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Old 12-24-2017, 09:49 PM   #12
Tim Kauffman
 
Join Date: Jul 2014
Location: Pennsylvania
Default Re: Howitzers on the Ogre Mk VII

Quote:
Originally Posted by ColBosch View Post
GURPS Ogre: 4 MB, 12 SB, 24 AP, 4 missile racks, 32 internal missiles. Starting MP 2 (i.e., 30 mph off-road), no hints as to number of tread units.

Ogre Miniatures Update: 4 MB, 8 SB, 24 AP, 12 external missiles, 2 howitzers. Starting MP 2 (i.e., 4"), with 96 tread units. Ogre howitzers are evidently ATK 6, RNG 5, DEF 3. It's also got some weird special rules which I'm ignoring for now.

So there's a thing. The GURPS Ogre version is two Mk Vs glued to the back half of a Fencer. It's slow, but straightforward to use - to, honestly, the point of boredom. It's just a Mk VI+. The Ogre Minis version is odd, to say the least. I really don't know what to make of it. For instance, why don't the howitzers replace any of the regular batteries, why is their range truncated, and why double-up on external missiles but drop racks entirely?

I'm not sure I like either take. Adding howitzers to an Ogre would break up the rather linear progression of increasing weaponry, but Ogre Miniature's version just feels weird and wrong, even before we get into the special rules.

Thoughts?
96 Tread Units with Move 2 means it will be Move 2 until it looses 48 Tread Units. A Mark5 that lost that many would be at a Move 1 and 12 away from immobility. Meanwhile the Mark7 has 48 Tread Units left traveling at Move 1.

x2 Mark5s = 60/60 Tread Units = 120.
A Mark7 has 96.
Comparing x2 Mark 5s to the Mark7:
This means one immobile Mark5 at 0 Move and the second one is at Move 2 with 24 Tread Units remaining. 4 Tread Units away from Move 1.
or both Mark5s at Move 12. That's x2 successful External Missiles or X2 Howitzer attacks or one each to reduce it to a 0 Move.

A potential 12 External Missile Alpha Strike = Attack Range 5 Damage 6...12 times. Sure, x2 Mark5s can do the same, but you can say that about plenty of other units that have the same fire power as single units.

x2 Howitzers that can Move 2. (They should be normal Howitzers and delete those special rules please). = Attack Strength 6/6 or Combine Fire 12 = Disables or Xs.

Quote:
Originally Posted by Steve Jackson View Post
Not at all coincidentally, we've already pulled the VII stats out of the upcoming edition of Ogre Minis, leaving only a mention that a monstrosity like that was considered and designed but apparently not built. We now canonically deny everything we said before about those stats. Maybe it was fake news :) Maybe they put an Ogre brain in it in simulation and it said "Lose these big guns and give me more missiles or an escort."
That's wise because it allows preservation of the core concept while also allowing further development and play testing, even the version that has Howitzers.

I would say keep those two Howitzers and run it with an escort. We could have trials to see who can manufacture the best version like Porsche and Henschel when designing the Tiger Tank in WW2...heh

Thematically at the very least, the Mark7 is worthy of it's own supplement. It's a legend. The Mark7 actually compliments the OGRE lineage because it is the only chassis large enough to effectively mount two Howitzers and still be cost effective. Thus, none were ever used on anything other than the Mobile Howitzers. Even the Mark6 was suspected of reaching, if not passing the point of diminishing returns. However, it also "performed admirably" when it saw combat.

One thing is certain, no other unit in the OGREverse would be more of a Cruise Missile magnet. Which is why this monster would have a heavy escort screen of units around it.
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Last edited by Tim Kauffman; 12-24-2017 at 09:53 PM.
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