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  1. We continue to grind away at getting our first JoR out the door. The new book is 100% color and hard-back and is just taking longer than expected getting all that art together. We are getting close on Vol 1. Here is a preview of the new cover art for it...
    5 points
  2. The five resin planes from KS3 will all be coming out in Dual-Cast, along with the new Despot B, the Cobra & King Cobra are top on the list.
    4 points
  3. Starting to look like a unit now.
    3 points
  4. Started work on my last squad for the Slow Grow league. Airbrushing the color white is a humbling experience. 🤬
    3 points
  5. Still have edge highlighting and decals to do but getting close on my flight squad.
    3 points
  6. Added a second Poltergiest! Two more and a nomad to go for the basis of a slow grow league!
    3 points
  7. I decided to change this to an on-going blog for my 12th Guards Army, CAV Division 1 "Hammer of Hakir" painting. In the future I'll do a "how to paint" segment, but for now, the list of paints used is as follows: Orange - Photonic Orange (base) Capellan Sunrise (highlights) Aggaros Dunes Contrast Paint (first shade,) Fyreslayer Flesh Contrast (second shade) and then white is mixed with Capellan Sunrise for the edge highlight. OD Green - Warmaster Bronze (base) Vallejo Iraqi Sand (mixed with the Warmaster Bronze to make two different highlight levels, with white in the second level,) Basilicanum Grey Contrast for the shade. I also use a sepia toned 003 Micron Pen for the orange side and a black for the green side in the panels! Little hammer time... got two Hammerd and a Growlers orange based in CAV Master Series Photonic Orange!
    3 points
  8. Plant shutdown today unexpectedly, so paint!
    3 points
  9. https://www.engadget.com/2017-12-13-autonomous-helicopter-completes-marine-resupply-simulation.html This is sort of how I envision the re-supply function in the game, just taken to the next level. Much smaller craft that literally fly up to a CAV or vehicle, attach and deliver what's needed.
    3 points
  10. Well I would like to say tomorrow but... we are getting closer. 85% of this process is all-new to us and the learning curve has been steeper than I would have wanted. Realistically I would put us late July at this point. Hang in there, the wait will be worth it I promise! CB
    3 points
  11. After learning to do weathering effects, I decided to update my badger. Gotta make it look more beat up.
    3 points
  12. 3 points
  13. Badger Drop Ship 7 And so it began, shortly after CAV CON 2021 ... 6 hours of assembly. It was super fun, but I love assembling things. I'm keeping the four "pods" and main hull in separate pieces, as well as keeping some of the front screens detached to allow access to internals of cockpit. Being in parts helps with painting and the cockpit access allows for lighting and windshield fun. Primed in base colors ... Some customization of the sensor radar on the nose, using some of the detailing card provided in the kit as well as button from the wife's sewing stash. Panel painting and blacking out some of the deeper areas. Custom radar bit using old IR sensor cover from some electronics and a CAV terrain gun helping round out the capabilities of this Badger. I really like the asymmetry and details these provided. Using some of the detailing kit as a stencil to get the Rach logo on the back assault ramp. Can also see the "space dust weathering wash" I've applied here.
    3 points
  14. Join me Monday at 8pm CST as I finish my Slow Grow League attack squad. I have some edge highlighting to do plus the gun barrels. See you then!
    3 points
  15. A card tied to a unit/squad can also represent poorer command and control capabilities. It forces the player to activate something at a certain time, rather than giving them the choice of what to activate.
    3 points
  16. Start of my Malvernis unit getting some color. Still trying to flush out the scheme.
    2 points
  17. Borderwars '22, May 20-22, Kansas City, Missouri www.hahmgs.org/BW2022.html We will be attending the show as a vendor and have the new Assault on New Memphis board set up! We will be running short demos each day and have a full game both Friday and Saturday evening. Scenario Info https://talon-games.com/downloads/SCENARIO/DROPPING_THE_HAMMER.pdf We hope to see you there! CB
    2 points
  18. It is. We are still waiting on all of the parts to come in from the 3d printer we are using. I know its getting closer as I have seen some of the final parts...
