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  1. Starting to look like a unit now.
    3 points
  2. 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...
    3 points
  3. Started work on my last squad for the Slow Grow league. Airbrushing the color white is a humbling experience. 🤬
    3 points
  4. Still have edge highlighting and decals to do but getting close on my flight squad.
    3 points
  5. Added a second Poltergiest! Two more and a nomad to go for the basis of a slow grow league!
    3 points
  6. July Paint Challenge: The German's have unveiled their new "Panther" tank with a unique camo-paint scheme. I liked it so much I decided to post a challenge of sorts. Between now and July 31st paint up any CAV model with your interpretation of this paint scheme and post the picture below. I will select the winner, allowing them to 1) pick which faction our version of this tank will belong too and 2) add a canon unit to that faction with their choice of names (this will of course have some limitations, but I will work with you) with their paint job as their official unit "colors." This is a quick, off the cuff contest of sort so bear with me as it progresses! CB https://www.facebook.com/photo/?fbid=429281715874347
    2 points
  7. Start of my Malvernis unit getting some color. Still trying to flush out the scheme.
    2 points
  8. And here we have another of the new releases the Despot B. This is a redo of the KS1 Despot. Its larger, the end pictures will show you the differance. So let's show you the package. In the package you should find 2 hulls, 2 left tracks, 2 right tracks, 2 turrets and 2 sets of GMs. So lets put one together. Here are all the parts you need. First trim off all the extra flashing on the turret. There is also a main gate to remove from the rear. Sorry no pic. Next remove the Gate from the GMs. Then work on the flashing on the Treads and hull. Then separate the treads from the hull. Then remove the main gates. After some cleanup, it's time to assemble. Let's start with the Right Tread. Then the Left Tread. Then we put the GMs on the back of the Turret. Next all you do is add the turret to the hull and you are done. I do not glue mine, what you do is up to you. So let's show some comparison pics of the new and the old Despot. So way more detail, it's a bit bigger than the old. It's easy to assemble. They look great, the pictures can say more about them than I can. The only downside is I may need more of them. Let me know what you think about them down below. Thanks
    2 points
  9. 2 points
  10. 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
  11. So it seems Magnetic cases are becoming the norm, and I like it. Foam cases just don't work for me anymore and can sometimes end up causing problems. So what to do. A few months ago I watched a video by Dunan Rhodes (yes the two thin coats guy) and he showed what he uses. 4L and 9L storage boxes from Really Useful box company. I found some at Office Depot and I loved them. This does a couple of things for me. One, it makes storage of my minis easy because everything can stack on top of each other. I can see what it is that is in the box. It also keeps dust and my cats away from my minis. I also have some storage boxes that I had found at Walmart/Sam's Club. These are about the same size as the Really Useful boxes but they are different.. So look around you may be surprised at what you can find. Duncan used magnetic sheets and I will be as well as I do have some, but I wanted something that would hold a bit more as I do have some metal minis. So I found some 24 in. x 36 in. Galvanized Steel Flat Sheet at Lowes, Home Depot has some too. I used a pair of metal cutting scissors and I cut the steel down to the sizes I needed for my boxes. Once the metal was cut to size (watch out cut metal is sharp) I used 150 grit sandpaper to sand one side of the metal. This was done so I could spray paint it. I used Flat black, then went over the black with some matte varnish. You can use super glue to attach the metal to the box, but any twisting of the box and the bond will break. So I used Mounting strips from Scotch mine said they could hold 30 lbs. I think Scotch has some 12 lb as well. (If you do use CA Glue and the magnetic sheets, leave your lid off for a day or you will end up with a white power on the inside, and do not store any minis while the CA glue is curing). The mounting strips were used as I would not need to wait for any glue to cure. Once you are at this point you just need a way to secure your minis to the bottom. There are a couple of ways to go about it. You can use rare earth magnets in the bottom of your minis if the base will allow you to glue one there. Litko also has magnets you can stick to the bottom(of flexible steel if you use the magnetic sheets) and the cost of these are very reasonable. After you have done this step then you are ready to go. List of materials needed: 4L Document Storage Box (Link to really useful but there are other places with these look for A4 Document Storage Box) https://www.reallyusefulproducts.co.uk/usa/html/onlineshop/rub/b04_0litreUS.php 9L Storage Box https://www.reallyusefulproducts.co.uk/usa/html/onlineshop/rub/b09_0litreUS.php 24 in. x 36 in. Galvanized Steel Flat Sheet