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Savage Coyote

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Everything posted by Savage Coyote

  1. Ive got two Sabertooths, a Rhino, and Cougar to go with the Concussion, 2x Bears, Growler and 4x proxies Hounds. In two other battles with different attack groups the firesupport squad has been very good so far
  2. Has anyone played with the Almirithil? I’ve been list building with both doctrines and gotten some games using a firesupport section and a section of four Hounds (proxies.). Curious what people’s experiences have been and what you’ve used!
  3. I’d say two and a half hours as there was lots of rules explanations and discussions about what to do here and there. We’ve had a team 5k game go as short as an hour and a half, maybe a little more recently
  4. Well, a little (okay, a lot!) late, but here's our battle from Tuesday. We had two new players show up and so they jumped in and we had a big team games with myself and MiniAddict vs his son and the new players. They had gamed before so it wasn't like these were brand new guys, just new to CAV! Almirithil 7th CAV Guards "Ursus Guard" Section 1 (Attack, Templar) 2x Warhawk's Knight Spartan Section 2 (Specialist) Concussion (CO, Ace) 2x Bears Growler Section 3 (Recon) 4x Hounds Mercenaries! Section 1 (Attack) Poltergeist (CO, Ace) 2x Starhawk VI's 2x Commander II's Section 2 (Attack) 4x Chieftians Nomad Section 3 (Fire Support) 4x Manticore's Nomad Set up saw the Mercenaries set up their entire board (we had one card we elected to move to the back with our Recon Squad ability; yeah, I've been screwing that up for a few weeks now!) and then we set up after them. Time for one of the bloodiest games of CAV we've had in awhile! Turn One (Let the violence commence!) I was hoping to hit the Chieftains with some rockets pretty quick as they are a terror once they get in close. The new players ran the mercenary attack section while MiniAddict's son had the Fire Support section. Two of the Chieftains strayed out to close to each other and I caught them both in a strike point. I rolled like crazy and killed both of them between the Concussion and one of the Bears, while the other Bear dropped three points of damage on the closest Nomad. The Starhawks, Commander II's and Poltergeist began trading fire with the two Warhawks and the Knight raced up. Our Recon squad also jammed both Nomads and kept them in that state for the rest of the game. The Manticores did a damage to one of the Bears and a few on the Hound closest. Turn Two Our recon elements move up and begin target locking and using EST to pass that target lock back. The Poltergeist unloaded again on the Warhawks, as did the rest of the unit and the Warhawks traded fire back. The Manticores erased the Knight with ease after it had put two guided missiles into a visible tank. My fire support section put six damage on the Poltergeist, raising the eye brows our our new players. I lost a Hound as well from the last Manticore (I think) and we moved on. Turn Three WE got the first card and I proceeded to finish off the Poltergeist with the Concussion, with the Bears expanding their AoE's using SMART to tag both Nomads and eliminate them from the contest. The Warhawks are starting to get sanded down a little while the more damaged Starhawk VI repaired two tracks back. One of the Commander II's started picking on a Hound I'd moved over to use APA2 with, and the Manticores put some fire down on the Spartan and one of the Hounds. Turn Four This turn saw Team Almiritil's fortunes turn to the negative, as we lost another Hound and one of the Warhawks. The Chieftains had been trying to make a break through and I killed one and wasn't able to kill the other and it zipped over and got ready to charge into our soft belly. The Manticores illuminated another Hound but failed to do much else to the Spartan, much to our relief. More fire was traded between the Starhawk VI's and Commanders and the Warhawks and even my Concussion Turn Five The last turn of the game as we had several people needing to leave, the Chieftain charges in and misses the Hound with it's PBG. The Manticores make up for it and kill it. I kill the Chieftain with both Bears and the Concussion does three more damage to the lead Commander. Aftermath This one is hard to predict who wins. I THINK I can take a turn to wreck a couple Manticores with my section, but I also need to beat on the Commander's and Starhawks. On the flip side, the Manticores could use Counter Battery or just straight go after my sections and hope to nickel and dime my Bears and Growler while letting the Commander II's and Starhawk's work on the Concussion. I put this one at a draw honestly!
  5. I can post up a few photos later on with some ideas. The general colors for Malvernis are purple, black and green and the Templars have dark blues, silvers, white, and some red. There's obvious exceptions (look at the eight core CAV's that MasterGunz and I painted up for ideas!) Here, dug these up!