    2 points
  19. And I spent most of the game missing my shots trying kill one little dart on its last leg of health. My guys couldn't hit the broadside of a barn. Well my challenger was able to kill a cav cause I was able to get a target lock at point blank range with a targeting computer of 2 and overdriving 2 mpbgs.
    2 points
  20. Paging Zefram Cochrane: Humans have figured out how to make a warp bubble - TechRepublic
    2 points
  21. The back building look a little small for CAV but are fine to play with. Doing big buildings proper is always tough in 10mm scale at time. Use this for a guide...1" in CAV equals 15 feet (so pretty close to 1 foot to 1/16" making a standard a building "floor" measure around 3/4" for 10feet, with doors being around 7/16". As sort of reference on how big a building would be...the Empire state building would measure (in 10mm) 28.25" x 12.5" x 97" (Tall!)! I like to use google maps to size real world building to get an idea of the area most common buildings would cover. Here is one of our MDF buildings and it is 6 stories tall. Most CAVs are around three stories tall.
    2 points
  22. Right now we are looking at March of 2022. With everything slowly returning to normal we are ramping up for next year.
    2 points
  23. Cause you can't put decals on them right?
    2 points
  24. I shan't be able to attend tonight. I would like to say Jon is negotiating with Paramount to sell the movie or T.V. show rights to CAV to them. I would like to say he's negotiating with Orbit Books to sell the novelization rights to CAV to them. I would like to say he found a deal on a vehicle used in the filming of Rat Patrol and is joyriding through the Kansas fields. However, knowing the kind of luck he's had so far this year he's probably got a 7ft geyser of raw sewage in the factory or a satellite has fallen on his truck or that woman from the city who had him in front of a judge about the grass clippings managed to get him run out of town.
    2 points
  25. So we haven't played in a long while as a group. Got together once in July but due to schedules, work, commitments ect, it just hasn't happened! That changed last night as several of us were able to get together to play at Texas Toy Soldier in Carrollton TX (DFW.). We had four 3k forces divided into two teams of 6k each. Myself and young Brandon commanded a Malvernis force while Micheal, @Smaug, and @geoffj commanded a mercenary/Terran/Space Egyptian force. Malvernis: My Force Attack: 4x Poltergeist Nomad Specialist 2x Shadows Ghost Brandon's Force Attack: 2x Poltergeist 2x Hunter Recon: 2x Shadow 2x Nomad Specialist: 2x Banshee Merc/Terran/Anubis Guards Michael's Force Attack: Butcher A Dictator A Gladiator II Imperator Recon: 2x Cougar 2x Spartan Terran/Anubis Guard Attack: Starhawk VII Falcon Nightshade Anhur Recon: 3x Talon Serket So we set up, us having five cards and them having four. While they had two recon flips, it never really came up to be a big disadvantage for us. I think having an extra card balanced it out. Anyway, turn one almost all of our stuff raced forward except for our tanks who moved up and took shots at the Serket. Between the six Poltergeist we took the CAV down. In return, the mercenaries fired at one of my Shadows for two damage, and my Ghost took a damage from the Falcon. Smaug would pick on that Ghost with a special hatred for the rest of the game. Turn two saw more of the same and the ECM war kick off. We were able to use our Nomads to gain supremacy for most of the turn, allowing our Shadow's APA to help out. My Poltergeist's put a few points of damage on Smaug's Falcon and young Brandon's Poltergeists combined with some of mine to take one of Geoff's Talon's down to it's last track, which my Ghost cleaned up and killed with it's LLBG's. Smaug paid him back and added three damage, a Suppression token, and Knock-Down state to the Ghost. Michael mauled one of my Shadows and damaged the other. Young Brandon's Banshees raced into the face of the Anubis Guard formation and did some damage to the Falcon. To end the turn, Michael's recon squad regained electronic superiority as we moved into the third and final round. (forgot to photograph that turn, sorry!) On the final turn, there was a little more "going for broke" and so Michael used his recon squad to target my last Shadow and did three damage to it while Smaug and Geoff rushed forward and mostly killed the two Banshee's. The Banshee's and Ghost sucked up a lot of fire that let the Poltergeists really assert themselves so it was a good trade. Micheal's attack squad finished off my mauled Shadow and took some fire from young Brandon's Hunters. Via card manipulation on both teams parts, four of our sections went last and we avalanched the Anubis Guards, killing the Falcon and Nightshade while putting seven damage on the Starhawk VII. probably could have been eight or nine as we forgot he'd stood still and was Stationary, but thats why we play the game. Final thoughts: The final turn had some "final turn play," though I'm mostly confident the six Poltergeists could take on the remaining CAVs and be successful. Nothing is assured with dice, but they are pretty stout tanks! The only thing that came up was CAV's blocking line of site to targets, so watch out for that!
