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  1. The Construction Program went to a major update to clean up some code as well as adding data cards for every model currently available in game and a few more to boot (I even put the Scorpion in there for you :). CAV:SO Construction Program Updated 3/29/2016 The Force Manager is also now available for beta testing on windows based machines. So if you are able, please give it a spin. The FM zip contains the latest CP as well. CAV:SO Force Manager Updated 3/29/2016 If you have any questions on its operation (either program), find a bug, find a model we missed, etc. please submit an email to: bugstomper(at)talon-games(dot)com The following file compiles all of the data cards from the CAV CP and puts them in one master PDF file. Data Cards I have also updated the model list and removed all the color coding so people could stop worrying about what it all meant. MODELLIST.pdf
  2. Greetings All! Since the release of the new rule-set last year I know I have talked a bit here and there about COG and getting support to those people wishing to run demos and such. The main reason I havent advanced any farther on it is Ive been trying to put a program together that will get the job done and allow players to feel their efforts are appreciated and awarded correctly. Ive looked at other programs out there and haven't seen what I think is required. So I'm asking for your input. What would make you want to be part of this type of program and get out there to support the game at conventions and your local stores. What do you need from me to be successful and remain engaged over time? Any input would be much appreciated!
  3. Well I had hoped we wouldn't have to do this but unfortuantely a couple of things didn't make it into the final book as planned. As a result we have a little bit of errata to publish. CAV: SO Errata
  4. Greeting all! We are starting the roll-out of the updated & new content we have been promising. I have updated the links above and on the web page but I am including them here as well... First off. the new errata. The majority of it is clarifications and FAQs, but we have made a couple of rule adjustments as a result of feedback from players. CAV: SO Errata With that and the addition of new models from the last KS we have updated the CAV:SO Construction & Force Manager Program. We have added a new tab in the CP that shows a picture of the actual model to help people identify what something is. We will be updating the images later to get a more consistent look but this should work for now. CAV:SO Construction Program and Force Manager We have also updated the Master PDF of all the models so that you can have them in one place to view as a whole. Included are models that we are no longer using but have included a data card for those people who still want to use them. These have the (2) as part of their name. Data Cards We also have a new Faction Model List that is now current with all of the designs currently in the game. Faction Model List I am still getting the color data cards and the new Flashpoint ready so stay tuned as we get those out as well! Enjoy!
  5. Hi all, So... I have a short attention span. This is evidenced by me deciding to take up yet another side project- this time in anticipation of finally receiving my starter rulebook for CAV:SO from reaper this week. Reaper's CAV line is the only line of minis that are not fantasy (or 40k), and the only line of minis that I have that are not in the 25-28mm range. As such, I don't have much good terrain for them yet. I have been a fan of paper terrain for awhile, ever since discovering world works games and Dave Graffam's stuff. Upon starting to look around I also found a surprising variety of free paper building templates for a variety of scales- most of which are based in Europe. So I downloaded a few of those, and then also purchased this pdf from Dave Graffam, which allows me to make office buildings of several sizes and colors that fold flat when not in use, allowing me to store an entire city in a tiny box. Pretty awesome, especially for 3 bucks. I also found some shipping container templates. Check it out! I made almost 20 buildings in two evenings: An action shot: The terrans get ambushed! View from above: And folded (mostly) flat for storage (the folded buildings are on bottom):
  6. Some of you may remember the worksheet I created during the first Kickstarter. As someone new to CAV, I made it to help myself understand a little about force construction and to plan my purchases in the Pledge Manager. It helped me a lot and some others also seemed to benefit as well. I have been working on revising the sheet for CAV: Strike Operations II. I am not 100% confident that there aren't mistakes but I'm putting it out there for review. As always, error reporting is really helpful and constructive criticism is welcome. A few notes: The Colors on the model list are irrelevant at this point. Those are remnants from the first Kickstarter. DT and TV are completely off after revisions to the game. If Cavboss has a new list or if anybody else would care to help with editing, those can be fixed. The "Force and Squad Construction" tab only pertains to models from the 1st Kickstarter. There is already an official CAV: SO force construction program so I'm not sure if I need to do more here but if experienced players would like to submit their forces using the new models, I will consider adding to that tab. This file was designed in Excel and should probably be viewed in Excel. Google viewer is only passable and I've heard that the layout and many of the advanced functions just aren't right in OpenOffice. Download the file and open it in Excel if you can. **One important chance from the original file: Add models in sets of 2 or 4 by putting a "1" in the options column.