“One thing I find irksome about the background of Ogre is the lack of PE cybertanks before the Fencer, as I feel that they would have made some interim smaller models before jumping into producing a large Ogre variant of their own.”
That got me thinking…
Throughout the war, the Paneuropeans were always several years behind their Combine counterparts in the field of robotic warfare. After the capture of Sheffield, however, they were able to produce knockoff Combine OGREs; and, later, cybertanks of their own design. Many of those units are detailed on this page.
I use a variant of the standard missile rack rules for Combine OGREs. The “Launch Tubes” of many Paneuropean cybertanks have a different name, but they follow the rules for “official” missile racks (from my Other Rule Variants page):
1.102 Paneuro launch tubes. Related to [the Combine Missile Pods], it might be interesting to have Fencers and Dopps keep their ‘pool’ of missiles for all launchers, giving the Paneuro cybertanks a different feel from Combine OGREs. They don’t look like missile racks to me, so I refer to them as “launch tubes”, but follow the same rules as canon missile racks.
Note that several of the Combine OGREs feature internal missile systems. Here’s an excerpt from my Other Rule Variants that I like:
1.101 Combine missile pods. Looking at the Mk. IV and Mk. VI miniatures, I would say that Combine internal missiles are not located within the OGRE’s body, but are stored inside the revolver-style launchers themselves. This suggests a variation of the missile rack rules…
To distinguish them from 3.04.2‘s missile racks, let’s call the Combine’s launchers “missile pods” instead (they look more like pods anyways). The ammo for each pod must be kept track of separately. When a pod is destroyed, the remaining missiles in that pod (if any) are also destroyed. The Mk. IV has pods containing 5 missiles each, while the OGRE Ninja and Mk. VI use pods with 4 missiles each.
I’ve always wanted to run scenarios with a bunch of “little” OGREs instead of a single big one. But you don’t get much variety with a squad of basic Mk. Is. Plus, the Mk. I is tankbait – a single good shot can take out its only real weapon. Might as well pick up two superheavies for the same cost; you’d have three times the attack strength and you can divide your attacks.
The Mk. I was in production for decades; you’d expect that the superpowers would be able to make a few tweaks during that time…