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05
Sep/2008

Axis and Ogres
Cross posted from the Ogre Boards on warehouse 23

Ok guys, couldnt find my counters for Ogre, so I got creative

http://i276.photobucket.com/albums/...urloph/oil2.gif

A map of the world. Not close to Ogre's timeline, if anybody else wants to mod it from here, go for it.

http://i276.photobucket.com/albums/...xisandogres.jpg

here is what I was thinking. Each CP token is your manufacturing base production site and ops center rolled into one. each player gets a total of 3 to place. When you purchase units for the campaign they can be deployed at any one of these sites.

As far as costs go Ogres would cost around 100 to produce and take two turns. (use the production notes from Axis and Allies for this)

Infantry STR 1. 5 PN Each Division. 1 Turn

Light tank division 10 PN. 1 Turn.

Heavy Tank division 25 PN. 1 Turn

Super Heavy's 35 PN for a group of 3. 2 Turns.

I know thats not all of it, but its just some ideas. What do you guys think?

part two.

Movement. All counters can move 1 space per turn. (once the rules are hammered out we will add in GEV's and stuff) you can stack them on each area, each counter is What You See is What You Get. Transport will need to be purchased if you want to travel across the sea with anything other than an Ogre (however this only costs a total of 10 for all units that you wish to ship out) Ogres can pretty much go anywhere.

Resources. Each player starts off with 2 MK3's 4 Light Tank counters, 4 Heavy Tank Counters and 2 Super Heavy Counters. Place one infantry counter in each location of your starting empire as well. Each player starts off with 55 Production Notes.

Part three. Combat

Declare which units are engaging whom. In the picture above, france is invaded by a MK3 Ogre. Luckily they have their own Ogre! Move each chit to the edges of the combat zone and play a regular game of Ogre with the corosponding units from the campaign map.

After combat remove the loosing chit from the map and place a faction counter to represent that you now controll that area if you were the attacker. Defenders can blitz into the zone from the attacker for an automatic counter attack, keep in mind, this may leave you open for another attack if you sweep it all in there and loose.

You can move past enemy held zones that have no standing forces there, but if you wish to capture it you must have a unit remaining in that area to hold it at the end of the turn.

Each captured zone nets you production notes equal to the ammount on the board (same as it is in Axis and Allies)

will update as I come up with ideas.
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