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CAV: SO Errata

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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

Edited by CAVBOSS
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For those that are printing the errata, in an effort to keep you from having to reprint the entire document, any further errata will be added as a separate page to the end of the current document. I have also added a black & white version with just the text for those wanting a more stream lined version.

 

CAV: SO Errata Text Only B&W

 

Update 12/31/2016

- Added Force Structure additions for Mortar Squads for all factions.

- Added additional clarifications for Infantry Mortars.

Edited by CAVBOSS
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    • By Rob Dean
      TL;DR: I don't understand tightly linked figure and rules ranges.
       
      I was writing my Huzzah report for my blog this morning, and one thing led to another.  My collaborator and I agreed at the convention that next year's game(s) was(were) going to be something using the combined resources of our 16th century home cast 40mm projects.  So, yesterday I dug out my bags of castings to see what I should start working on, and, after blogging this morning I decided that the proper thing to do was to muster the troops on the table and see what I really had. (My last inventory is both hidden somewhere and probably suspect anyway.)
       

       
      So, there they are: 4 artillery pieces, 18 assorted cavalry stands, 10 stands of pikes and pike command, 5 stands of swordsmen, 4 stands of improvised converted crossbowmen, and 8 stands of musketeers. (Three need repairs, which I can do today now that I've had them laid out.)  
       
      The story that goes with these figures is this:
       
      I have been interested in the 16th century, and the warfare of the 16th century, for longer than I can remember.  It's probably a combination of being an early music enthusiast and being exposed to Sir Charles Oman's History of the Art of War in the Sixteenth Century at an impressionable age.  In the early years of the current phase of my interest in the miniatures hobby (starting around 1987, say) I would play 16th century games at the conventions when I could, but never started my own project, being intimidate by painting all those Landsknechts.  
       
      By the time our club, the HAWKs, had started in 1994, I was already casting some of my own figures from commercial molds.  Chris Palmer, also a member of this board, and I both had fairly extensive mold collections, including two non-compatible 40mm 18th century sets.  Mine were Prince August, and his Nuernberger Meisterzinn. He also had a Meisterzinn catalog.  I don't know much about Meisterzinn, but they were already a zombie company (things kept in production but no new products) by 1994.  They had a small range of 16th century molds, and I thought that it would be an interesting challenge to collect them, cast up some figures, and put a game together.  A set of rules called Armati had just come out, with a Renaissance section and provision for playing with a single stand as a unit, so I used that as the basis for my casting.
       
      It took, as these things do, a couple of years to get things done to the point of playing games with them.  Not long after that, Chris decided to build some 40mm Leonardo da Vinci machines to go with them, inspired by a number of games of Leonardo Plus which were run at the cons for a few years.  Those rules didn't suit our collections, though, so we ended up staging a game using home rules at Cold Wars in 1999.  
       
      After that, the figures got put away for a while, until Ross and I ended up in discussions about how difficult it would be to convert enough of the figures to form the basis of a 16th century English army (still using the longbow).  From there, we ended up deciding to put on a game in 2004 using a scenario from the Anglo-Scots Wars of the 1540s.  The siege of Haddington in 1548 was nearly a perfect match for our hodgepodge collections, with mercenaries from all over Europe participating on one side or the other.  Once again, we had to write rules to suit our collection of miniatures.  My pictures of that game are unfortunately pre-digital, and buried somewhere.  We even got an award from the convention for that one, because it was unusual and eye-catching.
       
      Since then, we dust them off every few years, revise the rules again to taste, and set to.  If I'm at home, I'm somewhat limited by my collection, but I can still put on a decent two player game:

       
       
      I still haven't managed to get to the Siege of Malta in 1565, but Ross wants to do Turks this next year, so we'll see what happens.
       
      Anyway, after all of that, my point and question is this:
       
      With my DIY background, I have a hard time understanding what seems to me to be the ever increasing trend of players buying into tightly linked figure and rules lines.  I see posts/listen to podcasts/conversations/etc. in which people grouse about the speed with which games come out and die, and how that renders their miniatures useless.  I may be a little odd, but it's not that unusual in the historical community to accept that the figures you buy are going to end up being used with many sets of rules, that you may need to write a set to match the size of your collection, and that you might want to work on something that you like the look of, because the figures are forever, but the rules are ephemeral.
       