** Update: August 11th, 2016 (08:31 JST) Updated as far as I can until we receive an updated Model List with the new models Reworked model highlight Colors to signify models introduced in KS1 (Light Blue), KS2 (Tan) or offered in both (Light Purple) Added "The Almirithil Principality" as its own faction Seperated Wisper and Ripper to "Faction: other" and changed task to "Specialist" Added a "Specialist" Category to the "Total Forces" tally (i.e. the number of models in your order) Removed dead links to metal and added links to Bonesium versions on Reaper Store Fixed "SA: Bulky" changes based on Data Card List Future updates: Add DT and TV for all models (waiting on a new Model List) ***For those using this worksheet and updating as we new models are introduced, beware*** You can copy and paste the columns from your older worksheet. Just be aware of new models being introduced during this Kickstarter. You need to copy everything up to the new model from your old worksheet and paste it into the new one. Then copy the remaining numbers from your old worksheet and paste it just after the new model in the new worksheet. I will try to list all changes to the structure below to make it easier for you. Javelin from The Adon Economic Confederation ($32k stre​tch goal) Link
  7. CAV: Strike Operations at ReaperCon 2016! For this year’s ReaperCon I’ve decided to try something a little different than what we have done at in the past. Rather than schedule “hard†events at specific times we will running a variety of events throughout the entirety of the convention so people can come and go as their schedule permits. We found this format worked really well at CAVCon and am excited to see how it goes at ReaperCon 2016! This year’s events will include: Featured Organized Play Event CAV: Strike Operations “The Battle of New Vesta†Malick Pass After the disastrous march across the Treark Plains, the 7th Dornheim Brigade “The Iron Shieldâ€, pushes on in their attempt to capture the starport at Goltek City. The Adonese fire-base at Malick Pass continues to fire volley after volley of cruise missiles at the 7th and every attempt by Ritterlich fighter-bombers to take out the facility have been unsuccessful with heavy losses of aircraft. The 7th’s commander, Brigadier Molden Franz has sent his 12th Regiment to climb the mountain and take the base from the Adonese defenders, elements of the Regiment 14 “Iron Wood†and mercenaries from Ophelia’s Orphans. EVENT INFORMATION: Our featured scenario this year carries over story elements from our last Kickstarter, allowing players to participate in one of the opening “salvos†of the First Galactic War! Check in at CAVHQ to see scheduled start times. CAV: Strike Operations Open Gaming Players are encouraged to bring a Force Group of 5000 TVP of their favorite faction (per the Force Group Selection rules, p. 39 CAV: Strike Operations. Upgrades and Force Group Specializations are in use) to face off with other players throughout the show. Various gaming boards will be available for play to allow players a chance to show which faction rules supreme! CAV: Strike Operations Basic Training Join us as we drop new recruits into the “fire†as they learn to pilot a CAV for the first time outside the simulators. Drill instructors will be available throughout the show to teach pilots the basic skills required for playing CAV: Strike Operations. EVENT INFORMATION: No experience required. This event is designed to teach new players the basics in CAV: Strike Operations and typically will be completed in 30 minutes or less. All materials provided. Certificates for completing training. CAV: Strike Operations Paint & Take A great opportunity for miniature painters, new and experienced. Talon Games & Reaper Miniatures has provided a collection of prepared CAV miniatures, paints, and brushes for this event throughout ReaperCon 2016. Attendees are welcome to come in and paint the provided miniatures with the provided supplies. After painting, you get to take the miniature you painted! CAV: Strike Operations Open Painting Looking for a place to work on your figures during the show? Want to exchange ideas and maybe learn a new technique or two? Then this event is for you! Throughout the show tables will be provided for attendees to sit down and paint! Reaper Master Series paints will be available for you to use as well! CAV: Strike Operations Painting 101 Sit down and learn from the pros! Professional painters will be available to show you their best tips & tricks for painting CAV figures. CAV: Strike Operations Terrain 101 Learn to build many of the common terrain features found in a typical CAV game! CAV: Strike Operations Modeling 101 Throughout the show CAV lead modeler Chris "Thudgun" Lewis will be available to show off new models currently under design and answer any questions you may have! The Future of CAV:SO Sit down with lead game designer Jon "CAVBoss" Walker and find out what we have in store for the future of CAV:SO.