  6. Yeah, SIGNIT and Recon Squad can really ramp up the silliness in a turn when combined with Hunters Edge. It eats up some Support/Upgrade TV but when used properly, allows you to almost tell your opponent to sit back and relax while you try to wax their units. I used a Catamount, 3x Puma for my recon squad at '18 CAVCon and swamped the field with ECM. It was a risk to only have one APA but it worked out (and I had a Cougar on the field too for a backup ECM/APA) while it was ESTing for the three Rhinos.
  7. I’d say each faction in CAV:SO has a distinct feel to it, and if you are just starting out, returning, or been playing CAV:SO for awhile, it’s good to maybe hear what that is. While I started the game wanting to play Templars and a little Terran on the side, I expanded out and ended up going all in on the Ritterlich. As a culture, they are your space vampires who have mild telepathic abilities and strike a very German cord (all the good, bad, and ugly that implies.) They are very high on themselves and look down at other races/cultures as inferior. As for military, they like to fight on the move and tend to concentrate forces to specific weak points of a battle line to achieve breakthroughs. For a historical context, see the invasion of France and western Europe in World War II. Overall Force Capability (or the “Feel”) The Ritter have the largest model count of any faction in CAV:SO at twenty nine choices (not factoring in the Open units) which gives them a lot of choices and flexibility when list building. The overall theme you’ll find is most units aren’t the fastest (though not the slowest either) but will have heavy armor and firepower. Speed six is fairly common, and armor seven plus is also common on your main combatants and main fire support units. You don’t have a lot of cheap units, but then you also don’t have any units that cost over a thousand Threat Value like other factions. Your recon core is stellar with units that can spread ECM, APA, and TAG all over creation while being cheap enough to take several units. Fire support is strong with several dedicated CAV’s and one anti-grav tank, though more on that later! Most of units are specialist at something and this can be an issue in full-blown games where all the bells and whistles are present. Your direct attack CAV’s and tanks do that very well, but will struggle against aircraft and infantry. Yet the Cheetah will slice through both of those with ease, but struggle against dedicated anti-CAV or anti-tank units. List building is key and honestly, in a stand up slugging match, you will generally have the advantage if you mostly stick to in print, Bones miniatures. They are all very good and make up for the holes that exist in the line. Another issue for Ritter is that you can’t take it all. You either spread out all your needs but not excel at anything in particular, or you focus on something and hope your opponent doesn’t bring your foil. Just keep in mind being able to fight against the soft targets because when building Ritter, you can get carried away building to crush other CAV’s and vehicles! If you haven’t noticed, Ritter excels in the ant-Hard category and so they excel at the CAVCon tournament. The rules there don’t allow any Battlefield Upgrades except for your CO having the Ace upgrade and the use of C3 points. With their ability to absolutely slag other Hard targets, they can really make some nasty forces that can quickly render opposition helpless. You can advance and lay down a hail of bullets/missiles/rockets while your opponent has to use terrain to close with you, as they generally won’t have the umph to overcome your armor. Generally. One more note, the Ritter LOVE electronics. They have multiple units with ECM 1, ECM 2, APA 1, and APA 2. Denying enemy units target locks, jamming those that are trying to stop yours, and hitting them with APA1/2 to boost your own attack values are all in a day’s work for a Ritter list (or can be!) Great Models: Obviously, a model is only as good as the player or the role they try to use it in, so be warned that just because I list it here doesn’t mean it is an automatic win for you! Rhino – I honestly love the base line, Rhino 1. It’s the cheaper “export” model that is lacking some of the bells and whistles, but honestly, the bells it has are great. Speed six and armor nine mean this thing will take a beating, but if that’s wasn’t enough, toss in Reinforced 2 to limit the Measure of Success even further and take even less damage. To kill one of these beasties you will be nickel and diming it because baring a massive crit with a PBG or heavy MAC, you will only be doing one damage in the early stages of the game. Twin heavy MRAC’s do great damage and twin medium guided missiles also follow up to hurt opponents. Assault two lets you Run ‘n’ Gun and fire off your big guns for a speed eight rush, and a Wizzo and Advanced Targeting Computer (ATC) 1 give you more bonuses to hit. Speed six will keep up with all of the important Ritter combat units (Tiger, Cataphract, Wolverines, Lion II’s) and the best part is, its only 809 Threat Value. It might seem steep, but remember it’s armor nine with eleven damage tracks! Tiger – Nothing does zombie as well as the Tiger (except maybe the Grizzly, but it costs 828 TV) while