    2 points
  26. So today we had our 3rd game in a series where we learn the rules and try new things. Below we have the Templar force The Order. Today they brought a Attack squad of 2 Centurion Mk.2's, 1 Crusader and a Spartan and a Specialist Squad of 2 Flail fire support tanks. Here we have the Malvernis Force The Swift Death consisting of an Attack Squad of 5 Banshee hover tanks, a Recon Squad of 4 Nomad vehicles (played ironically by Templar Mambas) and a Specialist Squad of 2 Butchers (with external FCS and Ammo Bin add-ons), 1 Specter B and 1 Shadow. The initial deployments were as thus. The Templar spread out a bit and the Flails started behind the hill on the Right expecting to rain rockets down from afar while the CAV's blasted anything coming over the bridge. The Malvernis deployed the Specialist Squad in the Center to blast anything trying to come over the bridge while the Banshees deployed on the left side with intent to cross the river and hit the flank while the CAV's forced the bridge. The Nomads spread out to provide overlapping ECM bubbles so that if someone got frisky with their MAC's or R10's there would still be coverage. The Malvernis got the first activation and started by advancing the Nomads and activating the ECM. The Banshees on the second card flip and followed suit and advanced forward 10" to activate Double Time but skipped their next action as they didn't want to get too far ahead just yet. Templar got the 3rd card and activated their Flails which tried lobbing Rockets at the enemy but they missed. Malvernis got the 4th card and activated their Specialist squad. The Shadow, having flashbacks to last game where it died Turn 1 ran for the Forest and grabbed a Target Lock on a Centurion which it passed to the rest of the squad via EST. It then remembered it's Chameleon ability and tried very hard to look like a tree. The Specter B moved forward and pelted the rearmost Centurion with Guided Missiles at Extreme Range and actually did 2 damage and a Suppression and Knock Down due to a Critical Hit, Shock and a Failed Piloting Check. The Butchers moved forward and appeared to lay down an additional 3 damage but then it was realized that sometime during their activation their owner had a stroke and started playing Warhammer 40k rules and completely cheated on their attacks. He then apologized and walked all their shooting back. The last activation card went to the Templar Specialist squad where the Spartan took shelter in the valley and popped it's ECM, the Rearmost Centurion stood up and tried to repair itself and failed and the front most Centurion advanced and found out it was out of range for any MAC attacks. The Crusader advanced but couldn't get a target lock to pass with EST due to all the ECM and couldn't shoot anything due to the short range PBG's it carries. Next up I forgot to take pictures in order so I'm sure I missed something. For Malvernis the Banshee's did a double move and started crossing the River. The Nomads moved up as far as they could to keep the ECM umbrella out as far as they could. The Specialist squad advanced on the Bridge in preparation for crossing while the Shadow remained in seclusion in the forest. For the Templar the Centurions moved past the Spartan to range on the enemy. They did manage to ding a Banshee despite Double time and a lack of target locks. The Flails managed to drop a brace of rockets on a Nomad and damage it pretty good. Here we have a picture of some Banshees enjoying the water. So those of you may remember that the 2 Centurions had advanced to bring their MACs to bear on the enemy. This time the Banshee's advanced to bring their PBG's to bear on the Centurions which they promptly Overdrove. End result 1 Banshee with no gun (Crit Fumble) a 2nd Banshee getting scratched and a severely dead Centurion. Here the Remaining Centurion fired it's MAC's and dealt 3 more damage to an already scratched Banshee. The Crusader racked up it's PBGs and laid a hurt on the lead Butcher for 6 damage due to Overdriven guns and a high roll. The Butcher, shaken by the hit, did not return nearly as much damage. On Round 7 the Banshee's destroyed the 2nd Centurion with massed Overdriven PBG's and managed a shot against the Spartan which knocked it down on a failed pilot check. At this point my opponent conceded defeat and we ended the game. Things learned today. 