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Akela

CAV 2 Closed Beta v1.1

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Please post your feedback on document 1.1 here. Datacards will be sent out tomorrow.

 

Please keep your posts concise. Remember, this thread is a reference document and checklist to help Reaper spot areas that need attention.

 

Read over the entire beta document before making your FIRST post and keep it concise. Also please try to keep off-topic deviations to a minimum. Thank you.

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OK, so Gunships are trained to operate on their own without any support, which is why they ignore cohesion. So why is it that the second their wingman gets shot down, they're suddenly Shaken because they're All Alone? I mean a Tsuiseki and Kikyu in the same flight have absolutely no problem flying on opposite ends of the board, the Kikyu chasing down other gunships while the Tsuiseki plays the part of floating missile boat. But the second that Kikyu gets whacked by some Infantry, suddenly the Tsuiseki crew is completely freaked out. :blink:

 

Sure, you can simply regroup the lone gunship with another lone gunship from another flight, but you're going to end up spending half of your Actions w/gunships performing Regroups.

 

I don't think I'd have such a problem with the Shaken token if it weren't for the fact that only 1 model in the flight has to be destroyed for the effect to kick in.

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I'm hoping the new rules are just poorly worded: IF can be used against targets past the attacker's initial range band, correct?

 

Pg. 32 Indirect Range Attack Resolution under Eligibility: "A Model may conduct an Indirect Ranged Attack against a Target Point that is in range, even if it is not in the Model's Line of Sight."

 

Then on the next page in step d) "If the Attacker rolls a 'Perfect Ten' roll for Critical Hit Damage."

 

Neither one mentions anything about bands, or Criticals only happening inside the Model's first Range Segment. So what's going on?

 

Is Reaper just paraphrasing that "in range" for IF attacks are anything on the board?

 

Do IF attacks get to roll for Criticals anytime that the player rolls a 10?

 

Are there a couple of sentances missing there?

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yes you can conduct IF attacks against models anywhere on the board, but you suffer a -2 RAV modifier for both drift and damage for every range band you cross.

 

Mad Pat

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I know I went off on this rant before but I feel strongly about this.

 

Page 22, 23..

 

All Infantry models that are Dismounted take an automatic Shaken Token.

 

Grunts train to dismount a vehicle in such a way that command and control is not lost. I know, I did dismount drills about a bajillion times. The auto shaken just for getting out of a vehicle is ridiculous.

 

And then, here's the kicker, Infantry can have their vehicle destroyed and with a succesful Toughness check they aren't shaken at all??? :wacko: If you do enough damage to my Bradley that it's combat ineffective so's the squad in back.

 

If my Bradley or M-113 or Blachawk goes kabloooey I'm going to be shaken! Most likely I'll need a clean uniform. :lol:

 

That particular mechanic makes no sense at all as written. At least give dismounting troops a Toughness check to try to avoid the auto shaken. And if their transport gets destroyed, they should be too unless they can pass a Toughness check with a serious negative modifier. For a squad to survive the destruction of it's transport ranks up there somewhere around "miracle".

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Range Bands

 

 

Long Range

A Model may fire at enemy Models outside of its printed Range Segment (Rng). However, the attacking Model will suffer a -2 penalty for each Segment beyond the first. Any attacks conducted beyond the printed Range Segment (Rng) do not automatically succeed with a natural roll of A Perfect Ten.

 

Criticals on IF

c) Attack Rolls

Attacker rolls 1d10 versus one Model in the Area of Effect. The attacker then adds its current Ranged Attack Value (RAV) and any applicable Ranged Combat Situational Modifiers to the 1d10 result. The final modified value is the Attack Roll.

d) If the Attacker rolls a "Perfect Ten" roll for Critical Hit Damage.

e) Defender

The Defender declares the Defense Value (DV) of the target Model. If the Attack Roll equals or exceeds the Defender's Defense Value (DV), the attacker inflicts one point of Damage, which will take effect at the end of the Ranged Attack Resolution Stage.

f) Repeat Steps C and D for all Models in the Area of Effect.