threatening every CAV and tank on the board. Reinforced 2 limits incoming Measure of Success while Rugged and Improved Damage Control help you heal up fast. Any success nets you two tracks back thanks to Rugged, and Improved Damage Control makes it slightly easier to get those successes. Twin piercing heavy MAC’s are hitting out to forty eight inches and have Blaster 2, which means that if you roll a nine or higher, you get a crit. Speed seven and armor seven are in line with other Superiority CAV’s (Starhawk VI, Chancellor, Butcher, and Grizzly) while ATC1 and Wizzo give it a boost in hitting capability. If you are at damage track 2 or lower, don’t hesitate to repair. At 551 Threat Value, this guy is very, very capable. Just watch out for infantry and aircraft as your MAC’s can’t damage them except for close combat. Cataphract – Another superiority CAV, this one is slower than the Tiger at speed five but also sports armor eight. It boasts the same guns that the Rhino has, heavy MRAC’s, and also has two Heavy R10 rocket launchers. I’ve used these guys some and have to say, I almost never use the rockets and instead double moved to get into position later. You do have the launchers so they can serve a purpose if you need them. It sports an ATC1 and Wizzo, while also bringing Counter-Measures 1 to the party to try and confuse incoming missiles and rockets. Anything indirect tends to add extra Threat Value, and the Cataphract rounds out at 620, so still in the realm of affordability and function. Catamount – This is a new design done to replace the concept of the older Cougar: a heavy recon unit that can do everything electronic/scout. The Cougar model now has a lower damage track and inferior electronics, and thus cheaper, but the Catamount takes the original idea and makes it better. Very pricy at 441 Threat Value, the Catamount has eight Damage Tracks, speed eight, armor seven, and has the best of everything. APA2, ECM2, EST, and TAG. Two medium LBG’s can nick and scratch people, but you don’t take a Catamount to shoot stuff. You take them to spread APA2 to help the rest of your force and be hard to kill. Lion II – I’ll highlight three tanks for this as well, with the Lion II up first. Speed six makes it one of the slower anti-grave tanks, but it grants it Pop-up and superior handling, which can be big. Armor eight puts it into that annoying, harder-to-kill category that armor eight and nine can grant. Oh, and it has a gun. A really big gun. A heavy PBG to be exact. Between it’s outrageous damage potential and Overdrive (doubling any damage inflicted,) these guys are a nasty surprise at 368 TV. Assault one lets them race off at speed eight and hit with the main gun, while ATC2 can also help boost that damage even further. Smoke allows for a mobile cover when needed. I used these before and at CAVCon and they are deadly and game changing against anything they are shooting! Manticore – if you want to swap out your Lion II’s for Manticores, go right ahead. They are the same Threat Value (368) and so an assault section can become a fire support section in a heartbeat. The Manticore has it all. Fire Control (FCS,) Chain Fire Pod, Counter Battery, and ATC1. The four light R10 rockets are housed in a turret and a unit of them can pass around successful strike points and kill off medium and lightly armored units. You can also tack on a +3 on your combat roll and salvo them if you run into something beefy, but I’d concentrate on removing recon elements with them first before attacking the “big boys.” They also pair up nicely with the Tiamat in a support section (three Manticores to a Tiamat.) Wolverine – this heavy tracked tank moves at speed six and boasts armor eight. It’s heavy MAC is slightly weaker than the Tigers, and for a secondary weapon, it has a Flamer. These can be a nasty surprise for anything that gets hit, but that’s not why you take them. The Wolverine is also set up with Reinforced 2 and Rugged, so it shrugs off damage and can repair it more effectively than other tanks. At 375, it’s a little more than the other tanks, but as you’ve probably noticed, they are all priced very close together. The Wolverine turns into a hard-to-kill zone on the board that bites back. The Usable/Good Units Ritter has a lot of specialization and so not every tool is good for the job. Tiamat - Without Upgrades, the Tiamat relies on Counter Battery or being teamed with Blitz’s, Mastodon’s, Griffins, and/Manticores to help bring it’s rockets to the party. With upgrades you can tack on a FCS to help something with a Chain Fire Pod, but that’s about it. It is cheaper than the Raijin, hardier, and faster (and ammo bins) but it has NOTHING else to help out a fire support section. Silverback – A walking heavy guided missile distribution system (pointy-end first), the Silverback sports four of the weapons to blast your enemies away at range. ATC2 and Wizzo help you hit, while TAG can help if you find yourself inside an enemy ECM bubble. Ammo Bin 1 gives you a single save against having your ammo bins going dry, and Counter-Measures 1 can help defend against return fire. 705 Threat Value is a decent deal for what it does and I can attest that the Silverback can be very effective. When compared to the Rach Reaper, the Silverback is faster and