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Old 12-24-2017, 10:16 PM   #13
ColBosch
 
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Join Date: May 2007
Default Re: Howitzers on the Ogre Mk VII

I think your analysis proves my conclusion: the Mk VII adds nothing to the actual game but tedium. It just crawls on and on, making a slow beeline towards its objective. The very nature of hexed-based play will begin to show its weaknesses, as you're going to run low on places to physically move units into range to shoot at it.

As for your idea for a Mk VII and supporting units vs. cruise missiles game, that displays the opposite problem: it's a scenario that relies almost entirely on luck. A couple good rolls by the defender, or poor rolls by the attacker, and the game is over. Without those lucky rolls, you return to tedium: move your force two hexes forward, roll to intercept cruise missiles, rinse, repeat.
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