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  1. 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.
    5 points
  2. 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
  3. Starting to look like a unit now.
    3 points
  4. 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
  5. Started work on my last squad for the Slow Grow league. Airbrushing the color white is a humbling experience. 🤬
    3 points
  6. Still have edge highlighting and decals to do but getting close on my flight squad.
    3 points
  7. Added a second Poltergiest! Two more and a nomad to go for the basis of a slow grow league!
    3 points
  8. 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
  9. Plant shutdown today unexpectedly, so paint!
    3 points
  10. 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
  11. 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
  12. After learning to do weathering effects, I decided to update my badger. Gotta make it look more beat up.
    3 points
  13. 3 points
  14. 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
  15. 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
  16. 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
  17. 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
  18. Start of my Malvernis unit getting some color. Still trying to flush out the scheme.
    2 points
  19. 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
  20. 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
  21. 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
  22. Paging Zefram Cochrane: Humans have figured out how to make a warp bubble - TechRepublic
    2 points
  23. Right now we are looking at March of 2022. With everything slowly returning to normal we are ramping up for next year.
    2 points
  24. Cause you can't put decals on them right?
    2 points
  25. 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
  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. (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
  28. 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
  29. 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
  30. Malvernis Poltergiest test model for a slow grow league that may or may not happen in DFW!
    2 points
  31. 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
  32. 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
  33. Yes...this will be happening. 🙂
    2 points
  34. 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
  35. Awwww yeah! Get it JAMES! Happy for your unexpected Friday off. Good stuff mate.
    2 points
  36. Awesome, I need 2 Crossbows, 2 Ghasts and 4 Tsuisekis which are already out.
    2 points
  37. 2 points
  38. 2 points
  39. Join Party Bear Studios tonight @ 6:30 pm EST as he paints CAV! https://twitch.tv/partybearminis Going to work on this bad boy tonight on Twitch along with the snakes so I don't waste time waiting for paint to dry. 6:30 PM eastern
    2 points
  40. Thanks. It's one of the official schemes, Clan Da'kan: The Gatherers of Prey “Ba’Dolpaa Tr’Khreah Tu'k Tumon” 1st Regiment
    2 points
  41. Space Coast Florida
    2 points
  42. 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
  43. 2 points
  44. I tried, but I guess fourth isn't too bad?
    2 points
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