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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. 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
  4. Start of my Malvernis unit getting some color. Still trying to flush out the scheme.
    2 points
  5. 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
  6. 2 points
  7. 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
  8. 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
  9. 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
  10. Paging Zefram Cochrane: Humans have figured out how to make a warp bubble - TechRepublic
    2 points
  11. 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
  12. Right now we are looking at March of 2022. With everything slowly returning to normal we are ramping up for next year.
    2 points
  13. Cause you can't put decals on them right?
    2 points
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. (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
  20. 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
  21. 1 point
  22. Well having to go back to the Specialist Squad, replacing the Pillager with a Reaver and Wight A. Both just got their base coats.
    1 point
  23. So I independently watched the first video about half a week ago after buying both the Battletech Alphastrike and Cav:SO books. I played Battletech as a boardgame, one of my first wargames as a child after Risk and Stratego. I came to CAV later as a miniature gamer after Epic and early 40K. I liked CAV because it was easier to play than Battletech but also because it seemed more realistic militarily. Having a Wizzo help fight the machine made more sense. Actual military formations rather than a semi-feudal structure. Comonality of equipment across units instead of a grab-bag of whatever machines your officers inherited. I would lean into that as a marketing theme.
    1 point
  24. Ah! Got it. I misread that bullet, as "a specialist squad must have a unit with SA: Specialist." Thanks for the clarification!
    1 point
  25. Here is a quick write-up of the scenario I used at Little Wars 2022 with some "in progress" pictures from the show! https://talon-games.com/downloads/SCENARIO/DROPPING_THE_HAMMER.pdf
    1 point
  26. Even better, looking forward to seeing what you do with your figures. Be sure to share your progress!
    1 point
  27. Thornton CO [North Denver area]
    1 point
  28. 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
  29. Calling it functional enough to look at mounting on the wall, so here are update pics:
    1 point
  30. I went to the local JoAnn fabrics and got material in green or brown or grey and cut it to 4'x6' to make the play area and then used more material in different colors to make terrain cut outs for hills, forests and ponds so they'll show up better against the playmat when I was running Warmachine tournaments. Spent maybe $40 and an afternoon with a pair of scissors and a ruler. 4'x6 is about the smallest size I would use for CAV. 4' x 8' would probably be better.
    1 point
  31. Makes me very interested in running light infantry with Laser Bolt Rifles. The increased accuracy at longer range should actually give a respectable threat range. You're still mostly hunting for chip damage, but you can still at least participate. And just by being able to operate, they add questions to the available pool, to borrow James's favored analogy. Tigers and Imperators are great, but they can't take a point that infantry decide to hold.
    1 point
  32. As a owner of infantry I find this information of great import and use. Cause I was having problems figuring out how they were supposed to damage anything but light tanks and cavs. Although I suppose they would keep the Banshees out of the back field.
    1 point
  33. 1 point
  34. Better than "space herpes!" (very old Ice Pirates reference for you young'uns!)...
    1 point
  35. Here are links to the four fonts for Adon, Rach, Ritter, and Malvern. These are script fonts so like what you would see in a book or other document. I'm happy with Adon and Rach, but the other two are not what I had in mind so they will be going back to drawing board. https://talon-games.com/downloads/FONTS/Adon Regular.ttf https://talon-games.com/downloads/FONTS/Rach Regular.ttf https://talon-games.com/downloads/FONTS/Ritterlich Regular.ttf https://talon-games.com/downloads/FONTS/Malvernis Regular.ttf
    1 point
  36. FLight Squads get "dual" designations so if you have two recon aircraft they do count as a "recon" squad.
    1 point
  37. Infantry Models do not benefit from APA per the Errata titled 3_4_3_Special. Under the section for APA on the first page. "Enhanced Targeting Acquisition: Using a Special Action (1 AP) to activate, the provides SA: APA improved targeting data on any enemy model located within the system's area of effect, equal to the model's APA rating level (+1/+2), to the Combat Roll of allied non-infantry models until the start of the models next activation." You could still mount them to the transports and use a Action to activate them and send the bonus to your CAV's, Tanks and Aircraft but those transports are going to be the center of attention.
