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  1. Not even slang word. If you look at the inserts in the old book that talk about the tech specs for CAVs, the Breeder is the fusion generator's official name.
    2 points
  2. Below are some completed pict of my CAV scatter terrain pieces. These are super fun to paint up and add a bunch of details to most any battlefield.
    2 points
  3. I will get back on them after the first. Ive been under the weather for a bit and hopefully on the mend.
    1 point
  4. Yeah, found it through the book and was wondering if it is an in-universe slang word for something?
    1 point
  5. I believe it is the 'slang' word for the power plant...?
    1 point
  6. I backed the Strike Ops III 3rd Kickstarter and have all the CAV's from that. I was hoping to get some feedback from those in the know about some good squad combinations that can be made with them? The more info about the choices (abilities, synergies, etc.) to explain would b e very helpful. I know the updated colour cards are being done in #sku order so they will be last to appear (I am enjoying the new look colour cards).
    1 point
  7. During our first 'Channel Update' video I talk for a few minutes about where our group is up to with selecting and painting the two demo game squads. Selection was made based on a number of factors from 'that looks cool' to 'how much damage can it do!?'. Sadly, no Duelists yet which The Red Baron has sold me on. Ah well... For the first games I think we will find out soon enough what strategies and future CAV units will help expand both forces moving forward. Force 1 2x Butcher 2x Starhawk V Force 2 2x Obake 2x Crusader Anyway, it starts at 11:45 min mark if you wish to skip straight to it. 🙂
    1 point
  8. A Recon squad has one unique ability that can be very impactful. The Recon squad can once per turn decide to put a just revealed initiative card on the bottom of the deck forcing the players to draw another. This can let you influence the tempo of the game. Sometime going first is great other times you don't want to go first. They are used in tournament play for sure. [It just occurred to me that @CAVBOSS worked on an newer initiative system. I can't recall if he ever made it official so take the above with a grain of salt.] Fyi, the effect of APA is force wide so long as the models are in it's range. Recon units are rarely powerful enough to get into the middle of the fight but they are good at sniping wounded models and making indirect fire units unhappy. I picked 3 Duelists because they are expensive in bulk. That squad is a little over 2000 points and has some flaws - see the CONs section. Tournament games are 4500 - 5000 points normally. Casual games whatever you want to play but rarely much more than the tournament games in my experience. About having the largest squads... Having more squads allows you more opportunities in the initiative system so sometimes volume is good. One of my favorite things about CAV is that there are a lot of ways to build and play a force. The Haunt is a great looking model and perfectly fine in a force with a plan to use it. That said indirect fire (IDF) models are, imo, hard to build a force around. They are great supplements but their flaws are exploitable. You'll want a good screening force for sure. Problem with me giving this kind of advice is that the scenarios you'll find yourself in are all over the place. When it comes to IDF the very best have both SA: Chain Fire Pod and SA: Fire Control System - the cream of the crop also include SA: Counter-Battery. 🙂 Take a look at the Outlaw an IDF tank and work your way through what it's Special Abilities do. Happy to help!
    1 point
  9. That is great The Red Baron, such a great amount of info to use, thank you. Recon style units seem to be very popular, but I cannot see a reason to place them all in one unit due to the fact that their sharing abilities are only squad based and not army wide. But, the Active Phase Array is very good. Good enough to boost a full recon squad? Not so sure, but I am only going on paper stats for the moment. Do you field full recon units? Only 3 Duelists? Is it not best to have the largest squads as possible to activate and maximize options? Also, I am a sucker for a good quad and love the look of the Haunt. The non-coloured stat card lists it at just under 600 points. Do you feel this is a good unit for the points? There are quite a few rockets mounted on it. 🙂
    1 point
  10. Let's make an attack squad. You'll want 1 Recon unit with the SA: EST. This can be the Spartan or the Shadow. I'd take the Shadow but either will work. Role: move, hide and give your squad mates EST or APA2 as needed. Pros APA2 makes squad mates hit extra hard. EST allows them to TARGET LOCK for free SA: Chameleon makes you harder to hit at LONG+ ranges SA Superior Mobility lets you get to those hiding spots faster Cons You are a high priority target! Your weapons have a huge minimum range. No SA: ECM to fight against enemy ECM. After that you'll take anywhere from 3-5 models with the attack role depending on how many points you want to spend - we'll go fewer points. Personally, I'd take 3 Duelists. Role: Shoot stuff early and often, roll crits, do so from cover if possible. Pros They are very versatile - with their 6 light MACs they can customize their fire to suit the target. Take 6 separate shots when facing a model with low/damaged armor. SALVO them together when you need to punch through armor or hit something buried in cover. They crit on an 11 or 12 rather than the standard 12. You have 6 shots to fish for crits. 🙂 Cons Their defenses are very 'mid' and they will go down after a few hard hits. Their offense is very dice dependent. If your dice are even a little above average they are great below and they are a little impotent. They CANNOT damage soft targets at all in anyway. Their weapons have an 8" min range. This squad is a bit of a glass cannon. They want to go first and they don't like being shot at. Use terrain to limit your enemies ability to shoot you and enhance your ability to shoot them. They do not like enemy models that can 'rush' them and do damage. They hate soft targets - aircraft are their bane. The really advanced player will use the Shadow as bait to feed enemy models to the Duelists. It is very high risk so caveat emptor. 🙂 Happy to answer questions if you have any.