      Thoughts?  Are you a new person?  Another grognard like me?
       
       
       
       
    • By CAVBOSS
      I'm working on some background articles and thought I would put up my first draft here to hopefully answer a few questions and get some feedback if something needs a better description or other questions you may have!
       
      Using APA and ECM
       
      A common question I receive from players is how APA and ECM work in an actual game setting. So, I thought I take a moment to write up a more in-depth description of the process behind both SAs.
       
      Active Phase Array
      APA is a 3D radar system designed to track multiple targets at short range using a series of non-moving sensor arrays mounted in various locations across the equipped model, each emitting a “beam” at multiple “angles” and frequencies. The on-board targeting systems of other friendly models, through the BattleNet, can use this information to help cut through enemy electronic counter-measures, increasing the chances of a successful “hit.”
       
      How is this different from advanced targeting computers?
       
      Every combat model in CAV: Strike Ops is built with a rudimentary targeting computer, loaded with a basic software package that helps a pilot or gunner to analyze the surrounding environment and the desired target (weak points or existing damage for example), as well as helping to manage any on-board weapon systems and the actual firing of them.
       
      Advance Targeting Computers take this process one step further with the addition of a Class One AI. The other major difference it the addition of a successful target-lock. While the data flow from an APA is available to any model set to receive the encoded stream, an ATC requires a specific target to analyze.
       
      Understanding Artificial Intelligence in CAV: Strike Ops
      By the 23rd century the use of AI by the various races of the known galaxy have been defined by one of four classes. As is typical, these concepts are provided from a Terran perspective to allow for a common framework for our readers to understand the principals involved.
       
      Class One AI: Reactive
      A Class One AI is the most basic of these types of systems and is designed to “react” to the current situation without any regards to stored “memories,” processing the data from the “moment” and providing an optimal mode of attack, in this example, from a multitude of possibilities. The more data it receives and processes (the rating level of an ATC is relative to this processing ability), helps to increase the chance of a successful outcome.
       
      Class Two AI: Limited Memory
      A Class Two AI allows it to “observe” the surrounding environment, storing the data to help improve any pre-programmed responses to deal with a specific situation. The drawback to this class of AI is it can’t “learn” or use a previous experience to help it when it is presented with a similar event later one.
       
      These types of AI are often found on spaceships, self-driving vehicles and autonomous farm machinery.
       
      Class Three AI: Empathy
      Class Three AIs can understand and form reactions based on how it perceives the thoughts and emotions of creatures and people or how an object can affect the environment around it. This allows the AI to modify its own programming to behave in such a way to meet the needs or expectations of a given situation.
       
      Class Four AI: Self-Aware
      This type of AI takes the previous representations to the next step, allowing it to form its own thoughts and self-empathy based on what it perceives and any needs it may have. It is aware of “self” and make predictions on how it thinks others will react to their own feelings or inferences.
       
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      Are there any other modifiers applicable to the opposed roll?
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      So, an enemy model is jamming one of my models, what happens if I have another one of my models jam it?
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      BONUS – HARM GMs: A model with an APA system may use upgrade points to equip HARM guided missiles. When used as part of a direct-fire combat action against an enemy model with an ACTIVE APA or ECM system (either option) during the current turn, HARM missiles do not require the use of an additional target-lock action to be used in the attack and adds the rating of the APA system to the combat roll as a (+) modifier.
       
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      No, it is considered part of the combat action.
       
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      Does Ace/Veteran Pilot/Crew and WSO modifiers apply to the HARM combat roll?
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      OPTION TWO – Jamming: See above.
       
      BONUS – HARM GMs: See above.
       
       
       
       
       
       
       
       
    • By Savage Coyote
      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.



    • By Guyscanwefocusplease
      Hi all,
       
      It has been a really busy year for me, between moving across the country, starting a new job, finding a place to live, getting married, major surgery for the missus, and evacuating/rebuilding after a major hurricane.  Unfortunately, this has left little time for painting- and it’s been driving me nuts!
       
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      If anyone wants the paints or techniques used, I can provide that information too.
       

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