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SAVING COLONEL RYAN

BACKGROUND
Colonel Ryan has been captured and taken to the Interrogation Block. He knows far too much
and must be rescued. Using experimental stealth ballistic pods, a team of infantry has literally
been fired deep into enemy territory to storm the Interrogation Block and free Colonel Ryan.

They must then flee north and meet up with a submerged SHVY which will take him away from
the danger zone.

His captors, thinking they are safely far behind the front line and so have no real guards at all.
Until the shooting starts and reinforcements are called in from all over.

The action starts as the stealth infantry reveal themselves by attacking the Interrogation Block

MAP SETUP G1
The Interrogation Block in hex 1407 (red circle).

If you have the Strategic and Tactical Objectives Sheet


use the Pentagon. Otherwise use any suitable Strong
Point token.

Place a special marker on this hex for Colonel Ryan.

Place an attacker SHVY on hex 1621 (blue circle).

OBJECTIVE
Game ends when attacker gets Colonel Ryan to the SHVY
UNITS SETUP
Defender selects 6 Infantry points and no
armour points. Infantry start on the
VARIANTS
Interrogation Block.
The attacker has 6 additional dummy units.
Use the camouflage and dummy units rules
Attacker selects 42 Infantry points and no
13.05 and 13.06
armour points. Infantry may start anywhere
on map G1. A SHVY is placed on hex 1621.
The attacker can move the SHVY as normal,
in which case for victory the SHVY must exit
REINFORCEMENTS the map on the southern edge to win.

Every turn the defender receives 3 armour The defender receives 1 extra armour point
points. Units may start anywhere on the reinforcement each turn.
northern edge.

SPECIAL RULES
The Interrogation Block has D6 perimeter
walls, and requires 2 D results or 1 X result to
break the perimeter.

Infantry within the Interrogation Block get no


special bonus.

To rescue Colonel Ryan, attacker must get


infantry into the Interrogation Block.
Colonel Ryan then becomes equivalent to a
Infantry 1 unit. Use a special token so you
know which one is him!

The SHVY does not move

VICTORY CONDITIONS
Colonel Ryan reaches SHVY - attacker wins.
Otherwise attacker loses.
CREDITS AND NOTES
Ideas come from many sources, but in particular the many discussions on the SJGames Ogre
forums have been a long standing source of ideas, rules suggestions, background writing and
more.

I would also like to thank the many artists, writers and designers who have produced not
only the original Ogre materials in all its many variations but also those at FireMountain,
Tiffin Games and BBG who sponsored the design of additional sheets for Ogre some of
which are used in some scenarios.

PLAY BALANCE
I cannot say that all these scenarios are fully playtested, they are not. I’m not someone who
has access to ten’s of players who can thrash through these and give me lots of feedback.
So, if you find a particular scenario unbalanced, maladjusted or otherwise flawed, please feel
free to (a) give me some suggestions and feedback and (b) adjust them as you see fit.

BIDDING TO PLAY
I am a particular fan of the “bid to play” system for scenarios like this. Each side looks at
the defenders available units and defensive position then bids the number of unit points they
think they need to be the attacker. The player who bids the least points gets to be the
attacker.

This has a nice self-handicapping, auto-balancing feel to it.

And of course, there is nothing wrong with playing the scenario twice, swapping sides, and
player with most points over two games wins.

Ogre, GEV, SHOCKWAVE are trademarks of Steve Jackson Games, and its rules and art are
copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games. This game
aid is the original creation of AQSGames.com and is released for free distribution, and not for resale,
under the permissions granted in the Steve Jackson Games Online Policy
Ogre and associated games and expansions are Copyright © 1977-2016 by Steve
Jackson Games Incorporated. All rights reserved.

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