https://www.homedepot.com/p/Master-Flow-24-in-x-36-in-Galvanized-Steel-Flat-Sheet-GFS24X361P/202191776?fbclid=IwAR03eS7B6jFPAjiz0PdacqsUPv1rNkVATDJVkKYAZrfwKaxTkqJTl-wV42U Metal cutting snips https://www.homedepot.com/p/Wiss-9-3-4-in-Compound-Action-Straight-Cut-Aviation-Snips-M3RS/100060795 Measuring tool and Square are very useful especially if they fit in the box. Mounting Strips https://www.scotchbrand.com/3M/en_US/scotch-brand/products/catalog/~/Scotch-Mount-Extreme-Double-Sided-Mounting-Strips/?N=4335+3292126606+3294529207&rt=rud Rare earth magnets or add on magnets from Litko https://litko.net/collections/miniature-bases-and-base-bottoms?pf_t_material=basematerial%3AMagnet%3A+0.030+inch&pf_t_shape=baseshape%3AHexagonal&pf_t_size=basesize%3A40mm Or Flexible Sheets from Litko if you used the Magnetic Sheets on the bottom of your box. https://litko.net/collections/miniature-bases-and-base-bottoms?pf_t_material=basematerial%3AFlexible+Steel%3A+0.025+inch&pf_t_shape=baseshape%3AHexagonal&pf_t_size=basesize%3A40mm If you have any questions, or suggestions let me know. Thanks
    2 points
  12. Starting in May we have so new models for you! 72321 Despot B (x2) SRP $6.99 72322 Warden B (x2) SRP $6.99 72323 Ryoshi-Ni (x2) SRP $6.99 72324 Cobra SRP SRP $5.99 72325 King Cobra SRP $6.99 72326 Spatha (x2) SRP $6.99
    2 points
  13. Paging Zefram Cochrane: Humans have figured out how to make a warp bubble - TechRepublic
    2 points
  14. 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
  15. Right now we are looking at March of 2022. With everything slowly returning to normal we are ramping up for next year.
    2 points
  16. Cause you can't put decals on them right?
    2 points
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. (cross post from FB group) CAV's have high tech digital camo - essentially LCD paint. I figure buildings have, essentially, digital billboards built into them. What better place for an advertiser or hacker to promote their favorite show? Some CAV terrain I'm working on.
    2 points
  23. Still have 2 Crossbows to paint but here is my progress so far on my Templar Free Company - whose name eludes me.
    2 points
  24. Working on some CAV terrain tonight on the Talon Games Twitch channel. Join me at 8pm CST. https://www.twitch.tv/talongamesonline/v/1113565133?sr=a&t=236s
    2 points
  25. 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
  26. So in my continuing quest to ask questions about things CAVBoss hasn't gotten around to yet the following thought crossed my mind. Dropships carry CAV's from transport vessel to planet side and back again. What do fighters and bombers do? Do they hitch a lift on the same ship as the CAV's or do they have a intra-atmospheric carrier of their own or are they capable of space flight long enough to go from carrier to atmosphere? (Somehow I don't see a Tsuiseki doing this.) For an example in Battletech a Union class dropship can support 2 fighters alongside 12 mechs. A Leopard class carries 2 fighters and 4 mechs. Can Badgers and Broadswords do the same so that the fighters are ready to launch and not need prep and assembly at the LZ before sortie?
    2 points
  27. 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
  28. 2 points
  29. Malvernis Poltergiest test model for a slow grow league that may or may not happen in DFW!
    2 points
  30. 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
  31. Welcome to my first faction ramble. I want to try and cover all of the factions in CAV to give new (and old) players an idea about where each faction stands. I will be the first to say I am not an expert. I played a TON before COVID and have used many of the models I’ll discuss and own models for every faction. Some I have more experience with and others not as much. We also don’t use infantry in our games so that is an area I am deficient in. Here’s where you the reader can easily chime in. What’s worked for you? What hasn’t? I will approach each article as if the player is going to exclusively play with this faction and discuss it as such, omitting Open units. For today’s article, I’m going to cover ADON. The ADON Economic Confederation is perhaps the oldest and most technologically advanced of the CAV factions and occupies the geographic center of the galaxy in the setting. They have long been a shepherd of younger races and a beat stick against aggression. Think of them as a more effective United Nations perhaps? While the CAV equipment rules don’t really play out as far as being more advanced, we can see in their unit construction this idea of “high tech" with several CHAMEALEON units, ATC2, and superior mobility. When looking across the units available for a strictly ADON force, the one thing that really stands out to me is how fast a good many of their units are. Speed eight is very common, and there is a decent amount of CHAMEALEON spread out among the ranks. CHAMEALEON now adds a +1 to hit from any shot coming from beyond eighteen inches, so this will help you as you close, which most of ADON seems to be doing. With all that speed, many units rely on the devastating Particle Bolt Gun as a primary weapon. PBG’s have some unique attributes that make them pure wrecking balls in the CAV world. The main feature is Overdrive. Declare this before