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Everything posted by Dave.C

  1. I also use magnets in my bases. When you talk about magnets not being expensive, it's worth highlighting that a pack of 6x2mm rare earths will run you like $10-$15 and be enough to secure dozens of CAVs.
  2. I have N-scale railroad buildings in my terrain. When I say that they're almost perfect, I mean that doorways will allow infantry through them, but they'd scrape against the doorframes.
  3. A lot of n-scale train scenery also "works" despite being officially 150:1 - 1:60:1. I have some Japanese n-scale that I use, and it's really close. I think the building in the pic below is officially considered 155:1, but it's close enough. If you are concerned about making scale work, I would highly suggest grabbing a pack of light infantry and using them as measuring sticks. The reason that CAV's scale is as consistent as it is is that CAVBoss and his artists actually care about scale. Hop in stream and ask him about the Ogre's cockpit and watch his face, lol. Edit: Your prints look great, btw. Those print lines are going to disappear and just be texture once you get them painted.
  4. Calling it functional enough to look at mounting on the wall, so here are update pics:
  5. This has taken FAR longer than it should have, but: I finally have the first coat of sealant on the board. It's hard to get pics, because of course it is, but... i'm happy with it.
  6. 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.
  7. I really like the model for the Dart. It's a nice utilitarian design for a light CAV, and it just looks clean to me. I don't know if you've ever tried to put Darts on the table, but... they're not really a good use of 123tv in most cases. They have 4 weapons, but with the Big Damage(tm) coming from light autocannons at 1/2, they aren't doing much in the way of heavy lifting. Hell, they need a margin of at least 3 to damage another Dart. So I got to thinking: what is something that the chasis could do without changing its overall look but still have a purpose worth bringing to the table? The result: the Atlatl. At 124tv they still fit almost anywhere, and overall the statline is very similar to the original Dart (albeit a little slower, but still with Double Time). The big change is in its role. Instead of being an Attack model, it's been repurposed as a light anti-air Recon unit: Light ACs with Shredder have a statline of 1/3, which isn't bad against the kind of soft armor values that most aircraft bring to play, and Full Auto makes hits very likely. ECM1 provides some more traditional Recon support in case there isn't a lot of enemy air support needing attention, and it's fast enough to be able to get it into position. I feel like this is distinct from the Arbalest, which also sits in the Open AA role because it can more readily make defensive use of Anti-Air's "return fire" portion. The Arbalest, being a missile platform has a longer maximum range, but has a minimum range window that Autocannons do not. Thoughts? CAV Atlatl.pdf
  8. Adon has the Highlander which brings ECM2 and Smoke on a Chieftain chasis. The official model isn't out, but it's a case of modding the turret. Also, remember that there is an external ECM module that can add ECM 0 to anything.
  9. At this point I'm past things that could save me work, lol.
  10. This is going to take a couple of coats.
  11. Honestly, that might make it better in a different way, as it could add into the MoS. But if there's a time to find problems, it's before an update lands.
  12. Here is a question that came up on stream tonight, laid out so that Jon can review and address it. I am running a Specialist squad with a Concussion, a Scout Helicopter, and two Bears. I have fitted the Concussion with Semi-Guided Rockets. The interaction in question is: 1) The Scout Heli target locks a strike point and shares it to its squad with EST. It spends its other action to paint that target with the active version of TAG. 2) The Concussion accepts the target lock and fires its Semi-Guided Rockets at the strike point. 3) The Bears have declared their intent to accept the Chain Fire firing solution and shoot the same target. IF all the bonuses interact together as the "on paper" implies, then the Concussion has a maximum +6 on its Strike Point roll (+1 Semi-Guided, +2 Target Lock, +2 FCS, +1 Can see the target). Can the Concussion use the Semi-Guided Rockets and still share the successful strike point to the Bears, even if they aren't running Semi-Guided ammunition? ((Specific models provided to flesh out the example and to push the numbers as high as I think they can go. I very much believe that seeing how extreme the numbers can go can help us see if the interaction gets out of hand. Considering the investment involved (target lock, another model spending an action for TAG, etc) I don't think this is out of line for a maximum best case scenario, but hey.))