has slightly less armor. Cheetah – A fast, lightly armored (armor six) unit that carries four heavy autocannons, an APA1, Point Defense 1 (can protect others units in it’s area against misisles and rockets) Anti-Aircraft 2, some ammo bins, and ATC1 and Wizzo. It’s pretty expensive at 588, but it’s very fast (speed 9) and will wreck aircraft and infantry. The Full Auto SA on the guns let you hit easier or fish for crits, but I’d be careful against heavier armored units. Sabertooth – This guy looks small, but packs a punch. Four Piercing medium MRAC’s push out damage to armored units, while an ammo bin gives you a single get-out-of-jail-free cards and the ATC1 and Wizzo gives you a boost. I have used this so far as a scavenger that cleans up after units get hurt or engages lighter armored units and puts them down with prejudice. With a cost of 383 Threat Value, it’s a bargain. Speed six fits with the Ritter nicely and armor seven will keep you around long enough to make someone choke. I’m not sold on fielding three or four at a time, but that’s an experiment to try out I guess! Doctrines Superior Tactics Doctrine - The Hunters Edge Once per turn, you choose to skip a card. It can be yours or theirs. Take that card and send it to the back of the deck. This is huge and gets more pronounced as the game goes on or if you out number your opponent in the draw deck. It effectively grants you a recon squad for taking your factions units. Being able to insure one of your opponents will go last can be big. If you go next, you suddenly get to go first and shoot first, dropping damage onto the opponents before they can react (usually.). It’s probably one of the best doctrines in the game when activating by sections to be honest. If you activate by individual unit, then its not really that great. Lightning Warfare Doctrine – Blitzkrieg This is one that, while on the surface seems great, when you really dive into the Ritter units, you find that generally the units that you want Run ‘n’ Gunning already have a couple levels of Assault and don’t need the Doctrine, or you need more than one level of Assault to be comfortable. It doesn’t mess with your opponent like Hunter’s Edge so probably comes off as less appealing. Final Thoughts/Tactics · Ritter excel and crushing armor and as was noted, can entice you to build your list to do just that. Just remember that infantry and aircraft can also adversely affect your day and plan accordingly. Ritter has the tools to deal with those guys, but you have to take them and sometimes they aren’t as “sexy” as the armor crushing monsters. · You have a lot of EW capability in the form of ECM and APA sets. Use and abuse them. With the standard Ritter armor values, removing the ability of your opponent to target lock you and add to their dice roll can hamper them even further. Don’t be afraid to Jam with your sets (if you’ve brought enough) to try and turn them off or prevent them from activating in the next turn. Winning the EW war can hasten the game in your favor. APA’s just increase your lethality and I generally try to use that setting unless I absolutely have to jam someone to “win the game.” · Ritter have a ton of options for any terrain or situation, but list building is key as to whether or not you have those options on hand when you play. Be mindful of what you think your opponent is trying to do to be able to counter it. Sometimes Ritter just says “hulk smash” and the bullets bounce off your armor and you simply return fire. But don’t count on it. · ODST is your enemy. Be prepared to spread out to lessen the impact of a drop. If you are running under the full rules and have Hunters Edge and/or a Recon Squad, you can send that card to the back to try and prep for its arrival. If they are simply deploying mid-field, while it can hurt, can give you a turn to waste the worst offender. · Sabertooth’s are great point sinks, as they are relatively cheap and provide a lot of firepower. If you are struggling with list building, try subbing out one of your Tiger/Cataphract/Rhinos for a Sabertooth and see how your points work out. · While it’s a basic tenant of the game, Ritter make it utterly lethal. Layer your fire and focus it. When you have APA running and an EST target lock handed out, focus on that poor SoB till it’s dead. Don’t water your fire down to drop a single point of damage on something when that single or double points could be better spent finishing something off or taking so far down that it’s not a threat to your armor! Have other experiences you want to share? I'd love to hear them!
  8. @Gromik Oh yes, I know! That list won it all AFTER Guided Missiles lost indirect fire. It prompted CAVBOSS to make more changes to the weapon type to tone it down, as the combination of Improved Range, Shock (8) and whatever else was changed helped to really stop opposing forces in their tracks and pile on the damage with ATC2 and Wizzo. I made it as a joke while talking to MasterGunz. I was like, oh hey, what if you crammed as many Imperators and Reapers in a list! I'm sure it won't work! I did the math and was like, oh, yeah, well... it works! I wanted to play Ritter so I took the Silverback and did a similar list but due to points couldn't have three of the same Attack units and I didn't own any Tigers!
