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Savage Coyote

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Everything posted by Savage Coyote

  1. Starhawk VI.... happy days!
  2. A large scale Starhawk VI, Cataphract, or Rhino would be something!
  3. Are you going to stick to the Templars and Malvernis or will we see other factions sneak in along the way?
  4. A few nights ago I managed to get a game of CAV in with MiniAddict and is son at Texas Toy Solider in Carrollton, TX. Because of the three player nature we were faced with, his son and I were a team with each of us taking 3k points and MiniAddict taking 6.2k or so points! We set up long ways on the table and the only modification due to the terrain type we had was to play "true line of sight." Our terrain wasn't leveled well as it was more 40k/Fantasy terrain so this seemed to work. Forces were all "mercenary forces" by the rules due to composition/unit types" Templar Mercenaries: 2x Centurion 3x Duelist Spartan Spartan 5x Javelin ADON/Terran Mercenaries: 2x Naginatas 2x Wolves 2x Poltergiests 6x Chieftains Ritter Mercenaries: 4x Lion II's 1x Cougar Catamount (Jaguar model) 3x Puma's (blue Cougar models) Thug We also decided to use individual model activation with the cards as opposed to section activation. So Turn one was pretty much everyone rushing forward and/or moving forward and activating ECM to discourage target lock pot shots. The Templar force was a little more cautious in it's approach than our side I think. Turn 2 was really more of the same, though we had our first suppression with my Catamount suppressing the Spartan that had used it's ECM. One of the Javelins Run 'n' Gun'd and dropped four damage on my Cougar while the heavy tanks dropped a Javelin on the far left side. For all intents and purposes, the game ended on turn three. We were positioned to be able to do a lot of damage and lucked out in the card deck draws. We had five or six cards turn in row. I took charge, activated the Catamount, and fired off his Active Phased Array 2, which netted all of the forward Templar elements. Next, two Chieftains raced up to the center Spartan (he's behind the rock in the center of the board) and killed him with medium PBG's. Next, my Thug moved over to put six damage on the far right Shootist. The Shootist attempted defensive fire and did maybe one damage. Everything else that shot at the Thug missed (honestly I thought I was trading the Thug to severely hurt the Duelist!). My Lion II's move up and gain line of sight to the second Duelist and kill it with one burn out (marked with a yellow 1.). Three chieftains peel left and kill the second Spartan while the other two Chieftains race over the left side Duelist and inflict some damage. Our heavy tanks move forward and kill the brave Javelin, while wiffing on the other. In MiniAddict's defense, his dice were about as cold as you could get. All night. It was painful for him and honestly for us because, in situations he should have inflicted damage or killed something (my Thug should have been dead) he'd only hit once or not at all. The only glimmer of light was one of his Centurions putting six damage tracks on one of my Lion II's. So there was that. My Puma's all used their ECM 2 and we moved on to Turn 4. Turn Four was mainly advancing and cleaning up for our side. My Catamount activated APA2 again while my Thug brought down the Duelist (though he burned out and I retreated back around the corner before his Centurion could engage again. My Lion II's advanced forward and brought the center Centurion down to six damage tracks while follow up Chieftain hits brought it to 12 damage tracks. On the other side, the heavy tanks damaged the lone Javelin and the Chieftains played tag with the left side Duelist slowly wearing it down, though the Duelist did manage to kill one of them and severely damage the other. I lost a Lion II to a Centurion but my other three soldiered on. We called it after turn five, as the Lion II's and three Chieftains finished off both Centurions, the Duelist fell to the LBG of the Puma, and the Javelin was smoked by a Poltergeist or Wolf. All in all MiniAddicts cold dice made this a lopsided game! There were a lot of lessons and questions for this game and we look forward to playing again!
  5. CAV Unit Brief SyRaM Starhawk VI To kick off my first tactical unit run down, I’m going to focus on the Terran Starhawk VI. Each faction has a heavy CAV that I rate as the premium combatant of the force that combines the best speed to armor to firepower to threat value in a package that is truly a superiority CAV. The Starhawk VI is the Terran’s superiority attack CAV in all regards! Lets take a closer look at this unit. Nuts and Bolts I always start off by looking at a unit’s speed and armor. I feel that it gives a good picture as to what the unit should be doing and expected to do on the battlefield. The Starhawk VI has a respectable speed of seven and an armor value of seven. This tells me that it’s slightly quicker than other faction’s superiority CAV’s (say the Rach Dictatoror Ritterlich Cataphract) but sacrifices a little armor to do so. This ties into the over all arch-type that the Terran’s have as a more mobile force. This speed allows for more fluid battlefield control and great Assault movements (which we’ll get to in a second!) Secondly, the armor is also seven. In my mind and experience, seven is the minimum armor total that can survive for any length of time on the battlefield. If you are rocking a six armor, you tend to die just a little quicker. My six armor units tended to get snuffed out much easier than