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About ThatDeadGuy
- Birthday 01/07/1983
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Daytona Beach, (Florida - The True Necopolis)
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I have a small group in Central Florida that plays fairly regularly. Always looking for new recruits.
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Warlord Warlord - the state of play
ThatDeadGuy replied to ThatDeadGuy's topic in Warlord General Discussion
Like many here I love Warlord. I've been playing since it was first released. It is near perfect in its balance and polish. My gaming group plays fairly regularly still. As others have pointed out, it is near impossible to find new players. Out of the 6 or so people I have playing it I introduced/taught them all. That formula seems to have been, and is, true since the game came out. It never really seemed to get much attention or traction. Huge shame, because in my humble opinion it is THE best fantasy skirmish game on the market. My suggestion is if you like the game put together two small forces and start trying to spread the word. The game will sell itself to people who like skirmish level games (on a side note the balance scales up VERY well. We sometimes like to play Warhammer sized games of 3k to 6k sized point games. Balance remains intact even at that scale). -
Thank you Sir!
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Hello All. I have some questions regarding Target Locks: 1) Do Target Locks expire at the end of an activation, turn, or are they continuous (at least until the Locker or Lockee? perish). 2) Can a single model accumulate a target lock on more than one target at a time, or will Locking onto a new target cancel an existing Target Lock a model had? 3) Are any of the Skills (ECM or Counter Measures or ?) usable outside of the defending models activation? Example: Player A activated a CAV with Medium Guided Missiles. Using his First Activation he uses a Target Lock Action to lock onto an opponents model (Player B). He now wishes to use a Combat Action to fire the Medium Guided Missiles. Is there any defense Player B has to disrupt this Target Lock, and prevent player A from firing the missiles at this time? Or does he have to take the missile hits and then utilize ECM, Counter Measures, etc during his own activation? Thank you for the clarification!
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I am re-posting this here, since creating it's own section seems more appropriate: Hello, I believe I found a Bug in the Force manager. When constructing a Ritterlich Force with Lightning Warfare doctrine, the constructor applies Assault +1 for every weapon system a model has when it outputs the data to PDF (as opposed to Assault +1 only). Just wanted to throw that out there. Program rocks over all though - keep up the good work!
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I believe I found some bugs in the force Creator program. It appears that on user made files that contain only one type of weapons system (such as 2 x MRAC or 4 x PBG) with the piercing upgrade, the force manager neglects to add the points cost when it "imports" the file over, even though the points are accurately calculated on the constructor file and associated exported pdf. This only applies when you have ONE weapon type as opposed to multiple types of weapon groups - when you have say 2 x MRAC and 2 X PBG the program asks you to assign piercing to a particular weapon group). Example: I created a Terran plane I named "Falcon Light Assault Fighter". Its overall TV is 162. For weapons it has LRACs X 2 with piercing. After saving, exporting to pdf and closing the the Creator, I then open up the Force Manager and create a Flight Squad, adding in a "Falcon Light Assault Fighter". It is coming up with all the same skills (even noting the piercing on the LRAC's) but comes up TV 156 (8 points short, which is correct math for piercing calculations as per the formulas in the book). This same error came up on any given user file I made that had only 1 type of weapon system that also had piercing. Other models with this error had the appropriate value of points off to indicate piercing as the culprit of the bug. I did not find any points discrepancies in ANY other user made unit, regardless of combination, I've done.....and I've made about 50 different units spanning over 3 different races (I'm enjoying the hell out of the "design your own units" thing - best feature added to a miniature war game ever!).
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I have played every version of CAV that has ever been put out over the years, and the basing guidelines mentioned by Vil-hatarn are spot on. I would add that IF you are adding any special/heavy weapons upgrades to a squad using the 4th model is a great way to represent that - especially if you do a minor simple conversion on the gun. In CAV SO Infantry squads are composed of 4 -12 bases (with SA: BULKY count as 2 bases for each base - power armored troops). I would suggest loading the squads up to MAX (12 bases) or as close as possible if you want them to be even remotely effective offensively. As far as how many are "typically" contained - that is up to you....I'm not too sure there even IS a typical. For example In my very aggressive gaming group not a single one of my players (myself included) use infantry. Hope that helps, and MAN am I glad to see someone else playing this game. I was afraid the time delay on the Kickstarter minis killed it!
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Updated CAV:SO Construction Program Information
ThatDeadGuy replied to CAVBOSS's topic in CAV General
Hello, I believe I found a Bug in the Force manager. When constructing a Ritterlich Force with Lightning Warfare doctrine, the constructor applies Assault +1 for every weapon system a model has when it outputs the data to PDF (as opposed to Assault +1 only). Just wanted to throw that out there. Program rocks over all though - keep up the good work! -
Hello all, It seems very strange to me that non CAV models are pretty much immune to Pilot Checks. Anything that causes loss of control/balance/steering/etc to a CAV is very likely to do the same to smaller (usually anyway) ground vehicles and Air Craft. Having to spend a movement action to correct course (as a CAV does to have to remove Prone) seems logical, and even more importantly, more balanced for game play. Perhaps model state Stun? At the very least maybe some drift (possibly in a random direction with a d10?). I am curious to the community's thoughts on this. I am also curious to Cav Boss/Talon Games thoughts on this as well. Humbly yours, ThatDeadGuy
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Hello All, My crew and I have been playing a lot more games lately - the pending kickstarter delivery has us fired up. And with more experience comes more rules questions.Here is a collection of questions that came up during our last few gaming sessions: 1) Can models engaged in B2B Close combat Break from Stunned or Prone models WITHOUT rolling for disengage (assuming a 1 vs 1 situation)? As far as I can tell it appears they must roll, which seems somewhat counter to logic, unless I missed something somewhere. 2) How exactly do IDC weapons affect Aircraft models in flight? Rules indicate they get model state Disrupted, and just hang there in the air. Which seems odd. Can anyone point out the pg number/rule to clarify (or Cavboss give the official answer to) these questions please? Thank you in advance.
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Thank you Sir! That will be a big help Fishnjeeps.
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I have had a few sessions with a couple of my crew - totaling about a dozen games played. We are in Central Florida - South Daytona specifically.
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I couldn't find arm sprues I started modifing my own Rotary Gun barrels using small coffee straws and other materials, and hacking up arms from Kickstarter Bones CAVs I don't intend on using.....
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Yes I was aware some of the undead names being used. Didn't really care Since it is a merc unit I decided I'll take some liberties. I'll likely add "... MK IV" or some other random numerals to help distinguish.
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I didn't realize there was an existing thread Thank you all! I will look for the arm sprues.