you roll dice to fire. As long as you don’t roll snake eyes, you double the damage to the unit you hit. Now one damage becomes two, two becomes four, and three becomes six! The base damage for each level of gun is also pretty impressive. There are three main drawbacks. The first, if you crit a gun, you lose all of your guns. So, units that are firing multiple PBG’s and crit one, you lose your whole suite. Second, you can overheat. After firing, you roll a single dice. Each gun you fired adds a level, so if you fired two, you’d need to roll a three or higher to keep from overheating. If you fail, you can’t fire the PBG’s the next turn and have to let them “cool off.” And finally, the guns are very short range! With a max range of 24, you have to really get into knife fighting range. That’s were speed comes in (except for the Ogre’s really, as they are slow and are armed exclusively with three heavy PBG’s.) Units like the Javelin/Javelineer (speed 13,) Kestrel/Highlander (speed 11,) Chieftain (speed 10,) Pilum (speed 9,) Mantis/Challenger/Sultan (speed 😎 all want to close that gap and tap you with their array of PBG’s. Some of them are Recon units and probably don’t want to be pulling the trigger, but your opponent is in for a nasty surprise if you overdrive your light PBG’s from those boys and start dropping their units. PBG’s are a risk/reward systems and do both in spades. I’ve played with Kestrel’s, Ogre’s, and Javelin’s in the past and had great success, though it never fails I crit out an Ogre’s heavy PBG’s and leave it helpless! The flip side to all of this short range madness in the ADON doctrine is a heavy, unhealthy use of Magnetic Accelerator Cannon’s. MAC’s main claim to fame is the use of the the Blaster special ability. The cannon is sending it’s round down range so hard that it has a healthy penetration ability. This is translated by the fact that with each level of Blaster, the threshold needed to get a critical hit and roll a third dice for measure of success is lowered. So a light MAC is going to need an eleven or twelve. A medium MAC will need a ten, eleven, or twelve. And a heavy MAC will need a nine, ten, eleven, or twelve. While it might not seem like a big deal, MAC’s can rack up the criticals under a hot hand and dish out loads of damage. Like all things CAV, there are some drawbacks. First, they have the Strike feature. This means that if you target a soft target, you automatically miss. So, you can’t fire at aircraft, infantry, and some light tanks. If you come up against a player that has a balanced, combined arms force with aircraft and infantry you might have some paper weights in your force. If your local meta isn’t using soft targets then it isn’t as big of a deal, I guess! The second drawback, which is true of a TON of weapons systems in CAV, is that there is a one-inch minimum range AND units that are armed with all minimum ranged weapons can’t do any damage in close assault. So that big, bad Chancellor with four medium MAC’s, a light guided missile launcher and light rocket 10 launcher can only defend in close combat. It can never do any damage! If a Laser Bolt Gun (LBG) or PBG toting unit come up and hug you, well, that unit receiving the hug is in for a long day. So back to ADON. They LOVE PBGs, MAC’s and electronics. They have several avenues of APA2 (Javelin and Dragonfly) and ECM2 (Highlander, Argus, and Javelineer) which can be game changing. Giving you a plus two to hit an enemy unit is really big. Being able to turn off an enemies APA or ECM while also denying them target locks is also huge. ADON are the fiction-supported masters of electronic warfare and I’d say after 2020’s model update, that is now true! They just have a lot of options in that department. So, for a new player, I feel ADON’s “flavor” tends to be a kind of fencing, finesse force. They don’t have many units that are heavily armored (Ogre, Ogre II, and Enforcer being their highest armored Attack units) when compared to other factions, but they have a lot of speed, electronics, and raw damage potential depending on how you outfit your force group. They can reward aggressive, maneuver-based play and have the potential to really press an opponent. Here’s an example list using only CAV’s. It’s set up under the current (2020) CAVCon tournament rules (12 models, can only use CAV’s, Vehicals, or aircraft) Chancellor 790 Chancellor 790 Chancellor 790 Javelineer 268 Kestral 224 Kestral 224 Kestral 224 Javelin 268 Dervish II 216 Dervish II 216 Dervish II 216 Javelin 268 Total 4494 This force has everything that ADON wants to do to an opponent: MAC’s (a total of 15 medium MAC’s) and PBG’s (6 medium and 6 light PBG’s) and electronics (two APA2’s and a single ECM2 set) with nine of the units making use of double time. I’ll admit I’ve never played this force and have no idea how it would go! But in my mind, on paper, the Kestrals and their Javelin go screaming in as fast as possible while the Dervishes keep up, providing mobile MAC support. Chancellors are a mobile firebase launching a billion MAC rounds. Weakness? Soft targets and targets with a lot of staying power (So your average Ritter list.) Another variation: Chancellor 790 Chancellor 790 Chancellor 790 Javelineer 268 Kestral 224 Kestral 224 Dervish II 216 