 

Step F should be amended to include step E as well. Text for v1.2 is updated.

 

Dismounting Infantry

 

Assault

The Infantry Model is both trained and experienced at dismounting transports into combat areas. Assault Models do not suffer Shaken Tokens when Dismounting from Transports.

 

Misc Other Matters

Amended texts

 

Pg. 25 Scan Check Modifiers the -1 Suppressed is for the Model rolling the Check

 

Pg. 40 remove duplicate entry of HALO under SAs, the Upgrade Instant version is the correct listing.

 

Various typos on pages 23, 32, 33, 38

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1. I'm guessing that Perfect 10 now has two potentiall effects. Within the first range band that 10 is worth at least 2 damage even if it wouldn't otherwise have been possible to roll a success. Outside of the first range band, you can still get a critical hit with a 10, but you must have hit the target normally by rolling the 10.

 

Examples:

1d10+1 vs DV14 in the first range band. Perfect 10 = 11 = automatic success + critical hit = 2 damage.

 

1d10+1 VS DV14 in the second Range Band. Perfect 10 = 11 = No Joy.

 

1d10+3 vs DV10 in the second Range Band. Perfect 10 = 13 = 1 Damage + 1-3 more depending on the critical hit roll.

 

2. The -2 shaken is a game effect to represent that infantry are not 100% combat ready the instant they disembark. The dismount action is not an infantry action, it;'s a transport action. Your first action as a disembarked infantry unit is to rally, making you fully combat ready, and you still get to perform a non-combat action , and return defensive fire at your full combat readiness.

 

The surviving infantry from a destroyed transport are given a break by saying the Rally action was included in the toughness roll. Statistically, based on the 1.0 datacards very few models will survive a transport's destruction.

 

3. Yes, you get -2 for each range band beyond the first. Thus, infantry firing at something 72"-96" away have a -6 modifier to their rolls for range.

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Second Range Band

 

c) If the Attacker is within the first Range Segment of the Target and rolls a "Perfect Ten" roll for Critical Hit Damage. If the target is beyond the first Range Segment, do not roll for Critical Hit Damage.

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I would prefer criticals on perfect 10's in all range bands. The chance of a critical would go down as penalties from range bands stacked up. You would only have to have the Caveat that the shot actually caused damage with the 10 to make the critical roll.

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I would prefer criticals on perfect 10's in all range bands. The chance of a critical would go down as penalties from range bands stacked up. You would only have to have the Caveat that the shot actually caused damage with the 10 to make the critical roll.

 

Test it out and provide feedback.

 

 

Looks like two SAs didn't make it into the document. Included here.

 

Dropship/#

The Model is capable of transporting CAV, Gunship, & Vehicle Models. The Dropship may carry up to the listed value in Model Sizes. Therefore Vehicles, and CAVs with the Short SA count as one Model. CAVs without the Short SA (most CAVs) count as 2. Gunships do not actually occupy the Size 1 area and therefore only count as one Model Size for Dropship capacity purposes. Dropships may also be used to carry Infantry Models. Four Infantry Models count as one Model Size.

 

Mounted

Infantry Models with the Mounted SA cannot be put inside of another Model with the Transport SA though they may be placed inside a Model with the Dropship/# SA as normal for Infantry Models (i.e. 4 per 1).

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I would prefer criticals on perfect 10's in all range bands. The chance of a critical would go down as penalties from range bands stacked up. You would only have to have the Caveat that the shot actually caused damage with the 10 to make the critical roll.

I agree. I like the idea of being able to have that chance for a cockpit/critical shot even way out there. Granted it get's tougher the farther away the target is but I still like the chance of it.

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All Alone exceptions

 

Last sentence should now read

Gunship Models and Models with the Scout or Light Scout Special Attribute are immune to this rule.

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