicking "cancel" will abort the move.

GEV Double Movement:  A GEV may move twice per turn - once (up to four hexes)                         during the defender's Movement Phase, and again (up to                          three hexes) during the GEV Movement Phase following the                        defender's attack phase.

Ending Movement:  To end the Movement Phase, click the "Done" button.  If all                     of a player's pieces have not been moved when the "Done"                        button is clicked, a dialogue box appears requiring a                           verification to end the Movement Phase.

One-Player 
Ogre Movement:  During the Ogre Movemnt Phase in the one-player game, the                       pointer will disappear while the Ogre is thinking about where                   to move.  When done, the Ogre automatically moves.  If the Ogre                 rams a piece, there may be another pause while the Ogre                         considers a different move.


COMBAT:


        A Combat Phase occurs after each Movement Phase (except for GEV second-phase movement).  During a Combat Phase, the "Undo" and "Group/Split" buttons in the sidebar change to "Clear" and "Fire", respectively.  These buttons are dimmed initially, and remain so unitl weapons have been aimed. 

Weaponry:  Most weapons are heavy rapid-fire cannon using tactical nuclear                 shells, capable of finre in any direction.  Each unit may apply its             attack strength once per turn.  Each intact Ogre weapon may apply               its attack strength once per turn, with the following exceptions:

Antipersonnel:  The Ogre's antipersonnel weapons are effective only against                     infantry and the Command Post.  No infantry unit may be                         attacked more than once per turn by antipersonnel.  When all                    antipersonnel weapons are gone, an Ogre can no longer reduce                    an infantry unit's strength by overrunning it.

Missiles:  Each of the Ogre's missiles are one-shot weapons.  Once fired (or               destroyed before firing), they are gone.


Ogre Attacks:  An Ogre may attack an enemy unit by dragging from the Ogre's hex                to the enemy hex.  If the Ogre has any unfired weapons that can                 reach the enemy, a dialogue box will appear offering the                        available weapons.  Weapons that have been fired, destroyed, or                 are out of range will be dimmed and cannot be selected.                         Clicking on the desired weapon highlights it and displays the                   weapon's attributes in the sidebar.  Clicking on the up arrow                   in the dialogue box will increase the number of the selected                    weapon to be fired (up to the maximum number of this type                       weapon available).  Clicking the down arrow will decrease the                   number.  At the very bottom of the sidebar is a window                          displaying the probability of killing the target with the                       selected weapons.  Any number and type of weapons can be fired                  in combination to increase this chance.  The probability of                     killing will not always be increased by combining weapons.                      This probability is derived from the ration of the total Attack                 Strength of the attacker(s) to the Defense Strength of the                      target.  Sometimes the combined attack strengths are not enough                 to reach the next highest ratio.  The following table contains                  the probabilities for all he possible ratios.

   --------------------------------------------------------------------------        Ratio of Attack Strength      Prob. of Killing         Prob. of Killing           to Defense Strength         an Active Piece          a Disabled Piece       --------------------------------------------------------------------------          less than 1 - 2                    0%                        0%                      1 - 2                        17%                       33%                      1 - 1                        33%                       67%                      2 - 1                        50%                       83%                      3 - 1                        67%                      100%                      4 - 1                        83%                      100%               greater than 4 - 1                 100%                      100%             --------------------------------------------------------------------------


                If, for example, the Ogre was firing a main battery at an                       active missile tank, the ratio would be an Attack Strength of                   4 to a Defense Strengh of 2.  This gives a 2 - 1 ratio, which                   would give the Ogre a 50% probability of destroying the missile                 tank (or an 83% probability if the missile tank were disabled).                 A more complete discussion of this can be found at the end of                   this manual.  If "cancel" is clicked no weapons are selected.                   Once the desired weapon(s) have been selected, clicking "ok"                    removes the dealogue box.  The kill percentage remains                          displayed and the "Clear" and "Fire" buttons become available.                  Clicking the "Clear" button clears the selected weapon(s) and                   the current target.  Clicking the "Fire" button fires the                       selected weapon(s) at the chosen target and the results of the                  attack (hit, miss or disabled) are displayed at the bottom of                   the sidebar.  