my seven armor units. This is also the point where I start classifying things between a superiority CAV and a cavalry CAV. I’ve made these rolls up in my head of course, but their roles are just a bit different. Most CAV’s with six armor are at least speed eight and while only an inch further, start to outdistance their speed seven brethren. They also have to be careful to not get blown up with relative ease. Finally, the Special Abilities and Attributes can really help a unit shine (or further reinforce it’s roll.) The Starhawk VI has several which will factor into it’s use. An Advanced Targeting Computer One and Wizzo (weapons officer) will grant you bonuses to your attack roll, while Ammo Bin One will save you once if you happen have a horrible roll and run out of ammo. Rugged allows you to always have a critical success, granting you two damage track repairs if you use your damage control systems which is handy if you have a moment on the battlefield to repair yourself. Finally, Assault Two helps to direct the Starhawk VI into it’s roll of attacker. The Hard SA directs your opponent as to which damage value to apply to your unit. Weapons Two Medium MRAC’s and two Medium Guided Missiles give the StarhawkVI very respectable range and damage potential. The MRAC is your standard direct fire, mess up someone else’s armor weapon. Point it at the enemy and pull the trigger. Simple as that. You must have a target lock or someone using TAG for you to fire your Guided Missiles, so keep that in mind when you are choosing your actions! We’ll cover the usage element next though and give some tips on combinations that help the StarhawkVI shine! Using The Thing You noticed I didn’t tell you what Assault Two did right? Good! One of the StarhawkVI’s best attributes is being able to Run ‘N Gun with less penalties. See, when you Run ‘N Gun, you subtract two from your movement value and then double it (so ten for those of you doing the math at home.) Then you fire your weapons. For each weapon you fire, you receive a negative modifier to the roll. So if you fired all four weapons, you’d be looking at a negative four to each roll. Every level of the Assault SA takes away that penalty, so you could Run ‘N Gun the StarhawkVI with a negative two instead of a four, or only fire two of your weapons for no negatives at all while benefiting from the three extra inchs of speed. This can help you dictate range or maneuver for later in the game. But what if you look up and you don’t need the extra movement but want to dump all of your weapons into the enemy? You have a few options. You can target lock and fire, using both of your actions to insure you get the guided missiles into the action. This is the most basic move you can make and it keeps you stationary. Use it when you need to or if you are standing in cover. I prefer to run a unit that uses the EST SA (which allows that unit to share target locks to it’s section) which essentially gives you a free target lock. You can then move and fire all of your weapons. Alternatively, a unit with TAG could paint your target and then all of the friendly guided missiles on the board could fire at it without a target lock while moving, but now you are missing out on your Advanced Targeting Computer bonus. In my mind CAV is about stacking as many bonuses as possible to insure you hit and insure you hit hard. Force Composition The Terrans use a force structure of five, so five CAV’s or vehicles make up a section. This can be difficult to use inside the current standard is 5000 Threat Value, but it’s doable. I like to take two Starhawk VI’s as the base of the list. From there, sprinkle to flavor. I’m a fan of EST and Active Phased Array, so a more points heavy list might include the following: Starhawk VI 590 (heavy firepower) Starhawk VI 590 (heavy firepower) Archer 683 (Active Phased Array 2 = +2 to all shots at enemy models within 30 inches, heavy short range firepower) Falcon 457 (cheap cavalry heavy with good firepower) Talon 274 (EST shares target locks with the rest of unit and also has ECM) This list gives you everything for 2594 threat value. That only leaves you with 2406 for the rest of your force, but you have choices. The other option would be to drop the Archer for another Falcon and field a tight, compact force for 2368 and have over half your points to play with for the other section of five! If you wanted to save even more points, grab one of the OPEN units like the Firedrake (231) or Dart (123) and sub out one of the Falcons. Using the Dart, your first section totals in at 2034. Then for a second section, you could build a “make it shady” fire-support section: Starhawk VI 590 (heavy firepower) Starhawk VI 590 (heavy firepower) Falcon 457 (cheap cavalry heavy with good firepower) Dart 123 (cheap throw away unit to get the Terran model of five into the section but also has some anti-infantry ability!) Talon 274 (EST shares target locks with the rest of unit and also has ECM) Raijin 854 (four batteries of heavy rocket launchers) Raijin 854 (four batteries of heavy rocket launchers) Regent 550 (medium weight fire support) Raptor 347 (light fire support and back up EST) Talon 274 (EST shares target locks with the rest of unit and also has ECM) What have your experiences been with or against the Starhawk VI? What did I get right? What did I miss? What would you like to see covered that maybe I didn't? Questions? Hopefully that gives you something to think about for one of the Terran’s best combat units! I hope this has been informative! Check back next time as we take a look at another unit in the CAV universe!
  6. Savage Coyote

