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bent brush

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Mostly Harmless

Mostly Harmless (2/8)



  1. A film to watch for a good idea of the chaos in a prison break, Natural Born Killers.
  2. Here is a link to another post of some helpfull questions. http://www.reapermini.com/cgi-bin....2;t=745
  3. My Suggestions. Blitzing 4 Khan they are (censored) against soft and hard targets and they are fairly hard to hit. Support 2 Sovereign, Indirect fire of 60 and 48 inch Missile Packs, how can you say no. 2 Specter, No longer just 1 attempt at chain lock now you have two. This force has some unpleasant defensive (for the enemy) fire and excellent Direct fire offensive capabilities Superiority 2 Scorpion A level 1 nightmare, use of cover and speed for these two to be effective. 2 Gladiator II's the heavy with the best weapons system around.
  4. Those Trophies look Snazzy. I cannot wait to give them away to the Winner and Second Place. Thanks again for all the support.
  5. I ues mine as vultures and bullet magnets. 4 Spartans can really put the hurt on a damaged cav,Chase down and Crush an Hedgehog, or hunt panthers extreamly well.
  6. I have found the Spartan to be very useful.
  7. bent brush


    It is because the GKW14 was designed for the dictator chassis and that is why you do not have to pay the extra 20%
  8. Very cool, Reminds me of Bobby's Cap Jack Robertson produced by DemonBlade way back. When will it be avalible and what $$ are we talkin?
  9. Oh shure snub my generosity of suggestions by saying their not in print... I see... sniff... sniff... sniff...
  10. Quick get this † ....erm.... †"Man" a fix, he's almost beyond help. :p
  11. Battle Field Superiority When it comes to superiority you need range, punch, and Target Lock. Gladiator II's --- Make Dictators Cry Anti Squishy / Crunchy I prefer to stay well away from infantry. Indirect fire seams to be better than running up there and getting my butt handed to me in return fire. Conquerors --- solves the squish that makes you ich. Vulturing Either from a distance or up close you need cheep and effective CAV for elimination of weakend, Enemy units, with out putting your superiority CAV ammo to waste. Talons --- Swoop in and pick them off. Either Indirect or at 36 inches these are some lethal hunters of wounded superiority CAV. or Spartans --- Charge in and bash their brains. (better because most wounded CAV can't take the heat from 4 Spartans and they are CHEAP.) Support Fire Soverign / Spector Combo --- as though there were ever a question. Cheep Speed and Punch 3 Basic Infantry armed with 2 AT-23's on each stand, and 1 Hedgehog. Fast, nasty, cheap. 402 for a royal pain in the rear for several unfortunate †superiority CAV. Plust this gives you 1 full section and a free Card.
  12. bent brush