Disabling:  When the Ogre attacks a defender, it has an additional chance to                DISABLE that defender; this is not reflected in the kill                        probability displayed at the bottom of the sidebar.  A disabled                 piece will appear dimmed (blue), and will not be able to move or                for during the defender's next turn.  Due to the tremendous                     strength of the Ogre's three-meter-thick biphase carbide armor,                 defender's do not, unfortunately, have any additional probability               to disable the Ogre.  When a defender's shot gets a result that                 would have been"disable" on a normal unit, the sidebar will display             the result "Glanced".  This has no effect on the Ogre.  A "disable"             result against infantry is shown as "reduced".  Once squad of                   infantry is destroyed whenever the Ogre gets a "reduced".  Any                  remaining infantry squads in the unit are capable of normal actions             during the defender's next turn.

One-Player
Ogre Attacks:  During the Ogre Fire Phase in the one-player game, the Ogre will                automatically fire it weapons at the defenders.  The selected                   target becomes highlighted while the target's name and the                      weapon the Ogre is using is displayed.  The Ogre then fires and                 the results are displayed.  The pauses while the messages are                   displayed can be changed (see Preferences) and can be bypassed                  by clicking or pressing a key.

Defender Attacks:  A defender attacks the Ogre by dragging from the defender's                     hex to the Ogre's hex.  A dialogue box appears, permitting                      the attacking unit oto specify which of the Ogre's remaining                    weapons or treads to the target.  Those parts of the Ogre                       that are destroyed will be dimmed and cannot be selected.                       When a particular weapon or treads are selected, the                            probability of killing (destroying) them is displayed at                        the bottom of the sidebar.  Once the desired target is                          chosen, click "ok" to exit the dialogue box, or click                           "cancel" to abort the command.  Once a target has been                          selected, other defender units can be aimed at the Ogre by                      dragging from their hex to the Ogre's hex.  combining                           weapons may increase the probability to destroy the selected                    target (i.e., a higher ratio of Attack Strength to Defense                      Strength is reached).  Clicking the "Clear" button clears                       the selected weapon(s) and the current target.  Clicking the                    "Fire" button fires the aimed unit(s) at the chosen target                      and the results of the encounter (hit or miss) are displayed                    at the bottom of the sidebar.  As soon as a piece fires, it                     will appear dimmed (red) to indicated that it has fired.

Attacking Treads:  If the Ogre's treads are targetted, the attack always has a                     33% probability of sucess.  With the exception of infantry,                     multiple units cannot be combined against treads.  If the                       treads are hit, the number of treads destroyed is equal to                      to the attacker's Attack Strength.

Infantry Attacks:  A 2-squad or 3-squad infantry unit is treated as a group of                     individual units when attacking the Ogre's weapons.  If the                     defending player wishes to attack an Ogre's weapon with all                     of the infantry in a unit, the player must drag from the                        infantry's hex to the Ogre's hex once for each squad.                           Infantry also have the ability to combine attacks on the                        Ogre's treads.  This does not increase the 33% probability                      of hitting, but it does allow more treads to be damaged                         when a hit occurs.  This is the only situation where more                       than one defending unit can target the Ogre's treads at the                     same time.


ENDING THE GAME:


        The game is over when: a) all defending units are destroyed; b) the Ogre escapes off the bottom of the map; or c) all of the Ogre's weapons and treads are lost.  Six formal levels of victory are possible:

Complete Ogre Victory:  The Command Post and all defending units are destroyed.

Ogre Victory:  The Command Post is destroyed and the Ogre escapes from the                     bottom of the map.

Marginal Ogre Victory:  The Command Post is destroyed, but the Ogre is                                  destroyed (all of its weapons and treads destroyed)                             before it can escape.

Complete Defense Victory:  The Command Post is not destroyed and the Ogre is                               destroyed and at least 30 attack points (Mark III                               scenario) or 50 attack points (Mark V scenario) of                              the defensive force survives.

Defense Victory:  The Command Post is not destroyed and the Ogre is destroyed.

Marginal Defense Victory:  The Command Post is not destroyed but the Ogre                                  escapes.

Leaving the Map:  The Ogre is the only piece that may leave the map.  To do so,                   it must be on the bottom row of the map with at least one                       move remaining.  Clicking anywhere off the map, but not in a                    legal command area (i.e., the command buttons, menu bar, or                     the map arrows) will produce a dialogue box asking if the                       Ogre should leave the map.  If "ok" is selected, the battle                     results are analyzed and the appropriate victory conditions                     are displayed in the final dialogue box.