1. Again it's a numbers game. The side with more squads gets more cards in the initiative deck and more opportunities to react to and counter enemy moves 2. If one side brings a recon squad and the other doesn't, the side that doesn't is at a severe disadvantage. Between ECM not allowing target locks making long range fire inaccurate and preventing the use of Guided Missiles and the Recon Squad ability to move flipped initiative cards to the bottom of the deck that weakly armed, poorly armored squad can cause problems way out of proportion to the points spent. 3. Overdriven PBG's hurt like hell. Keep them away from you or kill them on the other side of the table. 4. Fire Support Models need Target Locks, and LOS (if possible) in order to use Rockets effectively. The idea of raining Hellfire down on your enemy from a safe distance away is a nice one but in practice without Target Locks the penalties to Long or Extreme range bombardments are too high. I don't think a single IF salvo fired today landed on target. All damage done was from scattered shots. 5. Hover tanks skimming over water look cool. Hover tanks skimming over water and then destroying Super Heavy CAV's in 1 turn look REALLY Cool. P.S. CAVBoss if you're reading this every faction needs to have models for it's Recon Vehicles. They are too damn useful not to use and by my count Malvernis, Ritterlich and Almirithil have none and Adon has the Dragonfly aircraft which is nice and all but it doesn't have ECM.
    2 points
  27. This is copied from a post on FB discussing a trick that I think would work great on MDF pieces...I will try a find a tutorial somewhere with more detail.
    2 points
  28. So we're gearing up to get back to playing CAV and hopefully won't be going 8 weeks in-between games again. Since my friend Jeff has been painting up his templar (The white Centurions and Sabers as seen on Facebook) I've been running his lists through CAV FM and sending him the pdf's. This is a list for 4500 points be it a slow grow league or an event or whatever. In actuality it's everything he's painted so far with 3 additional models (a Spartan and 2 more infantry bases. Spartan to add recon capability to the Cav squad, MAR infantry because he's got a ton of them laying about and won't need to buy them.) Do you think it'll work? Or is it going to get shot off the table? List Attack Squad 2x Centurion 1x Crusader 1x Spartan Recon Squad 4x Sabre Infantry squad x2 5x Power Armor ATM w/ODST upgrade 1x Power Armor MAR w/ODST upgrade Jeff 4500 point army.pdf
    2 points
  29. Still have 2 Crossbows to paint but here is my progress so far on my Templar Free Company - whose name eludes me.
    2 points
  30. Okay. My original plan was to write up a faction article a week and yeah, here we are several weeks out. Life happens. I’ll try to get back on track here with Almirithil! They are the “new” faction on the block when CAV:SO dropped. Originally, they were space elves once. Then they were twisted by the dark lord… oh wait, wrong universe. It is true that the Almirthil were once a part of the ADON and after a bloody civil war, they migrated into the galactic south and established their own nation. Now, from a game and real world history perspective, the Almirthil got four models in the second kickstarter (Concussion, Grizzly, Bear, and Growler) and, well, that was it. There was other designs but they were just cards (and many still are.). Instead, Almirthil had two Faction Doctrines that helped out. The first, called the Dogs of War, allowed you to take a Veteran Templar squad (using Templar models only) in your force as a Specialist squad. Veteran status is helpful with the extra +1 to hit and can help turn the tide when needed. The other option? Well, really, the only option. Lend Lease. Take any Ritter unit and run it as if it’s Almrithil. So you got to pick from both the Almrithil and Ritter line up. Is it like, well, playing limited mercs with no other real benefit? Yeah, that’s really what it is. But. Well. Leave me alone. It was fun. I won the 2019 CAVCon Tournament with such a force! That said, the Faction Doctrines from the book are going away and going to be replaced with something else. The only ones who are really sad are the Ritter players, so no one else really cares. So with those leaving, things changed. I may have prodded CAVBoss a few times about Almirthil