    1 point
  38. So we got our second game in today. Tactical mistakes and poor dice rolls were the order of the day. The Specialist Squad of the 5th Regiment. Butcher B, Revenant, Specter B and Shadow. The initial deployment. You can see great care was taken to gain maximum tactical advantage. My opponent (who has pictures of his models on Facebook, mine don't do him justice) Has a pair of Centurions Mk. 2 and 4 Sabre recon tanks. He gets 2 initiative cards and I get 1. This was my first mistake. The recon squad allows him to move my card from just flipped to the bottom of the deck. Ergo I go last every turn as I have no Recon squad to counter it. The first turn for my army. The Shadow stealthily takes position in the stand of trees and target locks one of the opposing centurions. The Revenant and Butcher B move forward and have no targets. The Specter B takes advantage of the target lock on the Centurion and lays a salvo of Rockets right on the Sabre recon vehicle instead of the target locked Centurion. Mistake #2. My opponent is unimpressed with my opening gambit. The damaged Sabre moves behind the temple/statue thingy by the curve in the road and advances the rest of the squad forward alongside the Centurions. Turn 3. Those of you who have been following along and paying attention may notice something missing from this picture. Can you guess what it is? Why the Shadow is missing from the trees. That's because Shadows don't react well to target locked Heavy MAC cannons. They also don't like critical hits and Medium Guided Missiles either. Apparently light cover and chameleon will not save you from a determined enemy. When asked why so determined the reply "Well I remember all the nasty crap you can do with a recon model so I wanted it gone A.S.A.P." The Butcher B decided staying together to concentrate fire with the Revenant was a suckers game and left on a run up the side to try a flanking maneuver. Me and Bonaparte right? 2 Tactical geniuses in a pod. Here on the next turn my opponent decided the Specter B had to go. The Heavy MAC's missed but the Medium GM's forced a pilot roll which I promptly failed. Right so on this turn the Butcher B has doubled down on the whole Flanking move/Lone wolf ploy. We rev up our mighty MRAC's and....snake eyes. Dammit he was right all along these things suck. Fortunately re-reading the rules shows that after you roll snake eyes you roll a d6 and on a 1 or 2 only are the cannons jammed. The cannons did not jam. They didn't hit, but they didn't jam. The Specter B decided it does not like being the center of attention and moved to hide behind the Revenant. The opponent's Sabers are readying to Dukes of Hazzard it over the hilltop and the one Centurion hasn't moved a inch from it's position on the hill. It just stands there calmly scanning for targets to target lock and blast into oblivion. The Sabers, instead of going over the top like I would have, decided to act wisely and scooted around the hill. The Specter B torso twists, grabs a target lock and blasts one with it's Guided Missiles. Upon doing so on the next turn all 3 surviving Sabers activate ECM to stop target locks. I again lament the passing of my Shadow which has now caught fire and is burning merrily in the forest. The second Centurion is apparently very scared of my Butcher B (or the funny sound the guns were making last turn and moves to join it's comrade. Time is also taken during the busy war to make repair rolls to fix the dent I put in the Saber hiding behind the temple/statue thingy by the curve in the road. The Revenant moves forward in an attempt to engage something with its MACs before it's too late. Sadly both shots go whizzing down field, hitting nothing but air. The Saber harassing the Specter B drives behind it and hoses it down with its Light MRAC actually plinking it for damage. the remainder engage ECM again and hold position. The Centurions shift fire to the Revenant and start cracking armor. Return fire is ineffective and the Rockets fired from the Specter B miss badly. The Butcher B opens up with the MRAC's again but having had to move coupled with no target lock means failure. The observant among you will note the billowing cloud of Black smoke coming from the Revenant which lies broken on it's back. Crit's hurt. 2 Crit's don't' bear thinking about. The Specter B contemplates a new line of work as it drops a volley of rockets to make a crater for some future infantry squad to hole up in. The Butcher B moves forward and tries to take the Saber hiding behind the hill and manages to choke again. The second Centurion decided to leave the safety of the temple/statue thingy and starts taking pot shots at the Butcher B with it's brother. However this time they all missed. Slaughtering everyone else apparently took it out of them. The Sabers, deciding it's too late in the war to risk their lives. scatter after receiving some damage from the surviving Malvernis forces. I can't help it, they were all I seemed to be able to hit. The final picture. Malvernis lost a Revenant and a Shadow and had a damaged Specter B. Templar lost 1 Saber. I was hoping to show better using a State of the Art Malvernis force. Unfortunately the Art was Pottery in this case. Final thoughts 1. Hanging the Shadow out where it could be seen that early in the game wasn't smart. It especially wasn't smart when I knew the opposition had long range weapons and the means to use them. a simple target lock gives a Centurion +3 to direct fire attacks. that will offset range penalties and cover bonuses nicely. 2. The Specter B was not used well. Either I should have kept it back and used the rockets or moved up and used the Guided Missiles, not flip flopped between them. But then again having ECM bubbles everywhere does limit the options. 3. The Revenant and the Butcher B should have been side by side and concentrating fire on those who opposed them. Starting with the Sabers to get rid of the ECM. MACs and MRACs don't care about ECM. Then get the target locks and hose the Centurions 1 at a time. Oh well, there's always next week.
    1 point
  39. Yeah you have to spend both APs to deploy. You could always use a CP to get an extra action for at least one model. This was decided as a compromise to keep someone on the ground from getting waxed without any real way to avoid it (ie being unable to shoot at the descending attackers). This makes you choose to deploy around someone who has already activated or take your chance vs someone who hasn't on the ground.
    1 point
  40. Ok, second coat of grey down, so now it looks properly scarred and such. I've started mapping out where stuff will sit with graph paper, and am working on adapting the fonts that I'm going to need. Commander2 for proof of concept:
    1 point
  41. Southern Maryland; but willing to travel most of DMV
    1 point
  42. Space Coast Florida
    1 point
  43. Well, that Player Finder worked! Dave, I'm in Falmouth, MA - about an hour and a half from you!
    1 point
  44. 1 point
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