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Lord Pravage

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About Lord Pravage

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  1. Just an FYI, I posted something similar a while back, while it doesnt use d8s you might consider doing this scheme to speed the game up faster: These do NOT change any probabilities in any way. If you think the probabilities have changed, prove it. Target lock 1.) attacker adds his/her target lock(+ modifiers) and subtracts the opponent's ecm. Once this number is agreed upon go to step 2. 2.) attacker rolls 2d10 for target lock. 3.) add the values in steps one and two. If value is greater than 11 then target lock succeds Damage 1.) attacker adds his/her damage potential for the weapon (+modifiers/target lock/etc) and subtracts the opponent's armor(with opponent's modifiers). 2.) attacker rolls 2d10 for each weapon. 3.) add the values in steps one and two. The resultant value is looked up on the alternative damage table below: Damage table 25+ Critical 24 4DP 23 3DP +SUP 22 3DP 21 2DP + SUP 20 2 DP 19 2 DP 18 1 DP+ SUP 17 1 DP 16 1 DP 15 1 DP less than 15 No Damage (please note that Damage starts at an 'easier to remember' value of 15 with suppression at 18,21, and 23 <hmm think legal ages and you have the first two>. 25+ is a crit. All in all, I believe that they are easier numbers to remember)
  2. sob, I take some time off religiously watching the forums due to finals, secondary med school apps, and work to come back with the beta playtest already closed. Its probably for the best because I would have a ton of suggestions (I think frosch hates me now). LOL I hope CAV2.0 beta open comes out soon.
  3. I really like the starwars game. The game goes faster and IMHO is more realistic than warhammer40k (what? my weapons dont have a range value? If they see it they can shoot it? SUWEEET!!!). The game will definately tide me over until AICOM comes out. (oh btw Ewoks are common but so are the sandpeople!)
  4. Hmm, I have found that they have done a very good jobs at the eyes. I almost believe some of them are actually waterslide transfers of some sort. As far as the timeline campaign, that would be sweet. However if you were going to do the 'boarding action' scenario I would disallow vader (I have found that Vader can take out 100pts of rebel troops just by himself). That brings me to the only down point I have seen in the game. With the starter you get a 17pt luke skywalker and a 55 pt darth vader. If you want to be a rebel player, you will need to buy a bunch of boosters to really even start whereas if you wanna be an imperial player, you are good right out of the box. Its not really that big of a deal though, cuz who would stop at only getting one box.
  5. Hello all, Does anybody know when the next batch of CAV releases will be and what will they be? Thanks so much!
  6. I am still trying to remember my password to get onto mil-net.
  7. I thought I would post mine. They are all painted: 1 Thunderbird 3 Starhawk Vs 1 Talon 1 Regent 1 falcon 1 Katana 1 Raptor 1 Ripper Missle 2 Hedgehogs 18 heavy infantry 1 Spider 1 Scorpion 2 Hunters 2 Poltergeists 2 Spikes 1 Whisper Missle 2 Ashigarus 4 Ghasts 4 Tsuiseki 2 Kikyu 2 Harpies 19 Regular infantry 4 Naginatas 2 Wraiths 1 Ogre 1 Centurion 1 Wight 1 Butcher 1 Assassin 1 Ghost 1 Thug 1 Specter The following have yet to be painted 2 Revenants 1 Thunderbird 2 Starhawk VIs 2 Ryoshi 2 Archers 2 Outlaws 2 Vindicators oh btw The above are two armies of mine (1 Terran and 1 Malvernian)
  8. Lord Pravage

