[Ogre] Re: The Heavy Missile Tank
David Morse
dcmorse at gmail.com
Sun Dec 12 11:55:58 CST 2004
On Sun, 12 Dec 2004 01:16:27 -0800, Chris French <csadn at ix.netcom.com> wrote:
> ----- Original Message -----
> From: <ogre-list-request at sjgames.com>
> > Message: 1
> > Date: Sat, 11 Dec 2004 00:31:54 -0500
> > From: David Morse <dcmorse at gmail.com>
> > Subject: [Ogre] The Heavy Missile Tank
> > But the thing's practically official, and within 1/90th of a VP of 6,
> > and we're still not using it much? What a pity!
>
> Imagine someone bringing twenty or so of those into a Mk. V
> Basic Scenario (the "kill the CP" one). The bookkeeping alone
> would be a killer.
Ok ok. You can encode the extra state by printing counters with the
different ammo levels, the way they already do for
cruise-missile-crawlers.
Its interesting that the all-HMSL defense you described will lose that
scenario, since you need 180 points of attack on average to immobilize
a Mk V, and assuming every HMSL gets to fire (which is really
stretching it, since the Ogre has 6 missiles and a higher speed),
they'll only generate 120 points of attack, leaving 60 to Infantry
(and suicidally ramming HMSLs). So it comes down to the question of:
can 30 squads each fire twice against a fully armed, albeit M2-M1 Mark
V?
On the other hand, I think all-HMSL will pretty much "break" Breakthrough.
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