    20 q-n-a

    This is a list of the Questions that have asked Reaper over the last 6 Months. Reaper and the legions of AOs have scrubbed them very well. Beginners will find the last ? or so helpful. Advanced player will find the first ? or so helpful. Q1) A question as to the size of the Gun Ships. The chassis DT is 3 would it be fair to assume that proxied models should be of an approximate size compared to the Panther (also a chassis 3)? A1) DTs can roughly equate to size so it would be a valid assumption, aircraft for the most part will be larger than their land equivalent though they will have less DTs Q2) If aircraft are to move forward 2 Hex/inches at the beginning of their move how can they remain stationary. A2) "Aircraft must begin their movement" meaning that if the aircraft is not moving then they are not required to move forward at least 2 inches/hexes. For example a Kikyu activates by firing and then moves away, when it moves away it will begin its movement by travelling forward 2 hexes/inches and then it may make its first free hexside turn then movement as normal Q3) Since Aircraft fly NOE then is it assumed that they block LOS for CAV's but not for tanks? A3) Correct: When Aircraft fly NOE they block LOS for CAV's but not for tanks or infantry. Q4) Since Aircraft fly NOE do they fly around cover or over it? A4) They must fly around or pay the vertical obstacle movement modifier (x2) if the obstruction is logically low enough to be flown over Q5) How long is the effect of the ECCM Jamer in effect? A5) The ECCM Jammer once activated will continue to have an affect until the next activation of the model using it. Q6) Can APC's move vertically up mountain sides / Buildings? A6) They must fly around or pay the vertical obstacle movement modifier (x2) if the obstruction is logically low enough to be flown over Q7) Is it acceptable for a CAV to have Indirect Weapons designed for the primary weapons? Or are the Primary weapons required to be Direct Weapons? A7) IFMs are only secondary. The only "either or" systems are DFMs, Gauss Gatling, and Laser Bolt. Everything else is Main. Q8) If the DCA of a CAV being built starts at "0" are all the rest of the Numbers in the DT also going to be zero? I ask because if the multiplier is applied the result is always zero. example can be foundhere http://groups.yahoo.com/group/CAVHQ/files/...rp/Violator.htm † A8) A subsequent DT cannot have a value higher than the DT before it. Thus certain values result in flatlines all across. (0, -1, -2) so if a CAV starts with a zero it's zero all across, if it starts with a -1 it's -1 all across (since any positive value would be a number higher than the one that came before) Q9) †The Power Dump option, I have a player that says the Power Dump will allow the model to have its "last" turn at full movement, Full Target Lock, and Full weapon capability. Example: A 5 Damaged Gladiator has reduced target lock and no use of it's Direct Fire Missiles and it's Main Guns are reduced. The controlling player claims a "Power Dump" and uses the UNDAMAGED Target Lock, Both Missile Packs and the Main Guns, all as though it has not taken Damage. A9) Incorrect, all a Power Dump does is provide enough power to run all systems on the current damage track column, it does not temporarily repair anything. Q10) What is the range of Target Lock / Chain Lock? Can my stock panther be out side the range of its weapons and still attempt a Chain Lock for the rest of the support to link in too. Example: I have 3 Sov's and 1 Panther. Is it possible for my Panther to sit at the 60 inch range, Declare a Chain Lock attempt on a model 60 inches away and roll for Chain Lock? A10) Range Unlimited, yes it can be at 60 inch range. Q11) On page 91 the paragraph for Target lock states.." A model may Target Lock one model during it's Action Phase regardless of the number of models it conducts ranged attacks against." I take it that this means a CAV, say the Wraith, could †conceivably fire on 3 different CAV's, is this correct? A11) Yes. Q12) Is the ECCM effect cumulative? †Example If I have 2 ECCM pods in 9 inches of my target will it receive a -4 to it's ECM?>> A12) No, ECCM is not cumulative. Q13) I have a player that is wondering if Reaper will be producing a series of CAVs that are Organic rather than mechanical?>> A13) Not at this time. Q14) When a model chooses to give up movement for the target lock bonus, and Target Lock is achieved, is that +1 bonus added to the damage as well as the normal target lock and the weapon bonus? A14) Situational modifiers are added to the damage roll. No Gunner modifiers and the "has not moved bonus" are added to the damage of the weapon. Q15) When using the Veteran Gunner, with a +3 Modifier to the target lock, on a CAV with a chain lock pod, and a normal Target lock of 3. The total target lock is at +6, if the target lock is achieved is the +6 added to all models in the section or just the basic +3 with out the experienced gunner? A15) The Target Lock is the basic units Target Lock bonus. No situational modifiers or Gunner bonuses. Q16) The ECCM unit. When this unit is used, the +2 it conveys to units targeting enemy models in 18 inches of the carrying model, is this for ANY model in the attacking force or just the models in the same Section a the using unit? A16) When this unit is used, the +2 it conveys to units targeting enemy models in 18 inches of the carrying model, this IS for ANY model in the attacking force. Q17) In Game play the additional points cost for running a modified CAV or anything else seams to be off. For example If I remove the two secondary weapons on my Assassin base cost of †252, becomes 196. Now if I install 2 Shriek II missile packs I must add 225 points as opposed to 150. This makes my new Assassin 421 points. Yet it is it is still not equivalent to a 400 point CAV or even a Wraith with the same indirect weapons and better Direct weapons, and more hit point, the Wraith costs less at 415. A17) This is to prevent the use of ultimate CAVs, or the lack of variance in CAV flavors. Q18) Why do all CAVs have the same Repair? Even the one that is supposed to have a better repair does not. A18) This is a mistake in the print of the book. This will be corrected in the Journal of Recognition. Q19) Why do no armor units have the option for Indirect weapons. Even in the modern weapons of the 21st century there are indirect weapons for Armor in use. A19) The option for Indirect weapons will be available for armor in the Journal of Recognition. Q20) Why is there no difference between the HARD / SOFT attacks for close combat? CAVs would have a huge bonus to squish infantry and vehicles. A20) This is figured in the chassis cost. Infantry Scatter when close Assaulted by Vehicles or CAV.
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