    Russian Mecha

    LOL Fpilot. I hope I would be able to translate it. How could I face my Moscow-based Terran legion if i couldn't. Then again, I believe that the Thunderbird is probably the most 'Russian' looking CAV in the game. Looks like Russian Engineering to me!
  9. Frosch, The probabilities are the same due to that all I am doing is having the attacker roll the defender's die as well. The roll is just re-translated thats all (i.e. a bad roll is when the attacker rolls a 1 and the defender rolls a 10 which would be a -9. The translation to the alternative scheme is that a bad roll are double 1s). I think there is less interaction between two people during damage resolution which I think will make games go faster. I also think that the alternative scheme gives a different 'perception'. In the alternative scheme, a high roll is a high roll and there is nothing that the opponent can do about it (hence one's self is responsible for all one's luck) and I would like to suggest that its less frustrating to roll poorly all game in the alternative scheme than with the current scheme. Why I say that is that there is less of a chance of a player getting irritated at the opponent (the whole, *$%@ when I roll 10's he rolls 10's complaint, kinda like 'he always makes his invulnerable saves'). All in all, I think this scheme has merit and I am going to playtest it when I have an opportunity to.
  10. I thought about D20 but I wanted to keep the probabilities intact so I kept with the 2D10 roll. There is no difference between the probabilities between the current method and the alternative method. I am trying to see if there are any adjustments that can be made that doesnt damage the integrity of the game mechanics but yet make the game go faster. I know quite a few people that do not like the opposed die rolls at all (most people dont have much of an opinion). IMHO, opposed die rolls isnt a big selling point in the game system. I can actually go one step forward with the method as follows: Target lock 1.) attacker adds his/her target lock(+ modifiers) and subtracts the opponent's ecm. Once this number is agreed upon go to step 2. 2.) attacker rolls 2d10 for target lock. 3.) add the values in steps one and two. If value is greater than 11 then target lock succeds Damage 1.) attacker adds his/her damage potential for the weapon (+modifiers/target lock/etc) and subtracts the opponent's armor(with opponent's modifiers). 2.) attacker rolls 2d10 for each weapon. 3.) add the values in steps one and two. The resultant value is looked up on the alternative damage table below: Damage table 25+ Critical 24 4DP 23 3DP +SUP 22 3DP 21 2DP + SUP 20 2 DP 19 2 DP 18 1 DP+ SUP 17 1 DP 16 1 DP 15 1 DP less than 15 No Damage (please note that Damage starts at an 'easier' value of 15 with suppression at 18,21, and 23 <hmm think legal ages and you have the first two>. 25+ is a crit. All in all, I believe that they are easier numbers to remember)
  11. Lord Pravage