  8. This is a Mercenary Force that Mastergunz and I collaborated to create called Crimson Thunder. I slightly modified a scheme I saw in In Combat: Painting Mecha by Mig Jimenez and friends and ran with it. This is the first product of that scheme, a Bones material Katana. I cut the arms at the "elbows" to pen them and fix an issue with the material (bent and wouldn't boil out.) A pin and a little superglue later and it's good as new!
  9. CAV: Strike Operations at ReaperCon 2016! For this year’s ReaperCon I’ve decided to try something a little different than what we have done at in the past. Rather than schedule “hard†events at specific times we will running a variety of events throughout the entirety of the convention so people can come and go as their schedule permits. We found this format worked really well at CAVCon and am excited to see how it goes at ReaperCon 2016! This year’s events will include: Featured Organized Play Event CAV: Strike Operations “The Battle of New Vesta†Malick Pass After the disastrous march across the Treark Plains, the 7th Dornheim Brigade “The Iron Shieldâ€, pushes on in their attempt to capture the starport at Goltek City. The Adonese fire-base at Malick Pass continues to fire volley after volley of cruise missiles at the 7th and every attempt by Ritterlich fighter-bombers to take out the facility have been unsuccessful with heavy losses of aircraft. The 7th’s commander, Brigadier Molden Franz has sent his 12th Regiment to climb the mountain and take the base from the Adonese defenders, elements of the Regiment 14 “Iron Wood†and mercenaries from Ophelia’s Orphans. EVENT INFORMATION: Our featured scenario this year carries over story elements from our last Kickstarter, allowing players to participate in one of the opening “salvos†of the First Galactic War! Check in at CAVHQ to see scheduled start times. CAV: Strike Operations Open Gaming Players are encouraged to bring a Force Group of 5000 TVP of their favorite faction (per the Force Group Selection rules, p. 39 CAV: Strike Operations. Upgrades and Force Group Specializations are in use) to face off with other players throughout the show. Various gaming boards will be available for play to allow players a chance to show which faction rules supreme! CAV: Strike Operations Basic Training Join us as we drop new recruits into the “fire†as they learn to pilot a CAV for the first time outside the simulators. Drill instructors will be available throughout the show to teach pilots the basic skills required for playing CAV: Strike Operations. EVENT INFORMATION: No experience required. This event is designed to teach new players the basics in CAV: Strike Operations and typically will be completed in 30 minutes or less. All materials provided. Certificates for completing training. CAV: Strike Operations Paint & Take A great opportunity for miniature painters, new and experienced. Talon Games & Reaper Miniatures has provided a collection of prepared CAV miniatures, paints, and brushes for this event throughout ReaperCon 2016. Attendees are welcome to come in and paint the provided miniatures with the provided supplies. After painting, you get to take the miniature you painted! CAV: Strike Operations Open Painting Looking for a place to work on your figures during the show? Want to exchange ideas and maybe learn a new technique or two? Then this event is for you! Throughout the show tables will be provided for attendees to sit down and paint! Reaper Master Series paints will be available for you to use as well! CAV: Strike Operations Painting 101 Sit down and learn from the pros! Professional painters will be available to show you their best tips & tricks for painting CAV figures. CAV: Strike Operations Terrain 101 Learn to build many of the common terrain features found in a typical CAV game! CAV: Strike Operations Modeling 101 Throughout the show CAV lead modeler Chris "Thudgun" Lewis will be available to show off new models currently under design and answer any questions you may have! The Future of CAV:SO Sit down with lead game designer Jon "CAVBoss" Walker and find out what we have in store for the future of CAV:SO.