    Sound Off for CAV II KS!

    Mike does a good job of supporting Reaper there (and Ron lets him of course! :) )
  7. Savage Coyote

    Sound Off for CAV II KS!

    Generally, yes. Occasionally, depending on the design, I'll leave off the arms or shoulder weapon launchers so i can get to the torsos (Dictator is an example) and attach after painting.
  8. Savage Coyote

    Sound Off for CAV II KS!

    Regiment 45 "Bone Collectors" rolls with a half and half scheme like this Chancellor r Oh I got mine on Tuesday. Joys of using a shipping address twenty miles from Reaper...
  9. Savage Coyote

    CAV forum Secret Santa...?

    Sweet! Glad it arrived in time! It's always hit or miss shipping over the Pacific! :D
  10. Savage Coyote

    Warlord Games M18 Hellcat Tank Destroyer

    Just finished up a 1/56th scale M18 Hellcat from Warlord Games. First time to do a "realistic" vehicle and had a blast!
  11. So I've completed my CAV:SO Christmas Exchange piece and thought I'd post it here. I'm using my "speed painting" technique thats cut down my paint time for desert jobs at the moment. I'm pretty pleased with how it turned out and pleased with my new photo set up.
  12. Savage Coyote

    CAV forum Secret Santa...?

    Mailing mine out today!
  13. Savage Coyote

    Ritterlich Cataphract - Christmas Exchange!

    Both! The Ritterlich produce the Cataphract and arm their units with it. If you want to play pure Ritter you'll probably have one in there. BUT, mercs can also field the unit (they can field anything with the idea being that other factions sell their salvage, you salvage one, Ritter over produces and sells some to qualified buyers etc) So at the end of the day, Ritter and mercs can field it. Could a Rach unit? Sure, but you won't get any benefits of playing pure Rach.
  14. Savage Coyote

    CAV forum Secret Santa...?

    Aaaaaannnnndddd, this one is done and in the books! it'll be mailed out on Wednesday to it's new owner!
  15. Savage Coyote

    CAV forum Secret Santa...?

    Local game store had a cool Flames of War desert town set up that I borrowed for my exchange Cataphract...
  16. Savage Coyote

    CAV forum Secret Santa...?

    almost done! Just need a little "grass," a few touch ups, and real photos!
  17. Savage Coyote

    CAV forum Secret Santa...?

    Here's mine so far. Ritter unit in two tone desert camo with some dark blue accents. I have since added a little splotch damage... moving forward!
  18. Savage Coyote

    CAV forum Secret Santa...?

    I'm about halfway done with mine! Pictures maybe later!
  19. Savage Coyote

    The Ritterlich Republic

    I don't believe that you can split your strike point rolls up, but if you had a section of Tiamats each could fire at a different strike point. Unfortunately the Tiamat doesn't have an Advanced Targeting Computer rating so it can't benefit from the EST, but you can apply the Active Phased Array to your strike point roll I believe. If another unit in your section has a FCS (Fire Control Somethinganother) you could add another +1 to the roll. The cool thing is your Cougar doesn't have to be in your section to help with it's APA as APA is universal to all friendlies. So a Cougar in your Cataphract, Rhino, Sabertooth Attack Section could help out your Tiamat/Panther Section, while the Panther has a FCS to help as well. That means you'd need a seven on your strike point roll. Tiamat's are a little substandard when compared to the Raijin, as the Raijin has FCS AND Chain-Fire Pod. Chain Fire Pod says that if you hit a strike point, you can pass that strike point on to friends. So if you need to rain down rockets on one model (or location that has several models) Chain Fire can really help. If Ritter had the Griffin model out, I'd for sure have two Griffin's, a Tiamat, and a Panther there to rumble. you'd have two FCS to help one of the Griffin's, an Advanced TC to help an EST or target lock, and Chainfire to pass to the other Griffin and/or Tiamat. So you'd need a seven with just this unit on your strike point roll. If you had a Cougar running around dropping APA, you'd need a five for your strike point roll! After that successful roll, the other units could skip the strike point roll all together and drop their rockets right on the strike point due to chain fire. If you are playing with add-ons, you can tack on a FCS and a Chain Fire Pod which can help the Tiamats. They also have counter battery which can impact that game but I need to re-read the rules and the FAQ before I comment on it!
  20. Savage Coyote

    CAV color schemes

    Thanks!! For sure though. The boards were a little dead before hand; I should have advertised a bit more! Mastergunz came out from Cali and several others were there as well! I only showed up on Friday and Saturday as between work, distance for me to drive each day (hour plus) and have little kids and a wife who would prefer I stayed home on Sunday, it just wasn't in the cards to be there the whole time!
  21. Savage Coyote

    CAV color schemes

    Yup! Played in the tourney, got a pick up game in on Friday, did the painting contests and stuff!
  22. Savage Coyote

    CAV color schemes

    Here are some of my Ritterlich from the past CAVCon. 5th Dornheim Brigade, "Marienburg Lancers" though I feel the color is "off" for most of the photos as the scheme is a light blue with black and red accents (though the black always occurs on the arms/shoulders and shins)
  23. Savage Coyote

    CAV color schemes

    Well what I get for posting while sick I guess haha
  24. Savage Coyote

    CAV color schemes

    I've tried matching US/coalition tans from the 21st century for my Legion and then added sparse "teal/turquoise" highlights. After four different tans, I found that Vallejo's Iraqi Sand is the best match at this scale. Mastergunz did Terran unit (3rd Legion, The Home Guard) in a dark blue with brown accent and black/grey details (weapon barrels, missile ports etc.) Those images are on Facebook.
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