    Russian Mecha

    WOOHOO! it looks like I was right all this time on the translation.. (reference my post on the first page) Cool
  12. Hey all, I am curious on what you all think about this alternative die rolling scheme. Do you think it would be quicker and cause less headaches overall? Target lock 1.) attacker adds his/her target lock(+ modifiers) and subtracts the opponent's ecm. Once this number is agreed upon go to step 2. 2.) attacker rolls 2d10 for target lock and consults the modifier table for the modifier score. 3.) add the values in steps one and two. If value is greater than 0 then target lock succeds Damage 1.) attacker adds his/her damage potential for the weapon (+modifiers/target lock/etc) and subtracts the opponent's armor(with opponent's modifiers). 2.) attacker rolls 2d10 for each weapon and consults the modifier table for the modifier score. 3.) add the values in steps one and two. The resultant value is looked up on the damage table MODIFIER TABLE 2D10 roll Modifier 2 -9 3 -8 4 -7 5 -6 6 -5 7 -4 8 -3 9 -2 10 -1 11 0 12 1 13 2 14 3 15 4 16 5 17 6 18 7 19 8 20 9 (btw the modifier table is easy to remember, all it is is roll 2d10 and subtract 11) comments appreciated.
  13. EEK! I always enforce the LDF. I am surprised nobody called me on that one. <whew> . Hmm I would be curious on how one would add privateers to a tournament. I mean, usually the main factions can be polarized into two groups but privateers/pirates they usually have their own agenda and I would want to formulate a scenario compensating for that fact. Hmmmmmm
  14. Hello all, I have enclosed a few CAV scenarios that I have created and used in CAV (sans fluff when I can). If you want me to post more just say so. (Sorry about the formatting but I am feeling lazy). Tournament #1 rules 1.) Each army shall be composed of a maximum of 1750 points split between a 1000-1150 point Main force and a 650-750 point recon detachment. 2.) Stock Units only. No modifications shall be allowed. 3.) Each army must take one Veteran Pilot and one Veteran WSO to lead each detachment. The Pilot and WSO may be named. 4.) No scenario rules shall be allowed 5.) Armies should be named and have one of the following affiliations: a.) Malvernis b.) Mercenary c.) NADO d.) Rach e.) Ritterlich f.) Templar g.) Terrans Round #1. Meeting the enemy Rules a.) Main force detachments are used b.) Time limit: 6 turns c.) All surviving units shall be used in Round #3. Surviving units do not get repaired between rounds d.) Points calculation= # of opposing force destroyed Round #2. Reinforcements arrive Rules e.) Recon force detachments are used f.) Time limit: 6 rounds g.) This round will be played in teams h.) Units enter playing field on either X or A (depending on which side) i.) Primary goal to exit out of corner marked Y for player A (player X exits on B) j.) All units the exit will be usable for Round #3 (all other units are considered lost). k.) Points are calculated by # of points of units that leave through B or Y. l.) units are not repaired between rounds <FYI, this is a real quick map) X Y A B Round #3 War of Attrition Scenarios is as round #1 except: Units used: All surviving units from rounds 1 and 2 Opponent is the same opponent as in round #1 Points are scored by point value of enemy units destroyed Surviving units are eligible to continue to round #4 *note, units are not repaired between rounds Round #4 War of Attrition <Continued> As Round #3 except with the following special rule: LOW AMMO: Each unit rolls 1d6 and adds 6 to the die roll . This number is the number of rounds left for all the weapons of the unit. Player decides how the remaining ammo is distributed. Units may choose not to use defensive fire to conserve ammo. Please note that LaserBolt and PlasmaBolt guns have infinite ammo and therefore are not susceptible to the LOW AMMO special rule. *note, units are not repaired between rounds. Opponents are selected by closest point values of surviving units Rounds continue until only one player has units available. AWARDS: Two campaign honors are possible: Battlemaster: The last player with any units available Tactician: Player with highest point total Please note that any player can only receive one victory. (i.e. the person that is eligible for both battlemaster and tactician will only receive battlemaster honors. The next player with the highest point total will be declared tactician) This next one is kinda hard to realize what I was up to if I didn't put the fluff in also. Our agents indicate that the D’Nari; an alien race coreward and upspin from 194-TYPHON have developed a super-virus that reportedly enhances the combat efficiency of regular troop soldiers. Intelligence now indicates that something has happened on the homeworld of the D’Nari and all communications from our operatives have ceased. Your mission is simple, drop down onto the planet, make your way to the research station(NAVPOINT GAMMA) and support the detachment of special forces assigned to you. The special forces will then penetrate the facility, extract any valuable information and will be escorted back to the dropship. Long range scans indicate that plasma venting has started on one of the nearby fusion reactors and that another force is enroute to the world as well; time is of the essence. Scenario Rules: 1. Team game. Players shall be split into two separate teams 2. Full speed, Hitching a ride, and Hybrid flight campaign rules are used in this game 3. Limited turns: Turns are limited to 10 (after that, the team will not have enough time to escape the explosion of the fusion reactor) 4. Altered victory conditions: Whichever side escapes with the data shall be declared the victor 5. Added support: each side shall receive a hedgehog apc and 3 elite infantry bases which may be outfitted with whatever direct fire weapon deemed appropriate (these weapon upgrades can not exceed a total of100 points for all 3 infantry bases). This section may enter the playing field at any time but they must enter at the edge of the controlling team’s deployment zone.
  15. Lord Pravage

    Russian Mecha

    Hmm perhaps Point value Speed Shields Midrangeattack (something like that) Attack strength
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