    1 point
  11. These are great. I have some but have yet to paint them up.
    1 point
  12. Yes, that is great. Just going through the demo and Armored Might pdf rules so will probably find more questions as I go.
    1 point
  13. Once declared Stationary the model will remain so until the start of its next activation. Any enemy model conducting a Combat Roll (not a Strike-Point) would receive a (-2) to its target point number during that period. Hope that helps.
    1 point
  14. "Also and this is key: Because we dont play with infantry that is the same scale, or "in scale" we can print our own infantry AT THE SIZE we want or THE SIZE THAT WORKS. eg. CAV are mostly 10mm or close to it; the infantry is too small. So we printed up 15 to 18mm size infantry, artillery, anti-tank guns, missile batteries, tanks you name it. Ergo the game is WAY WAY BETTER with larger infantry and in fact looks better than 10mm infantry. But it looks better because we can print COLONIAL MARINES from the film Aliens, StarWars troopers and more." I disagree with a lot of ideas in your post. Which isn't a bad thing - its not a I'm right you're wrong kind of thing. I love the combined arms part of CAV. Amongst my CAV friends I'm known to prefer vehicles over CAVs. 🙂 That said, there are a lot of ways to play CAV. You can get in a great game in an hour using CAVs/Vehicles. Once you start to broaden the range and use infantry, transports, aircraft etc... then it becomes more of an old school war game where you need an afternoon or day to set up, play and tear down the game. Both are fun and valid ways to play. Most of my games are of the hour long variety just because life is busy. I'm honestly jealous of two regular players in Tennessee who get to play those big CAV games that use all of the rules. I love it when they post. As for the size of CAV infantry... I think the production pieces are perfect. They are scaled to fit the size of CAVs. When you make 15-18mm infantry you change CAVS from Walking Tanks to giant powered armor. But you do you... 🙂 As for 3d printing... not my favorite subject. I prefer to support the companies by buying their products. Again, its a you do you kind of thing. I don't know you nor your situation. I just want to say that there are different approaches and philosophies to buying, playing, and supporting. Thanks for your post.
    1 point
  15. Do we have the player base and player engagement that BT has? No. Are we a successful game company? That is the harder question to define. Talon Games has been in business since 1996. We produced our first game Cry HAVIC back then and it was considered a "success" in the industry. We have had numerous projects since and released CAV SO in 2015 and did three successful KSs for it. Covid hit in 2020 and threw us and everyone else on our ass and it has been basically start over since. I run Talon Games full time and employ two full time employees and several contract workers. There is a bunch of other "metrics" I could list but they are more industry gobbly gook and gets boring quick but the easy amswer is CAV is not BT and never will. There will never be another mech game at the level of BT and thats just the state of the game industry and how it works these days. Smaller companies cannot get in the distribution side of things these days and without that stores wont hardly touch you. We have things we need to do better and we are working on it but CAV is a long ways from being dead!
    1 point
  16. We have no plans to offer 3d files of CAVs as a whole. We do plan on releasing some arms and weapons to make variants but that's as far as we plan on going down the rabbit hole.
    1 point
  17. This is a project I have been thinking about for a while now. The large scale mechs need some terrain to go with them. This thread will house the work in progress shots.
    1 point
  18. Quick update. The back wall is now completed. Last pict with a couple models in to help show scale. Now onto the painting and some additional details.
    1 point
  19. I have been able to make fair progress on this project. Below is a progress shot of the side wall. The side wall done. Then a shot of the main deck/floor done, together with the side wall. Now onto the back wall. Probably also time to start thinking about the paint scheme.