  9. Funny enough, a Rach list won the first CAVCon tournament that didn't include any upgrades save for a free Ace pilot and the use of C3 points. 3x Imperators, Kahn, and 3x Reapers, Kahn killed everything in the field, even my mirror Ritter list (2xCataphracts, Sabertooth, Panther II and 3x Silverbacks, Panther II). Their armor won out over the firepower equation on that day. Great analysis on the other units; I wish I had play experience to add. I only have theory machine to back up anything I "think" about the group of units. I've changed my mind a little bit on the 'tator as the new Blaster rules give it's Piercing medium MAC's a little more umph potential and it's cost isn't crazy for it's speed/armor/firepower abilities. Maybe. I'm about to pick up some more and fiddle with them. Also, as an aside, you can have your external APA shut down after you deploy (assuming you deploy, activate APA, fire.). An enemy ECM or APA can try to Jam it and silence it after the fact, but you are right, you'll for sure get it the turn you deploy which is what you need to help your targeting (and impact!) Ugh, now I need to do something up for Ritter or Templars! :D
  10. New forces, new models, more destruction! Had a team 5k today, with myself and MiniAdicts son fighting against MiniAddicts Ritter 5k. I brought some Almirithil units and loaned a section to MiniAdicts son to run. here are the forces: MiniAddict's Ritter: Section 1 (Attack) 4x Sabertooths Section 2 (Specialist) 3x Catamounts Section 3 (Firesupport) 2x Mastadon's (one is CO and Ace) 2x Blitz's MiniAddict's Son's Malvernis Section 1 (Attack) Butcher Wraith 2x Poltergeist Almirthil Squads (7th CAV Guard Division, Ursus Guards) Section 2 (Specialist) Concussion (CO, Ace) 2x Bears Growler Section 3 (Recon) 4x Hounds So we start off and deploy. Both sides are conscious off the others fire support sections and attempt to spread out for the most part, though MiniAddicts son decides that a couple of the Hounds want some warm hugs from their CAV breatheren! Turn 1 Like most CAV Turn One's on a 6x4, theres mostly shuffling around, though with the fire support groups that meant there's going to be some rockets launched (or artillery rounds). One of the Mastadon's puts down a three inch AoE on the Bear/Hound near each other, but manages to not damage either. The Hound shakes off the Shock roll, but the Bear fails. I'm a little hazy, but my Fire Support section drops some missiles on the now advanced Blitz and does some damage. Because it's already activated, it doesn't get to use Counter-Battery. My Growler takes some massive hits from one of the extreme ranged Sabertooth's and is suppressed. Time for him to run and hide! One of the Sabertooth's on the Malvernis side does some damage to the Butcher and takes a little damage in return and we wrap up the turn. Turn Two Now we get to the nitty-gritty. The Sabertooth on the Malvernis side is wrecked by the combined fire from both Poltergiests, Wraith, and Butcher, while my Fire Support Squad kills the injuries Blitz (and on reflection, he didn't use his Counter-Battery... oops.) The Ritter fire damaged the Growler again with a Mastadon strike and kept him suppressed I believe, but a near by Bear wasn't damaged and shook off the effects (it will be a theme all night to not be shaken by the Shock (8) of the howitzer.). One of the Poltergiests also took damage from artillery but both shook off the Shock effect. Turn Three Our Recon Squad virtually assures that we end up going first, and so in one terrible, fell swoop, my fire support section removes the Sabertooth who had damaged the Growler. It had moved up trying to damage one of the Bears that it had direct line of sight too, but almost every single combat roll did a point of damage (total of ten rolls, I believe the last Bear only needed two rolls to finish the Sabertooth off.). The Mastodons keep doing their thing, one going after my Growler but missing and blowing up some trees, the other plinking away at some of the Malvernis units. They open up on the Cataphract and nearly kill it. If you are keeping score at home, Poltergeists can put out some obscene firepower! Turn Four My fire support section goes after the Sabertooth thats trying to cozy up to us and puts five damage on it due to some less than average combat rolls. The Malvernis kill the mauled Cataphract while also putting three damage on the Sabertooth, which puts more damage on the damaged Poltergeist which will eventually die this turn. His fire support starts to exclusively hunt the Malvernis combat units as they are inching closer and closer to the CO's Mastadon. We also used the Hounds to Jam the remaining Catamounts. Turn Five I focus fire on the Catamount on the hill, taking to DT 7, while the Malvernis group destroys the Sabretooth in front of it. The Hounds continue to Jam the Catamounts while starting to move forward, and the return fire keeps chipping away at the Malvernis section. Turns 6-10 Going forward, the general pattern of my Fire Support squad cleaning up units and MiniAddict trying to kill the Malvernis section carry forward. The Butcher dies to a massive triple six critical hit from a Mastodon, and the Wraith is taken to it's last damage track. The Poltergeist races forward and kills the CO Mastodon, as well as the Blitz. The Hounds move up, and kill the mauled Catamount while my fire support killed the other and in the last two turns, mauled the last Mastodon. A Hound finishes him up for the total annihilation. Aftermath MiniAddict LOVES his Mastodons. I feel they don't do enough damage for what they do, but his strategy was one in which he'd Shock multiple units and keep them at arms length and at -2 to all rolls while chewing them up with the Sabertooth's and Blitz's. Its a good plan, but due to our spread out nature, he never got more than two units in an AoE, and then we rolled our Shock checks like champs. My Fire Support brought straight damage down on the enemy and while not challenged, the Concussion was itching for a reason to give 'em the light show. The Poltergeist were probably the MVP's as they almost singly handedly took their flank with the APA2 support from the Hounds. On the Ritter side, maybe dropping a Sabertooth for a Cougar, and a Mastodon for a Tiamat might have changed the damage potential for the force. It's hard to tell. Questions? Comments?