needing a “cheaper attack CAV” as the Grizzly is super expensive and the Sunder is specialized. And Jon delivered. Just not how I thought. Instead of just adding a new design, he revamped most of the Ritter units into “export” models. While they are mostly, technically “downgrades” of the standard heavy metal mayhem that the Ritter love, they are still mostly viable designs in their own right and bring a new feel to the faction in addition to their home grown designs. The main reason for this is the price change between many of the units or their new role they slot into with the changes. As an example, the Ritter Tiger series is a speed seven, armor seven superiority CAV with twin heavy MAC’s and various SA’s that make it hard to kill. The Almirthil Fullback (uses the Tiger model) instead drops the armor and raises the speed, giving it a speed of ten and armor five. Still has twin heavy MAC’s and SA’s that let it do it’s job. But now it’s a Double Time, cavalry heavy who’s focus is racing around the battlefield and costs 413 TV. Paired with the equally fast Sunder, you have a tandem of fast, higher track units that can dish out damage. I’ve seen a Sunder pack in action several times and they did a lot better than I thought they would. So what makes the Almirthil tick besides somewhat cheaper options? One word. Hound. This little 172 TV recon armored car carries the powerful APA2, has decent armor for a recon unit, and decent speed to get Double Time in the first track. Besides that, it also has EST and TAG to help in it’s duties. And as a bonus, it doesn’t have any real weapons to temp you the player from trying to attack with it. Two heavy machine guns will worry infantry and mauled units, but don’t invite you to race off guns a-blazing. These little guys form the core of Almirithil recon units and provide the whole force needed punch to help amp up the damage. It’s always a plus to include this piece of gear in any force, but Almirthil has the ability to have a few extra in case the enemy gets lucky and kills one. Beyond that, general combatants like the Hammer (Rhino) and Havoc (Cataphract) bring heavy MRAC’s to the field for relatively cheap. They function much like their Ritter counterparts, though the Hammer has less armor (seven) and tracks (ten) and the Havoc loses some SA’s and it’s speed/armor is subpar, although still reaching the magic number seven (armor.). I feel both will form the backbone of most of your smaller point games as they bring great firepower for their price tag. As a faction, with the choices it has, Almirthil has a very flexible feel to me and the added benefit of having a lot of model choices already in print (albet with them all being Ritter) and ready to go! You have a lot of options across the Threat Value scale that do different things, but you really do have a lot of choices. The example forces I put together play completely different. And I love it! As far as models go, the Kodiak just came out as of this writing and its rumored the King Cobra, Cobra, Armada, Cossak, and Hound could be in the near future, so it’s a great time to play Almrithil! For the first force, which I consider a general, take on all comer’s sort of deal, I started off with an attack section. Two Havocs bring a lot of consistent punch, adequate armor, and decent price point. A Fullback is on board as a price break to help out the rest of the list. As you’ve already seen, Assault 2, ATC1, and Wizzo combined with speed 10 give you a speedy, high power platform that is admittedly a glass cannon. A Cobra recon CAV rounds out the list and provides APA1 and EST to help with the groups targeting computers. For the second squad, I chose the Specialist squad so I could mix up some of the model types. The Flogger is a Silverback model that changes out the four heavy Guided Missile Launchers for FIVE medium Guided Missile Launchers. It also loses a pip of Advanced Targeting Computer compared to it’s parent, but you still have five launchers. I have two. So that’s ten shots out to like, what, 72 inches? Yes. Please! The next unit is a Gauntlet II. This is a Lion II that’s been downgraded, missing a track and missing ATC2 compared to it’s parent. ATC1 is still fine and it’s still armor eight, speed six and still has smoke. And reinforced 1. It’s a tanky little tank and it’s heavy PBG can cut folks down. I’ve taken it as a