    1 point
  20. For this post I will show a winter Camo scheme I have tried out on a few models.
    1 point
  21. A long time ago when the CAV models were pewter. The game rules were also a bit different. This group of CAV’s was intended to be mercenary in nature even then. Never purchased in any specific order or anything, more like the rule of cool, plus what was available. The paint job was started probably 15 years or more ago. The models got shelved for a long time in their half finished state. Until recently when The Dirty Dozen resurfaced to find themselves hired and pressed into service once again. This ramshackle group was pulled together from many races and factions, most of them not believing in the line of politics or governmental boundaries. Now they sell their services to the highest bidder and fight for credits and glory.
    1 point
  22. This week I was able to complete a second building. I had purchased two of these, with the hope of testing out a few ideas for painting the laser cut buildings. I had not done very much stuff with the laser cut products in the past. These buildings are the tests for my Badger model, that I will be doing at some point in the future. It will be painted up using similar techniques. With this second one, I tried using a brighter photo for the picture behind the widows. Not sure I like it as much? It is better than the one I used for the first building, as it is much easier to see what it is. It also has a lot of bright white clouds vs the blue sky, so that feels a bit to bright and is a little off. Learning curve for me, maybe something in the middle if I do more of these. Here are a few shots with the two together. I am excited to have these in my collection. They are very versatile and will be used for many games and game systems.
    1 point
  23. This week I was able to get this building project finished up. Was a fun project. This laser cut building was easy to assemble and will make a great addition to my CAV terrain. I also took a few shots with some CAV models in there for scale. Very fun build here is hoping that we get more of these kind of buildings and such in the future. Very good value for the money, imo.
    1 point
  24. The Tsuiseki is a great looking model. In the works in progress section, I posted some shots of another flyer I was testing out a painting method on. I really enjoyed painting up that model with airbrush. I also used that model to practice on, so I could do better with flyers in the future. The Tsuiseki models below were painted in a similar way.
    1 point
  25. So Tuesday is my next battle. We're going 3500 TV and playing Scenario 8: A Bridge too Far (usually known as "You can't get there from here.") For my list I am considering the following. Attack Squads 1&2 4x Banshees each These squads are my primary method of removing unwanted Cav's and vehicles from the universe. Specialist squad 2x Haunts There's no recon in the squad but since they do not have GM's and have FCS I'm thinking I'll be ok. Improved Handling to get out of trouble faster than I got into it. Recon squad 4x Nomads Fast, Improved Handling, EST, ECM 2, Advanced TC 1 a light PBG in a turret and wet cardboard for armor. Basically they are along to put ECM bubbles up, engage enemy Sabers and be annoying when flipping cards off the initiative deck. They will be played by 4 Mambas since Malvernis currently has no recon vehicle models available for sale. Otherwise I'd own for and they would be green and purple. My opponent has in his arsenal 2x Centurions 1x Crusader 1x Spartan 4x Sabers 4x Flails 10x Power Armor with Anti Tank weapons. I'm confident of my ability to deal with everything but the Centurions. The Banshees are going to earn their pay there. Thoughts?
    1 point
  26. I do have a backup plan which is a little more traditional Specialist Squad 2x Butcher w/external ammo bins & External FCS pods 1x Specter B 1x Shadow The FCS pods on the Specter and Butchers allow for more accurate IF shots for removing recon vehicles and other annoyances hiding behind hills. MRAC'S and GM's to deal with CAV's and any heavy armor. Attack Squad 5x Banshee Flank'em and shoot 'em in the butt. Recon Squad 4x Nomad Initiative deck shenanigans, ECM bubbles, Distractions
    1 point
  27. Still have 2 Crossbows to paint but here is my progress so far on my Templar Free Company - whose name eludes me.
    1 point
  28. Finished my slow grow league force! (Drum Roll....) The 5th Light Mechanized Battalion -aka the LiMons. A Templar free company currently working a 'planetary security' contract in Almirithil space. Their leader is Alejandro "Spryte" Limon a veteran pilot who only recently took command. The previous commander was lost in a 'training accident' during a 'simulated' Rach raid. The LiMons made good their repairs and replacements after their recent 'training exercise' and are excited for another crack at the... simulation.
    1 point
  29. Malvernis Poltergiest test model for a slow grow league that may or may not happen in DFW!
    1 point
  30. Added a second Poltergiest! Two more and a nomad to go for the basis of a slow grow league!
    1 point
  31. I'll start a "blog" for my finished 12th Guards Army, CAV Division 1 "Hammer of Hakir" work! I have a blog here that shows work in progress and talks about "how" I'm doing it! Finished: Attack: Concussion Recon: Cobra Almost Finished: Hammer (Rhino) Havoc (Cataphract) Growler 2x Foxfire (Lynx) Gauntlet II (Lion II) Hound (3D Print) WiP Hammer Concussion CAV Cobra CAV
    1 point
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