Some years ago I picked up this retro reproduction of a hex-and-counter game, first produced the year I was born:
This classic is clearly based on Keith Laumer's excellent Bolo novels, which I read in childhood and have been reprinted and new stories published by the SF publisher Baen. For the uninitiated, they're military SF, but the heroes are artificial intelligences in massive supertanks, occasionally supplemented by human crew. The conceit is that the intelligence is real; despite the combat and significant nods to esprit de corps (the Bolo tanks have their own Dinochrome Brigade and unit traditions), the plots usually focus on the characters of the tanks themselves, and how they react to intangible values like honor, loyalty and bravery. Despite their sheer power, the battles are rarely one-sided, and when they are, there is something else at stake, like time or innocents.
The game doesn't focus on character, though. It focuses on the massive battles between freakin' huge tanks and perfectly ordinary (if nuclear-armed) tanks and armored infantry.
It does have a solo mode, of sorts - tips for programming units are provided, mostly along the lines of "unit moves directly towards target." Given the sheer power of the Ogre, moving into its range is practically suicidal, which explains why the basic scenario is one Ogre counter versus approximately twenty "conventional" counters. An Ogre has (at least) seven powerful weapons and 45 "hits" before its tracks are disabled and it can't move; tanks can move generally faster, come with a single weapon apiece, but can combine for greater chances of damage. Infantry has a move of two, short range and combat strength according to the number of infantry present.
I played this whilst on vacation, for two reasons:
- I have so much junk in my apartment (books, games, modeling bitz) that a clear table is hard to find;
- One of my cats is young, playful and sees all that stuff on the table as something to step on or nudge. This is especially problematic when I want to take a break and come back to the game later. (Or the model - I came home to find out she'd scattered the Paperboys I was working on and had left on the table.) Just for example, I must work on this post in between her stepping on the 0000000000000000000000000000000000000000000000000000000000000000000000
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| The board - 8x13". Lines represent ridges, and black hexes impassable craters. |
| And redeployment, after I reread the scenario and realized twenty points worth of counters could be placed forward of the "line of departure." |
| Turn 1 - I used both the expendable missiles from the Ogre to kill two vehicles. |
| Turn 5: three infantry counters threw themselves at the Ogre and died to no effect. |
| Turn 7: The Ogre drove over the next-to-last tank, now reduced to a move of two. I spread out the remaining "conventional" units (see next photo). |
At this point, I took a break to take a sunset boat tour on Blackwater Sound near Key Largo:
| Turn 8: Carnage. Ogre finishes crushing the disabled tank it's sitting atop here, destroys the last tank, kills one more infantry. |
| Turn 9 - Ogre killed two more infantry with secondaries. |
| Final turn. There's one infantry counter left, but it is out of range and has the same movement as the Ogre. Hence, it can't be killed and the Ogre is limited to a normal victory. I think. |
A fairly simple game (the booklet is 20 pages long), but clearly with plenty of scope for expansion. There are movable command posts, more powerful Ogres, and several different scenarios, whether between Ogres, Ogres and conventional units, or Ogres and conventional units vs. Ogres and conventional units. (There is also just playing the conventional units against each other, but that might be missing the point of the genre.)
Playing always helps me "grok" a game better than simply reading it, and I now feel confident that I can run it again. Quick to play, easy to set up, the sheer fun of blasting through enemies; what's not to like?