body guard for the Floggers. Finally, a Hound rounds out the force to provide APA2 for the whole force and EST support for the squad. The last squad is a pure recon squad. You get to drop a card down to the bottom of the deck because of it, and it also provide several other functions. The King Cobra is the most expensive recon unit in the game at 478. It’s armed with four medium LBG’s while also carrying an ECM2 and using Superior Mobility to laugh at most terrain. Nominally this squads leader, this unit is out to bully other recon and lightly armed units with extreme glee while providing an ECM bubble for the force. The three Hounds are there to pump out APA2 and assest the force. They really do work. I had three in my 2019 CAVCon force and they were hated. Attack Havoc 521 Havoc 521 Fullback 413 Cobra 246 Specialist Flogger 653 Flogger 653 Gauntlet II 322 Hound 172 Recon King Cobra 478 Hound 172 Hound 172 Hound 172 Total: 4495 A different kind of list, very much themed and specialized, has two attack squads, one consisting of three Sunders and a Hound while the other uses three Fullbacks and a Hound. The final squad is three King Cobras with a Hound as well to give the force a recon squad. All twelve models in the force start off at speed 10, armor 5. Every single model has Double Time, while you have three APA2 sets and three ECM2 sets. The force wants to punch the accellorator pedals and get moving forward as fast as possible, overwhelming the opponent by numbers in the hope to mitigate the poor armor across the force. Will it work? I don’t know! But it sure looks fun if/when the models are avaialbe (King Cobra, Sunder, and Hound) Attack Sunder 423 Sunder 423 Sunder 423 Hound 172 Attack Fullback 413 Fullback 413 Fullback 413 Hound 172 Recon King Cobra 478 King Cobra 478 King Cobra 478 Hound 172 Total 4458 So have you gotten to get some games in with the “new” Almirithil? What’s worked? What hasn’t? I know I couldn’t talk about “everything” like the monstrous flying tank known as the Hind, but what have you seen/found about the faction that you’d like to discuss?
    2 points
  31. 5th Light Mechanized Brigade - The Thirst Quenchers. Led by Alejandro "Sprite" Limon. Callsign issued due to a slightly smaller than average stature and a love of an ancient Terran form of entertainment called a videogame.
    2 points
  32. 2 points
  33. Been negligent about updating this project. Here is my current progress. Join me on Twitch Monday evening as I finish these models up.
    2 points
  34. The attached is a Light Attack force I ginned up for a 2500 point game sometime soon. The Attack Squad is 4 Royal Chieftains. Medium Mac (P), Countermeasures, Pop-up and Advanced TC will hopefully make a Sniper unit out of them while allowing them to evade incoming fire. Blessed with great resilience they aren't. The Specialist Squad is a Chancellor and a Challenger. Many guns, much shooting. They're the Anvil to the Chieftains Hammer. And with the weapon mix they've got a little something for everyone. The Flight squad is a pair of Dragonflies. APA 2, Tag, Improved Handling. We're going to jink, zig, zag, dodge, duck, dip, dive and dodge all over the place while feeding targeting info and bonuses back to our friends in the tanks and CAV's. And hope we're considered inconsequential enough you don't devote too much firepower to disposing of us. This was built out of models owned. Yes I could have done better/differently with Dervishes and Kestrals and such but the budget only stretches so far and Khardullis demands a certain devotion. Adon Light Attack Force.pdf
    2 points
  35. Nearly done with the Growlers paint. Laser barrels and maybe the TAG and then the base!
    2 points
  36. Its also totally legal for the sake of a faction force and while it disallows doctrines right now, that may change down the road. It is basically models from two different squads being tasked together for a mission need. You could have a Templar faction squad with 4 vehicles and 2 CAVs and use that as the reasoning, story-wise, and still play a legal force with a accurate back-story. CB
    2 points
  37. Yes...this will be happening. 🙂
    2 points
  38. I don't know what mental block I have about mixing CAV's and Vehicles in the same squad. Everytime I see it, it triggers an automatic reflex that says "That's not legal!" and yet it's completely legal.
