Thread: Ogre Mk Vb
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Old 12-26-2018, 08:54 PM   #6
TheAmishStig
 
Join Date: Feb 2016
Location: Lancaster, PA
Default Re: Ogre Mk Vb

Quote:
Originally Posted by Chopper Dave View Post
Thank you both

The first post will always have the most recent model link.

191.33 pts on the Cobb Calculator. Needs to have 4 external missiles to be 51.14% effective vs stock Mk V? So this is an inefficient design... (186.33 pts and 38.7% vs Mk V if only 3 external missiles, even worse)

2 Missile Racks Def 4 oo
10 Int. Missiles Atk 6 Rng 5 ooooo ooooo
4 Ext. Missiles Atk 6 Rng 5 Def 3 oooo
2 Main Battery Atk 4 Rng 3 Def 4 oo
6 Secondary Battery Atk 3 Rng 2 Def 3 ooo ooo
14 Antipersonnel Atk 1 Rng 1 Def 1 ooooo ooooo oooo
60 tread units. Move starts at 3
ooooo ooooo ooooo ooooo 2
ooooo ooooo ooooo ooooo 1
ooooo ooooo ooooo ooooo 0
Sounds about right; missiles are more than just a game of quantity, they're also a game of bandwidth (number of shots per turn)...when it comes to Racks or Tubes for a custom unit, it's a game of picking your poison.

Racks are tougher, and permit far higher total missile counts...an Ogre with them that can keep its opponents at stand-off ranges is extremely dangerous (see also: Mk.IV)...but is easier to overwhelm, because whether it has 2 missiles or 20 it can only fire [# racks] missiles per turn.

Tubes on the other hand are easier to destroy and far more limited in number, but you have to peel every single one off the SOB individually...and a sufficiently threatened Ogre can dump its entire payload thereof in a single turn if it feels the need to.
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Ogre 134th Battalion

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