  11. Yeah, the Crusader now has that "honor" of being the heavy with EST. Of course I kill those ASAP as I don't want to be shot with it's guns!
  12. On page 15 of the errata document, it mentions "either cancelling a currently active SA or preventing the use of either SA during the affected model’s next activation." So, if I Jam an already active ECM/APA, then on the Jammed units next activation, it can reactivate the ECM/APA? But if I catch an ECM/APA unit that hasn't activated yet and successfully Jam it, it can't use those SA's until the next turn, basically forcing it to not use that SA for an activation?
  13. Yeah, I've been saying that to MiniAddict but he had a bad experience using it a couple times. I keep saying it though :D The Warhammer's were brutal. Without APA, they demolished the Crusader with little effort, then the next turn put four or five damage on the Centurion. Once the APA2 swung over their way, they took out the Centurion and were done for the game. I was a little disappointed in the Spatha's first spin as they struggled a little against the Duelists. They killed one and one of the Sovereigns but I wasn't punching through well enough. had I kept the APA2 support with them I think it would have changed, but thats true for anything pulling the trigger I suppose. As Jon mentioned, maybe a little salvo fire would help! By the time I was Salvoing I was already damaged pretty bad and it didn't help much!
  14. I dunno about "nerfed" as much as "roll changed." Those six piercing light MAC's will take out low armor (five or lower) without breaking a sweat. Armor seven is where I've seen the really tapper off and struggle though (as MiniAddict fields a bunch of them so I have quite a few chances to watch them roll!)
  15. There... finally got everything updated. We had internet issues and it cut off most of my text!
  16. Howdy ya'll! Have a little Templar vs Templar training action for you at 5k. We played under the CAVCon tournament rules which don't allow for Battlefield Upgrades, Support Packages, Fliers, or Infantry while granting you 3 CP and an Ace Commander. MiniAddict was kind enough to drive up and play, so here's the lists: MiniAddicts Templars Attack Section Centurion (Ace) Crusader 3x Duelists Specialist Section 2x Sovereign III's 2x Spartans 10th Knight Assault Regiment "The Butcher Birds" Attack Section 2x Warhammer's (proxied by modified Enforcers; painted one is the Ace) Warhawk (proxied by a Starhawk V) Claymore (proxied by a Spartan) Attack Section 2 4x Spatha's (proxied by Lion II's) Recon Section 4x Sabre's When I started with all of those, I was only going to run Terrans (as they had just been Kickstarted) and Templars (I was buying old metals from Reaper before they were destroyed.). The biggest problem is the Templars were all over the place in terms of stats and with only the Halbard available in Bones, you couldn't really expand your forces. With the most recent Kickstarter, I decided to start testing all of the new goodies and just proxying my way across the faction. And before you mention it, my list is super weak against fliers and infantry. MAC's can't damage them because of SA: Strike. It's a consideration for later list building! Turn One During this turn, we mostly surge forward after deployment with a few pot-shot attempts, but there was no damage done during this turn. Just the pre-engagment shuffle! Turn Two So this turn, MiniAddict's big attack section moves and shoots, damaging some of my Spatha's and swinging his Crusader out into "the open" with only a stand of trees between it and my CAV's. I screw up and use EST that the Claymore doesn't have to target lock the Crusader and then move up my units and kill it with concentrated fire. I take ownership for that. I screwed up! I also rolled like three crits between the six Heavy MAC's. It was brutal and ugly. My Sabres manage to Jam one of the Spartans (I used three to Jam and one to use an ECM field) but couldn't get the other one. Turn Three The Centurionshows itself right next to the Crusader's charred remains and so, know now knowing I don't have EST on the Claymore, I target lock with my three CAV's and carve out four damage tracks between them. The Spatha's focus on the Spartanthat had been Jammed and kill it in a hail of MAC rounds while taking some damage from the Duelists and that Spartan. My Sabres continue to systematically Jam his Spartans and I succeed with the other one. Also by this turn I'm using my Recon Squad to send the first green card of his that pops up to the back. This usually insures that I get two activations before he can do anything, and at least two turns where I'm allowed to activate all of my units before he's able to play. Turn Four I use the Recon Squad ability and the next drawn card is mine, so my CAV's, with