  10. When I fill out my questionnaire for the exchanges, I like to give lots of options for people to choice from. For example, I mention that I have CAV:SO figures (and hope to play someday....). One of the other things I mention is that I collect rabbit minis (it all goes back to the Doom Bunny...). I never really thought anyone would ever combine those two.... What an awesome and creative piece Kangaroorex came up with! I love it!! (Although I may never look at a Starhawk VI the same way....) I don't know where he found the little car but it is perfect.
  11. Could someone answer the following: 1) Can an aircraft declare itself flying NoE without having to first spend an activation point on movement? Basically, can you target lock and fire guided missiles while still gaining the protection from NoE? 2) Can TAG be used while flying NoE to paint a target for a unit outside of the aircraft's squad (assume the aircraft is behind blocking cover like an E3 hill)? TAG requires line of sight, but I'm not sure how that interacts with Pop-up once the aircraft's activation is complete. I'm wondering if a Dragonfly can TAG a unit while moving NoE, which would allow a Mantis to later activate and shoot guided missiles at the TAG-ed target without spending an action on a target lock. I would assume it works fine when there is no blocking cover. Thanks!
  12. Every time my infantry use grenades I want to cue some Benny Hill music. Grenades are indirect fire, and chances are I don't have line of sight otherwise I'd be using direct fire with whatever better weapon I have. So usually in the longer range bands (Grenades have 1" range so 4" maximum), no line of sight. Other common strike-point modifiers don't really apply to infantry; no targeting computer, no wizzo, no chain-fire, etc. So I'm usually looking at a 11 or 12 to hit, which of course is going to miss. No biggie, "close does count with hand grenades" right? Well, drift is 1d10 in a random direction, plus range mods. At extreme range it can drift up to three times as far as my maximum throw range. So that grenade will go twice as far behind me as I can possibly throw in front of me. Or over my target, over the skyscraper behind him, and into the youth center two blocks away. That power armor can throw hellova far! So yeah, is there anything I'm missing here or is this working as intended?
  13. I was setting up a small set of Terran and Rach forces to paint for a CAV:SO demo when a friend visits in a few weeks. I picked a Raijin and Regent as part of the Terran squad and brushed up on the SA:FCS rules. If I'm reading it right, the strike point roll gets a +1 for each model that's linked in the squad for *any* strike point roll. That reads to me like each unit could choose a different strike point, yet receive the bonus. So for my small specialist squad, the Raijin and Regent could target different strike points, but still get a +1 to the strike point roll. Is that correct? If you add that to the SA:Chain-Fire Pod in a large fire support squad, you could get as high as a +5 bonus to all strike point rolls, which could be shared among the rest of the squad (assuming a target lock before the strike point roll). None of this requires LOS, so throwing in the Raijin's targeting computer and Wizzo, it could have a +7 bonus to a blind strike point roll, that could then be used as the strike point for every other unit in the squad (still needs target rolls for AOE)? That just sounds nasty.
  14. July 29th-31st, 2016 CAVCON 2016 Reaper World HQ, Denton TX Our official website for the show is www.cav-con.com and is up with all the information on the show and events. Including the new CAV Kickstarter II beginning July 10th, 2016! Make sure and check it out. Please note that there is no registration for this show. The show and any events at it are free to attend and we hope to see you there!
  15. Look, I actually finally painted a CAV for CAV:SO! And here are a couple of shots of my UTF forces to date. May take a break from painting these guys. I've got lots of other figures waiting, or I might start another CAV faction.....
  16. Another pair of tanks for my Terran army.
  17. Another month and some more CAV:SO UTF models done. Up first are the Tsukai. I just got two of these from the kickstarter. But I really like how they painted up so will likely be ordering more at some point. Same colour scheme as all my UTF. I've decided on using a metallic (P3 Blighted Gold with a brown wash) for the windows, some sort of future tech enhanced composite with laser absorptive properties I believe.....