    2 points
  39. Awwww yeah! Get it JAMES! Happy for your unexpected Friday off. Good stuff mate.
    2 points
  40. Awesome, I need 2 Crossbows, 2 Ghasts and 4 Tsuisekis which are already out.
    2 points
  41. 2 points
  42. Space Coast Florida
    2 points
  43. A few what ifs that have "popped" up recently... Q. Does a model with MV 9 get the benefit of Double-Time if they are moving on road/paved terrain and receive a +1 to their current move? A. No. If you do not have a natural MV of 10 or better then no double-time. This applies to Run 'N Gun as well. Q. An aircraft "drifting" with Improved Handling, does this count as an NoE move? A. No. An aircraft flying NoE precludes the use of the SA: Improved Handling. Q. If an aircraft declares NoE for the 1st action but then no action for the 2nd, is the aircraft NoE for the 1st action and then no NoE or no NoE at all? A. The aircraft would remain NoE until it does something that kicks it out. So it would be NoE during the 1st action and then out of NoE after declaring for the 2nd. CAVBOSS
    2 points
  44. Have you checked K&J magnetics?
    2 points
  45. Ok so as promised here is the report from the first full fledged game played ever. A fun time was had by all and a few things were learned or proven to not be considered fully. We played 1v1 as there was no other takers today. I had sent my opponent my demo lists to peruse the day before game and also to maybe print out as I currently have no functioning printer. I then sent my opponent my lists again because instead of sending .pdf files i sent the .cfm files from CavFM. I am then informed he had decided to use a list of his own creation because he wanted to paint models. This is fine despite the strange foreign notion of painting stuff. Upon arrival i find he has set up the table already, a ruined city somewhere in the verse. Having previously decided to use Templar as everything was painted and I wouldn't look like a complete schmuck running a unpainted force vs. his painted force. I find that his force consists of 2 Centurions. Admiring his paint job done in one evening and hiding my "Painted by skippy the wonder dog" models behind terrain, we set them down and proceeded to read the rules for deploying models for Scenario 1, Stand and Fight and then deploy them. Pre Deployment Post Deployment Eh. Rommel and Montgomery we ain't. The first turn is played and everyone jockeys for position. A imbalance is quickly discovered as 4 models vs. 2 models means I get Twice the actions and can respond much easier to his moves than he can to mine. The second round is played and a volley of Rockets is fired from the Sovereign 3 (Back most Blue CAV) at the Left side Centurion but with no bonuses the salvo scatters way off target and makes a new crater. The Third round sees the Blue Centurion step forward and try a Salvo Strike of PBG's vs the Leading Centurion on the OP force. This proves to be largely ineffectual as I forgot to A. Get a target lock from the Spartan on the Left and pass it to everyone via EST or B. Get a target lock from the Centurion itself having opted to close the distance instead. The OP force decided to show how it's done taking target locks and firing all PBG's and Guided Missiles individually putting 7 points of damage all told on my Centurion. The remainder of my force starts to worry about who exactly is running this army. The fourth round sees the tables turn. My force pulled 3 activation cards in a row. The pilot of my Centurion, having encouraged the Wizzo by kicking him and asking politely if he'll kindly pull his head out and get with the program calls an audible to the rest of the squad. The Spartan activates first Declaring a Target Lock and using EST to pass that to the rest of the squad. He then activates his ECM to attempt to prevent the OP force from gaining locks of their own. The Centurion then moves forward reducing the range from Long to Medium and proceeds to Overdrive the PBG's. This is where having updated rules is important. My stat card is the one CAVBoss had printed up in the last Kickstarter and was handing out with the Templar Faction Pack. The overdrive rules on it are different from the ones in the Rulebook and are different from the Centurion stat card Jeff printed out for his squad last night. Also further inspection of the Cheat Sheet shows the Indirect Fire rules having a strike point of +6 instead of +10. Further Preparation will be needed before playing again and I need a printer of my own. Having successfully overdriven the PBG's the Centurion laid heavy damage out and managed to knock over the Left Centurion on the OP Force through a failed Pilot Check. The Crusader rounded the corner and added Insult to Injury with it's own PBG's and killed the prone Centurion. The last member of the OP force dished out more damage to my Centurion but without a target lock of it's own the dice rolls were poor and only 2 more damage were added to a total of 8. The Sovereign 3 added Guided Missiles to the dogpile but failed to do anything. For the Fifth round, having figured out which end of the tube the plasma burst comes out. All 4 of my CAV's replayed the last round with the Right Centurion as guest of honor. Another brace of Overdriven PBG's and a failed pilot check saw off the Right Centurion. The game lasted about 90 minutes and all in all a fine time was had by everybody. In 2 weeks another game will be played with different army lists and possibly the addition of Tanks and Infantry.
    2 points
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