Continuing my nautical Ogre theme, here we have a Landing Craft, Air Cushion for transporting conventional vehicles across large expanses of water to invade the peace-loving city of Monopolis.
This is another 1:350 scale model, this time from MRC's Gallery Models line of kits. The package actually includes two LCACs. They're display model kits, not gaming pieces, so some of the parts are very small and intricate. Still, there's not that many of them, and it didn't take long to put one of them together.
As you can see, like my armored boat, the LCAC also fits well with my metal Ogre miniatures. For those who are unfamiliar with this craft, it's a modern Navy vessel used to bring troops or vehicles from offshore onto the beach.
Like it's real-life counterpart, my Ogre LCAC won't have any major weaponry on board, since it's a transport vessel. It will get a couple of antipersonnel guns, however. Other game stats will be its defense of 2, and its GEV movement rate of 3/2 in water only. Note that the 3/2 speed is for loaded LCACs--an unloaded craft can travel 4/3.
An attack result of X on an LCAC at sea destroys the vessel and any cargo it was carrying. As noted above, the LCAC can only enter water hexes. The exception is that it can move onto a beach to disembark vehicles or troops its carrying, but this ends the LCAC's move for the turn. Units deployed from an LCAC cannot move during the same turn that they disembarked, although they can shoot normally.
An LCAC that moves onto a beach is considered to move into that hex for purposes of overruns. If an LCAC lands on a beach occupied by enemy forces, determine overrun combat as normal against the LCAC, but not its cargo or passengers. If it is destroyed in the defenders' first fire round, any vehicles or troops it was carrying are also lost. After the defenders first fire round, any units carried by the LCAC are deployed and can take part in the overrun, although they may not leave that hex after the overrun is finished.
So what fits into this LCAC, which is smaller in Ogre than the real-life version would be? Pretty much any two indivirual armor units, as you can see from these photos I took while test-fitting the parts together:
You have room to substitute two light tanks for one larger vehicle, for a total of four light tanks, or one heavy and two lights, per LCAC.
This craft can also hold a company of powersuited infantry. That's three platoons of three squads each, which fit comfortable in the LCAC.
It can hold two missile crawlers, which are die-cast toys repurposed for use in Ogre instead of the official, two part miniatures.
The only big vehicle the LCAC can carry is my mobile command post, which fills its bay. Unfortunately for the attackers (but luckily for the defenders), the superheavy is just a little too wide to fit. Same thing with the mobile howitzer.
I may have to grab some more of these, but I think I will wait until I playtest this model first. Anyone want to help?
13 comments:
That LCAC is a cool addition to your forces. I have seen these come ashore in California, they fit into the GEV feel from OGRE very well. I can't wait to see them in action!
Poor Monopolis! What did the city ever do to deserve this level of aggression towards it :-) ?
Ooh shiny, I'll have to get me some LCAC action.
That LCAC is a cool addition to your forces, but should it not be able to travel on roads?
It may also be interesting to have an armed variant, since the OGRE world is even more dangerous than ours...
Given an attacker's superheavy won't fit on the LCAC and would have to come from land, I'd give that player the freedom to divide his forces between his invading sea force and a simultaneous overland force with a longer route to objective. Naturally the player's force division would be hidden from his opponent.
Thanks for the comments, everyone.
Colgar6, ask the city's leader, Mayor McGuffin :)
Lasgunpacker, I'm restricting it to beaches, since I don't want to get too far away from the real-world LCAC. Same thing withe weapons.
Collin, that's a good idea for a scenario. Of course, the land force would not arrive until several turns after the game starts ...
Very cool stuff there.
Cool lander. Perfect for armor units.
I did something similar in '05. Had to make a custom LCAC to handle everything from SHVY to MKIII-B.
https://scontent.ford1-1.fna.fbcdn.net/hphotos-xlp1/t31.0-8/fr/cp0/e15/q65/12828477_196209970754596_8341182448682796883_o.jpg?efg=eyJpIjoidCJ9
Drak, that game in your photo was one of the inspirations for me getting those LCACs. I eventually want to run an amphibious landing scenario.
The "Normandy/Maginot Line" scenario played out surprisingly well without tweaks. It was different each time we ran it. I don't know whether they are still in business, but a company out of the UK used to make the marine units on which my landers were based - Old Crow, I believe was the name. They had large freighters which work well as Ogre landers [once modified] as well as both LCVPs and LCAC's, seawalls, sea forts, structures... I bought a lot of stuff from them for that game. I wanted to do missile submarines and VTOLs as well, but I ran out of time and energy.
I may have to pick some of these up.
If so, I'll cut them in half and extend the footprint so they can accommodate a Super Heavy and Mobile Howitzer.
Instead of cutting the LCAC in half, maybe you could place each superstructure a few millimeters to the outside of the craft to give you enough room for mobile howitzers and superheavies.
So what stats is everyone giving an LCAC?
Current LCACs run with two 12.7mm MG. I'm looking at the "gatling conversion" I've seen mentioned. So 1st attack 2, range 1 (just the beach) and an AP of 1/1. This gives 1:1 for a 3 squad or 1:1 attack vs GEV, Lt Tank etc.
Movement 3/2 makes sense
Defense is an issue. If defense is 2 (like a GEV) Heavy tanks (or costal artillery) will have 2:1 odds. Defense 3 seems ... wrong.
Post a Comment