Spartan6

Independents

185 posts in this topic

I like the second list as well--that tank-based armor section is similar to one I use, and is practically guaranteed to do well. Mine doesn't usually have FS, but the ability to include the Manticore rounds out the section perfectly.

 

Yeah the Manticores are a great model. They can deal with hard targets as well as fill the roll of anti-soft. In my super secret Adonesse Invasion Army I use a hornet instead of the manticore.

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4 Rifle teams

 

Flight

2 Fenri w/Orbital Insertion

 

Flight II

2 Fenri w/Orbital Insertion

I understand that you're organizing them this way to get the extra init card, but there's a huge risk there too. Two of them in fact. The only way to guarantee that this pulls off w/out a hitch is for you to draw 3 init cards in a row. If you deploy Flight 1 and your opponent's card comes up next, he's free to target the Fenris and if he happens to destroy any you've lost the infantry inside of them too. Same deal with Flight II. And since the Rifle Teams have to deploy on their own card you have no choice but to leave your Fenris somewhere in LOS of your enemy's models so that the infantry will have LOS when they deploy. So if you don't draw those cards back-to-back-to-back you could be screwed.

 

I would either sacrifice the 3rd init card and merge 2 rifle teams into each flight, or else I'd alter one of the Armor sections to free up points to buy Airborne for the infantry so that they can bail during the Fenri's activations.

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4 Rifle teams

 

Flight

2 Fenri w/Orbital Insertion

 

Flight II

2 Fenri w/Orbital Insertion

I understand that you're organizing them this way to get the extra init card, but there's a huge risk there too. Two of them in fact. The only way to guarantee that this pulls off w/out a hitch is for you to draw 3 init cards in a row. If you deploy Flight 1 and your opponent's card comes up next, he's free to target the Fenris and if he happens to destroy any you've lost the infantry inside of them too. Same deal with Flight II. And since the Rifle Teams have to deploy on their own card you have no choice but to leave your Fenris somewhere in LOS of your enemy's models so that the infantry will have LOS when they deploy. So if you don't draw those cards back-to-back-to-back you could be screwed.

 

I would either sacrifice the 3rd init card and merge 2 rifle teams into each flight, or else I'd alter one of the Armor sections to free up points to buy Airborne for the infantry so that they can bail during the Fenri's activations.

 

:upside:

 

Some days I'm the windshield and some days I'm duped that shorts himself on points and upgrades. I forgot to write that the infantry get the Airborne SA. The List comes out to an even 3K with the Airborne SAs.

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Ok so I gave the Task Force creator a try..I'm new to the CAV game and have been trying to decide on a good mix of CAV's, not sure if this is a decent force so your opinions are welcome, this is based on the Steel Griffins option.

 

 

Rhino

Rhino

Regent

Panther

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You might have better luck finding responses on CAV 2 builds over at Mil-Net.

 

My thoughts--you've got a lot of big, tough CAVs in there, but you could get overwhelmed by a force of many weaker models; you might look to diversify a little more. Also, Recon CAVs are generally best assigned as one or two to a section of Attack role models; I've found aircraft and vehicles are more effective for Recon sections.

 

Finally, I'm not sure your force composition is legal--you've got two sections of only 3 models.

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Thanks, I'm just trying to get an idea of the best force composition,I'm not real familiar with the strenghts and weaknesses of each particular model or which are the best to fit in each role. I'm looking at everbodies army list and trying to determine what they are using ..so it may take me a little while to get a good balance..I want to wait for the newest edition of CAV to come out with a complete list before I actually spend money on models and design a final force

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Thanks, I'm just trying to get an idea of the best force composition,I'm not real familiar with the strenghts and weaknesses of each particular model or which are the best to fit in each role. I'm looking at everbodies army list and trying to determine what they are using ..so it may take me a little while to get a good balance..I want to wait for the newest edition of CAV to come out with a complete list before I actually spend money on models and design a final force

 

-- The beta rules for CAV:SO will show you the composition of the force you want to make. As an independant unit, there are no army lists in place so you will just make each squad to the number you want that fits within the rules. All models retain their role designations from CAV2 so no worries there.

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Thanks, I'm just trying to get an idea of the best force composition,I'm not real familiar with the strenghts and weaknesses of each particular model or which are the best to fit in each role. I'm looking at everbodies army list and trying to determine what they are using ..so it may take me a little while to get a good balance..I want to wait for the newest edition of CAV to come out with a complete list before I actually spend money on models and design a final force

 

-- The beta rules for CAV:SO will show you the composition of the force you want to make. As an independant unit, there are no army lists in place so you will just make each squad to the number you want that fits within the rules. All models retain their role designations from CAV2 so no worries there.

 

not sure if this has been addressed previously, but I heard somewhere that CAV:SO will use smaller models? I just want to be sure before I start buying the models available on the Reaper minis site, also are the models on the Reaper store site that are designated CAV:SO the normal sized models?

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not sure if this has been addressed previously, but I heard somewhere that CAV:SO will use smaller models? I just want to be sure before I start buying the models available on the Reaper minis site, also are the models on the Reaper store site that are designated CAV:SO the normal sized models?

 

-- The minis available in the store are the correct figs. There was a scale change in the rules but using the same minis. Some are being resized as they were to big as sculpted but I believe those are not in the store list at this time.

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OK here is my updated list created by the Task force creator on Mil-Net Commstation..they are Independant Kolditz list 2000 points so far..opinions are welcome(this list is based on what's available to the Faction I chose)

 

Rhino

Tiger

Butcher

Panther

Conqueror

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OK here is my updated list created by the Task force creator on Mil-Net Commstation..they are Independant Kolditz list 2000 points so far..opinions are welcome(this list is based on what's available to the Faction I chose)

 

Rhino

Tiger

Butcher

Panther

Conqueror

 

That's one tough section. The only potential difficulty is that you'll have little control over the initiative deck, but with all those heavy CAVs at your disposal, it may or may not be an issue. I prefer to control the flow of battle, so I like having lots of sections, but the tradeoff is that I don't have any single model comparable to the Rhino or the Tiger.

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OK here is my updated list created by the Task force creator on Mil-Net Commstation..they are Independant Kolditz list 2000 points so far..opinions are welcome(this list is based on what's available to the Faction I chose)

 

Rhino

Tiger

Butcher

Panther

Conqueror

 

That's one tough section. The only potential difficulty is that you'll have little control over the initiative deck, but with all those heavy CAVs at your disposal, it may or may not be an issue. I prefer to control the flow of battle, so I like having lots of sections, but the tradeoff is that I don't have any single model comparable to the Rhino or the Tiger.

 

 

Do people usually play with more than one section? .This is just a starter force for me now..I will probably add more as I get into the game and learn more about each unit.I'll get back on TFC and see about adding another section, should I also concentrate on infantry and vehicles? Whats a good points limit for a decent force?

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Armor section

Rhino

Butcher

Tiger

Sabretooth

Puma

Puma

 

Support section

Mastadon

Conqueror

Conqueror

Ogre Oem

Puma

Puma

 

TFC 4000 points..33 points leftover

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Most games I've played have been in the 2000-4000 range; 2500 or 3000 is a good average-sized game. My typical 3000-point force would have 4-5 sections. Typically, two of those would be armor and/or fire support sections made up of vehicles, one would be an infantry section with transports or the drop infantry upgrade, and the others would be flight sections. Including CAVs will necessarily decrease the number of sections, especially if you go for the big heavy ones.

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