the help of the Claymore's APA2, demolish the Centurion. The Sabres also Jam the remaining Spartan again while the Spatha's plunge into closer range with the Duelists, mauling one. The other two Duelists are sadly undamaged as I've missed or hit and not hit hard enough to damage them. Moving my Claymore away to help the CAV's also robbed the Spathas of support they needed in later turns. Turn Five The main battle is between the Spatha's and Duelists. They trade fire, with the mauled Duelist going down and the Sovereign III on that side suffering a damage point. The other Duelists are still very much alive and clean and inflict more damage to the tanks. The Sovereign III's also land strike points on two of the tanks and damage them. The Sabres continue to advance, providing ECM support to both sides. The Warhawk annihilates the his last Spartan with two critical hits from its Heavy MAC's and two solid hits with the Light Guided Missiles. The game is winding down at this point. Turn Six More of the same. I try to put some damage on the Duelists but even with target locks, the badly damaged Spatha's are unable to inflict any damage, other than killing the Sovereign III on their side. My CAV's and Sabres continue to race up to try to effect the end game, with the vehicle pumping out ECM or moving to more advantageous position. Turn Seven We call it on turn seven as I've lost two of my four Spathas but he's down to two Duelists. My Warhawk moves up far enough to catch a bit of the remaining Sovereign III and cripples it with two heavy MAC hits, one being a critical. Three of my Sabres race over to it and unload, doing three more points of damage to finish it off. Another Spatha died while another managed to hang on at damage track 8. It had been roughly two hours and it was clear that there wasn't really going to be a way for him to crack the Warhammer's armor 9 and once the APA 2 was back into the mix on the Duelists, they were going to be in trouble. After Action Analysis So, MAC's can crack armor like no other, except PBG's on overdrive of course. I got a silly number critical hits with the Heavy MAC's and they really punched through armor. It goes back to the conversation last week about the ability and worth of the Centurion and Duelist. I think both have their uses but in mass, the Duelists struggle against higher armor without Salvo and the Centurion sucks up so many points for a platform that MUST be at closer range to operate optimally. I was able to create a firing line that dispatched the two close range threats and my Spathas were able to occupy the Duelists to keep them out of the fray. This had the side effect of allowing my CAVs to lumber around and probably win the game in the end.
  17. Howdy howdy! Time for another battle report! This week we see an almost-Malvernis force take on a Templar force in a CAVCon Tournament-style battle!* almost-Malvernis Mercenaries Section 1 (attack) 2x Poltergeist 2x Banshee (proxied by Chieftains) Section 2 (Specialist) 2x Haunts (Proxied by Spiders) 1x Banshee Section 3 (Fire Support) 4x Manticores Section 4 (Recon) 4x Nomads Templars Section 1 (Attack) Centurion Duelist Gladiator II Spartan Section 2 (Attack) Warlord Warhawk (proxied by a Starhawk V) Gladiator II Spartan Section 3 (Recon) 4x Sabres * = The only exceptions were the 12 unit rule was overlooked and we forgot to include C3 points and Ace Commanders. No other upgrades or doctrines were used. Set up: I set up terrain before every arrived. We ended up with new players trying the game out so our sections were broken up so that they could participate and we filled them in on the basics for how things worked. Turn one saw some shuffling and moving forward. I had a chance to target lock a forward traveling Banshee with my Spartan and unleash my Warlord, Warhawk, and Gladiator II on it, though I managed to "almost kill" it so it was still alive at the end of the round. The four Manticores drifted a strike point onto one of my Sabres and my Spartan, killed the tank and severely injured the CAV. Turn two: You'll have to forgive me as I missed most of the photos for turn one really and for some reason I've been really bad about that in games lately. I'll try my best. Here, in turn two, the other Banshee on "my" flank races up and fires at the Gladiator II. With ECM going all over the place, it isn't able to get any bonuses and misses. My CAV's blow up the injuries Banshee and the lead Banshee to neutralize the flank. The other flank didn't have anything really interesting happen. I believe their Manticores tried to attack my Starhawk during this turn but failed to do anything to it's armor. Turn three I kept moving forward, though I did have a critical failure on the ammo for the Gladiator II's medium Guided Missiles. that sucked! As I moved forward