Javelineer 268 Overlord 302 Overlord 302 Dragonfly 163 Dragonfly 163 Total: 4500 I dropped the gaggle of Dervishes for some aircraft, choosing the superb Overlord (medium MRAC and two medium guided missiles) and amazing Dragonfly (flying APA2) I worry this force doesn’t have enough high speed threats to keep opponents on edge with only two Kestrals but if you catch an opponent who wasn’t prepared for aircraft, well, they will be sad! Finally, the last list I have experience with. Ogre 834 Ogre 834 Ogre 834 Javelineer 268 Kestral 224 Kestral 224 Kestral 224 Javelin 268 Kestral 224 Kestral 224 Kestral 224 Javelin 268 Total: 4650 My “tournament legal” version would have one of the Ogre’s replaced by a Mantis. But the whole force just hits the throttle past the governors and races forward to dispatch the enemy. Ogre’s are pretty scary as they are speed 6 and have assault 3, ATC2, Wizzo, and Reinforced 2… on top of armor 9! Of course if your opponent gets distracted by the Ogres, the six Kestrals will have gotten into throat cutting range and start doing their merry work. I used the above list probably six times and while losses are high, it was very effective in mowing down the enemy and winning the overall battle. Now, there are other ways to play ADON. Many others. They do have a decent fire support selection that I didn’t mention and have a great many choices of vehicles to work with, especially as more models come out. I do know when I’m designing mercenary forces, there’s several ADON units I look at to help bolster electronics and utility players with. Tell me what you think! What have you use and what have you had success with?
    2 points
  32. 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
  33. I got these last week and kind of got distracted with them. I laser cut the bases and magnetized the heavy weapons so they can be swapped out. They're around halfway done I think. The bases are done, basecoats and washes as well, I'm going through and doing the highlights now. After that it'll just be the weapons left to do. I took one dude through to completion, I might go a little lighter on the black highlight but this is what I'm shooting for.
    2 points
  34. Nearly done with the Growlers paint. Laser barrels and maybe the TAG and then the base!
    2 points
  35. 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
  36. Yes...this will be happening. 🙂
    2 points
  37. 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
  38. 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.
    2 points
  39. Even better, looking forward to seeing what you do with your figures. Be sure to share your progress!
    1 point
  40. I have a small 3D printer and one of the things which has drawn me to CAV is the ability of said printer to crank out terrain pieces for the game. Attached to this message is a photo of four CAVs next to some terrain I've already printed. For reference, the pillbox is a free download in the CAV HQ downloads section. The other two buildings are freebies from Thingiverse and are 6mm scale for That Other Game. I scaled up each terrain model 150% as recommended and printed them in PLA plastic. The terrain pieces do have layer lines, but with some paint and at arm's length on the table they should look quite good. I'm pleased with the results and I intend to print out more pieces. My question for anybody who sees this is: Do these terrain pieces look like they're in scale with the CAVs? I know scale is a nebulous topic, but I'm shooting for "in the ballpark" here.
    1 point
  41. Excellent! Thanks for the quick reply!
    1 point
  42. Thanks! That's what I figured, but you never know. I might try the Tamiya cement to see if it bonds these minis. It welds plastic parts together quite well. I've had good results with it on the plastic Ogre/GEV minis from Steve Jackson Games.
    1 point
  43. Something a little different, a friend of mine asked if he could use my minis in a photo shoot. Turns out, space beer is a thing. Check them out on Instagram if you like. https://www.instagram.com/p/CTNKRtolYFe/?utm_medium=copy_link
    1 point
  44. I was hesitant to mention the incoming rule changes (and don't know if CAVBoss has talked about them publicly or not) so I've tried hard to leave these mostly generic. I think every faction has answers and bodyguards for the incoming rules, though I agree Almirthil, between the Concussion, Grizzly, and King Cobra, can really put on a light show. These also have the added benefit of being highly effective against aircraft compared to other non-anti-air options. If an aircraft isn't pop up firing at you and is "exposed" these guys will light them up from 40" out! I just wish the Grizzly was cheaper. 828 is crazy high for what it can do. Yes ten tracks is staying power. Yes speed 7, armor 7 is great. Yes Rugged and Reinforced 2 is great. No, four five point damage dealers and two snack pack rocket launchers just don't do enough for the price. At least in my limited usage and observation of use! 😄
    1 point
  45. I don't think we have BBCode enabled, so I had to add this as an image. I'll talk to @CAVBOSS and see if we can get it turned on - or he can show me how to activate it. 🙂
    1 point
  46. 1 point
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