Thursday, May 5, 2011

OK, The Mark 7 OGRE (not even built!)

Steve Jackson:
"A hypothetical unit for a future in which the Last War went on longer . . .
These stats come from GURPS Ogre. The Mk. VII has not been sufficiently tested on a miniatures table to assign a point value – it must be at least 350, despite its slow speed."

Ogre Mark VII

Mark VII
'Points: 250' (232 Cobb Formula)
4 Missile Racks (D4) 0000
32 Missiles (6/5) 00000 00000 00000 00000 00000 00000
4 Main Battery (4/3 D4) 0000
12 Secondary Battery (3/2 D3) 0000 0000 0000
24 Antipersonnel (1/1 D1) 0000 0000 0000 0000 0000 0000
96 Tread Units (DEF at 1:1)
00000 00000 000000 00000 00000 000000 00000 00000 000000 M2
00000 00000 000000 00000 00000 000000 00000 00000 000000 M1

When the Mark VI was in early production, Combine engineers becan working on plans for the Mark VII. Many thought the VII would be a waste of funds; it was clearly big enough and expensive enough that the enemy could use a strategic nuclear missile on it (or several) and justify the expense. Similar arguments had been made about the Mark VI, and this fear was rarely realized . . . but the huge Mk. VII was both a bigger and a slower target.
Plans were completed for the Mk. VII and templates created. However, the Manila Accord ended the Last War before any had been produced.
The Ogre Mark VII would have had four main batteries, 12 secondary batteries, 24 antipersonnel batteries, four missile racks, and 32 missiles carried internally.
Top speed would only have been about 60 mph (4”), with 96 tread units.

OK, This will be a long one - put on your reading glasses :)
I thought about it and the solution is clear.
A Mark VII is slow - movement 2.
Keep the 4 Main Batteries. These are your bread and butter and keeps a wide range of unit away from you that otherwise would horde around you. They are exceedingly good in overruns for their defensive value as well as their offensive contribution.
Eliminate the missile racks and horde of internal missiles. The racks will be targeted and destroyed before even 1/4 of them are fired to full effect.
Eliminate the Secondary Batteries because a movement of 2 + a range of 2 = GEV near immunity.
Keep the APs the way they are so it can shoot down any Cruise missiles that wish to take it out.
Place six external 1-shot 6/5 missiles on each side of the back chassis for a total of 12 external missiles. Each one has a defense of 3 (as to the four missile racks with a defense of 4).
That is 36 collective defense versus 12 collective defense for missile racks.
You see, firing 12 missiles to FULL effect is better than firing 4 missiles a turn with a chance, each turn, of losing your ability to launch the ones inside the OGRE.
If you are slow, might as well pack a wallop!
The Mark VII would be a missile bus with an ability to shoot down cruise missiles. I would behind the Mark IVs and Mark 3s supporting their advance and shooting down any cruise missiles that happen to slip through.
If this thing was to be a spearhead unit it would have WAY more tread units, basically reaching the upper end of envelope of size versus tactical usefulness. In other words, it would be too big to be of use and the enemy would target it with weapons that are cheaper than it would be to build this behemoth.
Cool as this unit would be to build, it would impractical.

What is further interesting is that this specc for the Mark VII is 100% on the Cobb Formula after deleting the secondaries and racks (and the 32 missiles) and adding 12 external missiles.

Mark VII (Re-engineered by Toltrin Industries)
Points: 246 (Cobb Formula)
Size: 10 (It's BIG)
12 External Missiles (6/5 D3) 00000 00000
4 Main Battery (4/3 D4) 0000
24 Antipersonnel (1/1 D1) 0000 0000 0000 0000 0000 0000
96 Tread Units (DEF at 1:1)
00000 00000 000000 00000 00000 000000 00000 00000 000000 M2
00000 00000 000000 00000 00000 000000 00000 00000 000000 M1
Personal suggestion:
Make missile racks shoot 2 internal missiles a turn instead of just one. People would not load their back chassis with 1-shot externals if missile racks packed punch. Additionally, lets add one more defense to the missile rack (D5) to make it more survivable - there are, after all, many many unfired missiles inside ready to find their targets.

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