THE FIELD EDITOR:


        The Field Editor lets the Post Commander deploy the defensive forces and alter the battlefield terrain.  The Field Editor is active when you start OGRE.  During a battle, the Field Editor can be entered by selecting "Edit the Field" from the Menu.

Creating/Clearing Rubble:  Clicking on a dotted line at the edge of a hex                                  places a pile of rubble at that location.  Clicking                             on an alreday existing pile of rubble (a solid line)                            removes it.

Selecting Pieces:  A window in the sidebar on the left side of the screen                          contains 10 hex shaped pieces that can be selected by                           clicking on them.  When selected, a piece becomes                               highlighted.

Drop/Drag:  Directly beneath the selection window is the mode window.  The two              choices in the mode window are Drop and Drag.  The mode is set by               clicking on either of the two choices.  Clicking on a map hex while             in the current Drop mode "drops" the currently selected piece onto              that hex.  If the hex is occupied, the piece occupying the hex is               replaced by the currently selcted piece, clicking on it removes it.             Pieces can also be removed from the map by selecting the blank                  piece from the selection window and dropping it onto occupied                   hexes.  The Drag mode is used to move pieces about the map.  To                 move a piece, first select Drag from the mode window.  Position                 the pointer over the desired piece and press the button.  Continue              to hold the button while moving the pointer to the desired hex.                 When the desired hex is highlighted, release the button and the                 piece moves from its original hex to the new hex.  Dragging a piece             onto an occupied hex removes the piece from the occupied hex and                replaces it with the piece being removed.  Dragging from an empty               hex also removes the piece.

Clear Field:  The entire field can be cleared of all rubble, craters, and                     pieces by selecting "Clear Field" from the Menu.  A dialogue box                will ask for verification before the action is performed.

Clear Pieces:  The entire field can be cleared of all pieces while leaving the                 rubble and craters intact by selecting "Clear Pieces" from the                  Menu.  A dialogue box will ask for verification before the                      action is performed.

Setup:  All defender setups require a command post (usually placed somewhere on         the highest row of hexes).  The defender's initial force depends on the         type of Ogre that will be attacking.  If the attacker is a Mark III,            the defender gets 12 armor units and 20 squads of infantry.  If the             attacker is a Mark V, the defender gets 20 armor units and 30 squads of         infantry.  When requisitioning armor units, bear in mind that a single          howitzer costs twice as much as any other armor unit.  This means that          if only twelve armor units are available, the maximum number of                 howitzers that can be used is six.  The bottom of the sidebar displays          the total number of infantry and armor units deployed so far.  The              total number of attack points deployed in front of the crater line is           displayed in the forward window.  This information assists in remaining         within the recommended force guidelines.

Deployement 
Restrictions:  Essentially, there are no restrictions forcibly imposed when                    deciding where to deploy the defensive forces.  But in order to                 play a standard game, the following restrictions must be                        followed:  1) All units must be deployed in the OBSTRUCTED area.                           2) All but 20 attack strength points for the Mark III                              scenario, or 40 for the Mark V, must be deployed                                ON OR BEHIND the crater line.

Balance:  The player may exercise individual initiative in deploying forces.              If the player-designed scenario are unbalanced, then more, or fewer,            defensive units can be used to off set the imbalance.  Note that                victory levels as cited above cease to be valid once the deployment             of forces varies from the standard conditions.

Saving Fields:  It is possible to save a field for future use.  (Note that the                  "Save a Field" option differs from the "Save a Game" option                     described earlier in this manual).  Saving a field saves the                    positions of all the craters, rubble and defensive forces                       displayed on the map.  If the editor was entered from a battle                  in progress and the Ogre is still on the map, the Ogre's                        position is not saved as part of the field.  To save a field,                   type "Save a Field" from the Menu.   A dialogue box will appear                 asking for the field number to save this field under.  Click on                 the field of choice and then click "ok".  The displayed field                   will be saved under the specified field number. 


DEPLOYMENT ERROR MESSAGES:


All are preceeded with the statement:  "Field does not conform to official                                              Ogre rules"  

1) There are too many infantry on the map.
2) Too many pieces are below the crater line.         
3) There are pieces in the clear area of the map.
4) There are too many armor units on the map.
5) The craters or rubble have been changed.

and two others are:

1) Please add a Command Post to start the game.
2) There is no way to reach the Command Post.

