11-16-2014, 09:05 AM | #1 |
Join Date: Nov 2012
Location: In my truck
|
All Howitzer defense vs Mk V
In Ogre, the defense's job is to stop the Ogre. So, try this one: Mk V vs an ALL Howitzer defense. 30 infantry points and 10 Howitzers!
Here are the hexes that the Howitzers SHOULD be placed in:0504,0602,0707,0903,0904,1107,1201,1204,1502, and 1506, with the CP in 1501. 30 points of Inf should be placed supporting the artillery along the edges, 15 a piece (And to try to take out the Ogre's missiles. In testing, the Ogre has been reduced to a M0 wreck, with a loss of 5 Howitzers, and all of the infantry. But, since an immobile Ogre is a dead one, there ya go. |
11-16-2014, 09:29 AM | #2 |
Join Date: Oct 2014
Location: St. Louis, Missouri
|
Re: All Howitzer defense vs Mk V
Hmm, Ogre charges down the 1500 line of hexes, sidestepping crater at 1507. Two Howitzers near farthest edge will never even hit him. Northernmost two HWZ aim for missiles, and next move Ogre nails them with MSL. Next two HWZ remove two missiles, then Ogre eventually nails them with MB.
I don't see the Ogre being stopped, though die rolls will be crucial. INF harries the Ogre to some effect, and maybe I'm missing it, but I don't see it going well for defender. |
11-16-2014, 09:53 AM | #3 |
Join Date: Mar 2008
Location: Austin, TX
|
Re: All Howitzer defense vs Mk V
I've tried that. The Ogre won. The rolls on either side were not especially hot or cold. As Jeff said, it's too easy to render a few howitzers irrelevant.
__________________
Play Ogre? Want an interactive record sheet? Want a random dungeon? How about some tables for that? How about a random encounter? |
Tags |
howitzer defense, ogre |
|
|