Search the Community

Showing results for tags 'Bulky'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Reaper Discussion
    • FAQs 'n Stuff
    • News
    • Reaper General
    • Chronoscope
    • Bones Miniatures & Legendary Encounters
    • ReaperCon
  • Craft Corner
    • Show Off
    • Painting Tips & Advice
    • Works In Progress
    • Speed / Army / Tabletop Techniques
    • Shutterbug
    • Conversions, Presentation, and Terrain
    • Sculpting
    • Mini Exchanges and Paint Contests
  • Reaper Games
    • CAV
    • Warlord
  • General Discussion
    • General Fantasy
    • General Sci-Fi
    • General Modern / Historical
    • Kickstarter
    • Off-Topic Rampancy
  • The Sandbox
    • The Gathering
    • The Playing
    • Fiction, Poetry, and Other Abuses

Calendars

  • Reaper

Found 2 results

  1. I'm trying to understand how the Special Ability (SA) Bulky applies to vehicles. I have a primary attack squad which I built using the CAV Force Manager that includes: 1x Naginato [veh] 3x Wolves [veh] 1x Talon CAV. All of the vehicles have the Bulky rule in the print out that the software makes. The rules say that an attack squad must have between 4 and 6 Vehicle/CAV models in it and that SA: Bulky models count as 2 models for squad size. So my attack squad can include at maximum 3 Bulky vehicles and no other models? My Talon CAV (Recon) is bigger than my tanks but it is not Bulky...? The software appears to let me build an illegal attack squad. I have 4 SA: Bulky vehicles and a Recon CAV in it but I don't see any errors listed anywhere. What am I missing...? Thanks for your help! J--
  2. I'm attempting to gather some squad composition questions into a single thread. From the rules: Attack squads consist of 4-6 CAV and/or Vehicles. SA: Bulky counts a model as two models when determining squad size Faction doctrines are available only if all models in a force are from the same faction During KS2, a few questions related to squad composition were answered by CAVBOSS: Q: <Reference to some force composition charts> A: ... A CAV/Vehicle squad must have 4-6 models which vary depending on what faction you are or if you choose to go non-faction (merc, pirate, corp security, etc). Bigger models that are bulky count as one model but fill two "slots" and that's were they are off a bit. Q: @CAVBoss off topic from the final push, but does that mean Bulky just limits the amount you can fit in a single squad? Meaning 2 Despots and 2 Malefactors make a legal squad taking all six slots for four models? Three Despots would be illegal since that's only three models to six slots (note: I made a mistake in my question, as the Malefactor is also bulky) A: Yes to both rules questions A few other posters have mentioned that CAVBOSS made comments at CAVCON that mixing CAV and Vehicles in an attack squad (outside of a Specialist squad?) would prevent a faction doctrine from being available. From Question 2 above, there's a slight problem with this reasoning: both the Malefactor and Despot have SA: Bulky. If you can only have 6 "slots" in a vehicle-only attack squad, there would be no legal way to field a vehicle-only attack squad for the Rach. They only have two attack vehicles and they're both bulky, so you can't get to five vehicle "slots" out of 6 with the attack task and have 4 models. The Force Manager matches the three items from the rules above, but does not match the need for four physical models, only four "slots". It enforces a six "slot" maximum by default. So, for CAVBOSS (or anyone who can clarify), could you help clarify what is required for legal squads and what is required of squad composition to use faction doctrines? Thanks!