  18. Realizing I wouldn't have time to do my first actual CAV this month due to another project, I quickly mobilized an couple of Ashigaru to make sure I made the RPChallenge quota. It's important to remember to paint the inside of the back missile pod section before gluing....luckily my glue must be getting old as I was able to get the pieces apart.... And here is a group shot of my UTF forces to this point. Hopefully some Big Stompy Robots will be joining the team before too much longer....
  19. The second set of UTF minis I did this month were the Ryoshi. Boy are these guys low and wide...nice and quick to paint though, with some interesting detail you can work with.
  20. Here are 3 CAV:SO Wolf tanks, done in the same UTF colour scheme as the Dingos I did a few weeks ago. It's a beautiful day out so I took them out on the deck to get some quick pics... As with the Dingo, the turret seems to stay fine so I haven't glued them. Hopefully by the end of next month I'll actually get a CAV painted for my CAV:SO Terran army.....
  21. Recently received my CAV:SO kickstarter rewards. I'm going be painting up some United Terran Federation figs first, because I got the most of that faction. For them I'm going to be going with more traditional military colour schemes. So, for my first Big Stompy Robots, I went with....tanks....Having never done Big Stompy Robots (other than Robotech, which don't count, since they got painted more like the cartoons.) I wanted to start with something more, well, real. Plus, tanks are cool, which is why I got a ton of them. These were very quick to paint up, maybe 4-5 hours total for all 4. This is good, as I'm happy enough with the results and I have a lot more UTF to go through. Turrets are not glued, they have a nice peg and hole, not likely to fall out on their own.
  22. CAVFM is finally finished, with all features implemented and fully functioning! The last part to be included is the Random Force Generator, allowing you to create dynamic forces quickly and easily. You can create forces as small or large as you please. The program can generate forces up to just shy of 10,000,000 TVP. That’s about 6,000 squads and up to 30,000 units! This is larger than anyone should be able to organize and play, though we’d love it if you proved us wrong. ;) All the random unit generators we’ve ever tried seemed to have the same problems. They would have the same handful of more expensive units and a bunch of cheap units slapped at the end of the list as it tried to spend all the points it had available, instead of creatively mixing the force to take advantage of those points. This tended to make very homogenous forces, lacking much diversity. We wanted something that would create a more dynamic force that would take advantage of the points it has. We created our generator to put together squads in a more dynamic fashion, allowing for a better mix forces. We’ve also included a great deal of influence you can have over the generation process. You can control the bias over the types of squads generated, the factions to choose from for equipment and the specific types of units to put in those squads. Set whether heavier or lighter units are favored. The generator is packed full of options for you to play around with! Once you’ve generated your force, you can then modify it as you please. Add Upgrades, Support and Bunkers. Remove units or squads, add others. We’ve even added a Duplicate button to the Squads tab, so you can quickly fill out your force. Because of how complex the random generation process is, with respect to the CAV rules for assembling a force and all the options for control, it is impossible for us to test all combinations. We’ve done our best to ensure it doesn’t crash or create forces with illegal units, but If you find an issue, contact us at bugstomper@talon-games.com and we can try and track it down. Happy Hunting! CAV:SO Force Manager Updated 3/29/2016
  23. I wanted everyone to know that the CAV KS models are on the boat and expected to make port Jan 29th. Once they clear customs and are transported to the warehouse in Denton, TX we will begin sorting and shipping out every order that has been "locked in". As a result the CAV: SO pledge manager will be closed Jan 15, 2016. If you have ordered anything, want to order, want to add to your order and have it go out in the first shipment you must have submitted your order and LOCKED it in by that date. More information will come out tomorrow as part of the Friday update so pay attention to your email!
  24. Sorry for being AWOL a bit but our house remodel is done and we are moved back in. Unfortunately I chased it up with getting sick so just getting back up on my feet. Anyway with the fulfillment date getting more solid its time to get back in stride ready for the big release. Stay tuned for more information!