  13. Is there a way that you could juggle to get a Nomad into each of the attack squads? As it stands, there isn't a way for EST to really do anything for you, since everyone with it is in the same squad. Do you have points/models to run: -Attack 1&2: Banshee x3, Nomad -Recon: Nomad x3, Banshee Yeah, you lose 1 Banshee overall, and I don't honestly know if giving the Banshees target locks would change that much, but that's the only suggestions I have. The list looks solid. Banshees can punch through the Centurion's armor fine, but whoever wins that field is going to be a burning scrapyard when you're done.
  14. I cannot explain with words how much I love cited sources. Thank you so much.
  15. Looking back over things, all I can figure is that I read the construction restriction that only lets CAVs, Vehicles, and Aircraft EQUIP APA as them being the only ones who could BENEFIT from it. So yeah, absolutely sprinkle some External APA into the transports. Very good catch, James.
  16. My understanding is that infantry don't benefit from APA due to not having dedicated targeting computers to feed the extra data through. Otherwise it would absolutely be an option.
  17. Just doing some theorycrafting, and it looks like the External ECMs would be really good on infantry transports. Most of them have few actual combat options, and after they deliver their charges are glorified cover. If you have the points on hand, is there a reason to not load them up with the External ECMs? They're likely well downfield, they are pretty much begging to absorb fire, and they don't have much else to do with their actions. Am I missing something?
  18. I'm not posting a pic of the board this time, because it's just the grey with blocks marked out in pencil. I'll cover the lines with another coat so they aren't visible on the final draft. What I am posting is the font work. This is (pretty much) the Adonese for each of the CAVs on their list. If anyone wants to critique my handwriting, I'd welcome the input.
  19. Fantastic writeup. As you noted, starting by eating their recon is a solid play. The Shadow does not need line of sight to target lock (and share that lock), so could have stayed behind the pillar for Blocking Cover if the enemy was close enough for it to make use of EST from there (otherwise, I agree that the forest was the place to put it). If you could remove the Sabres from the table, he would have lost their squad card AND the recon card, leveling the deck. The only other things I'd say to consider are a: that you can deploy to flank with the squad weighted to the left edge with a member on the right edge (if you choose that route) and b: that low hill is cover. I would absolutely not have moved into the open field to fight, but would have covered ground as fast as I could to get within 1" of it for that bonus. Even if that -1 doesn't make them miss, it's still like having an extra point of armor on the MoS, so take it. Most importantly, it sounds like you had a good time. Thanks for sharing.
  20. I just realized that I misspelled "two" and it really bothers me. Anywho: yeah, having everything that wants to be close hotdrop to minimum range would be grand, but there aren't enough points in the budget. Putting ODST on the Attack squad and making the infantry hoof it leaves you with like 13tv remaining, which is not enough to really adjust much. I haven't played with infantry, so I could be very wrong, but my gut says that Panzerfausts and MARs are going to be better for cleanup against weakened targets, while the PBGs will do just fine punching holes in more intact armor. I guess the real beauty of the list you built is that the points balance where you could run it either way and find out which feels better to you.
  21. My two cents: If you're bringing ODST, don't put it on the infantry. Use your Recon ability to push your ODST card to the bottom of the deck and deploy your PBG attack squad at the end of the first round, and start round 2 with your heavies on their side of the table. Sure, it means that your infantry are having to hoof it across the board, but they are going to be fine cleaning up anything that gets loose from the pile of plasma death happening in the other player's deployment zone.forum list.pdf
  22. Absolutely makes sense, as that is absolutely the kind of situation I thought I had found, lol.
  23. Very good to know. Thanks. Edit: I guess that you could push the ODST card to the bottom with Recon, and then activate them as soon as you can on the next round. That's about as rapid as possible.
  24. I thought that you were able to activate the turn ODST deploys. But yeah, you deploy minimum 12, and then you drift. But if you aim at minimum and drift maximum away, you should still only be like 22" off of your target, which is within some of those transports' "double move" range.
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