I took shots at Nomads, but due to ECM and lack of target locks, the numbers were high and I didn't do much. The other side was heating up with some exchanges between the Haunts/Poltergiests and the Templars there. The other Gladiator II had it's medium MRAC's run out of ammo, so it became a glorified missile battery. The Manticores tried again to damage the Warhawk, but it only received one damage for all their efforts. Things aren't looking great for us at this point. Turn four/five (I think I missed some photos) I keep advancing, but for some reason my Warlord had been chucking guided missiles and ended up sitting around keeping it's strongest assets out of the battle. He did drop three damage on one of the Manticores though. that said, my group really didn't have much to do but snipe at the Nomads, who had hard cover. I did race up my lead Sabre and almost kill the Nomad he raced up on. In hindsight I probably should have ran turn three or four to cover some ground instead of spraying prayers for hits. The other side saw the most carnage at the Poltergiests, Manticores, and Haunts focused over there. Two Manticores rolled critical failures on combat rolls so that helped us a lot. They still messed up the Centurion and Duelist, who managed to severely hurt the last Banshee. Turn five/six (pretty much the final turn) As we'd already called final turn, MiniAddicts son raced up his Nomads to attack my Sabre and managed two damage. My other sabres moved forward and attacked, killing one Nomad and damaging another. My Warhawk was right at thirty inches from the only enemy ECM running, so I was unable to target lock on an exposed Nomad and only inflicted a couple points of damage. I moved up and attacked Nomads with three of my CAV's while the Warlord tried to tap the same Manticore from across the map again, but this time it didn't hit. On the other side, the Centurion and Duelist were destroyed with the Poltergiests, Haunts, and Manticores. We called it at this point, though the "buggy fight" was pretty comical. Thankfully the Nomads light PBG's missed mostly. Final thoughts: Man, MiniAddict has been trying hard to make the Centurion and Duelist work, but they keep banging their heads against their weaknesses (range for the Centurion and higher armor for the Duelist.). With upgrades you can ODST the Centurion in of course, but the only other way I can think to make it really hum is run forward and close quicker. I dunno. Duelist can Salvo in early rounds possible or try to set up and pick off damaged scraps. Other than that, I got to see for the first time a fully attack oriented army be at a disadvantage against indirect fire. While my ADON force had that happen a couple weeks ago, I had a speedy attack section that managed to race into the midst of the rocket batteries and cause havoc. This time that didn't happen and we were at a disadvantage. I'd call this game a draw, though it leans towards a mercenary/Malvernis victory baring a few dice rolls. I still had a fresh Warlord, Warhawk, and Gladiator II with it's guns still good against essentially one Poltergiest, some buggies, a Manticore and a half, and the two Haunts. We ran out of time so we don't really know!
  18. Having painted up a some Trenchworx resin masters, I can tell you they are amazing!
  19. honestly I just use the bases that come with the CAVs! :) I will add some sand/gravel and static grass after painting...
  20. So far so good. Right now the following is hoped for/wished for in the future: - getting an error message when I try to switch factions after already selecting one - getting an error message when I try to print - models that have cards but not miniatures are absent, which makes several factions unplayable and limits options of others Very exciting all the same, especially for those of us who can't use the Force Builder program!
  21. Yeah, Warlords have twin heavy PBG's, two medium Guided Missiles and a rocket pack (indirect fire) and are speed seven, armor seven! Warhammers have twin heavy MAC's, twin medium MAC's, and are speed four, armor nine!
  22. There weren't any Warhammers; it's a brand new never-before-seen design! :) I know he had three painted Warlords! But they have heavy PBG's instead of MAC's!
  23. Ooh! Ya'll proxied the Warhammer? Thats one I've wanted to take for a spin! Did ya'll use the updated blaster rules?
  24. No, I didn't boil any of my Lynx; CAVBoss made sure that this round had sturdier wings. I think the Lynx only needed a little cutting on their insert pegs to make them straight. Really a joy to work with!
  25. Thought I'd post a few images of something I was working on last week from KS2! This is a Ritter Lynx transport in the 5th Marienburg Brigade aircraft camouflage, number "211."
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