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Everything posted by CAVBOSS

  1. OK, in an effort to help with players trying to "pick" a faction unit or decide on a specific color scheme as we all anxiously wait for the new JoR to finally be released, I set up something of an in-between fix. This is still a work in progress but we can at least get it started. https://www.talon-games.com/jor (or cavjournal.com) So you might ask what we have here: The first part is a link to an excel file listing all of the "known" units in CAV:SO. This list is by no means conclusive and will grow as needed, but it does provide what there is so far. It list the unit by faction and name and if applicable, their paint "scheme." This is copied from the official painter work list and can be a little confusing as people have been doing their own thing there (which I'm fixing with the things here going forward). Next up is a pdf with a list of "camo" definitions. So if we say the unit uses "camo X," you will know the pattern we are after. Color Chart: This gives us a common palette to refer to when describing a color. It is NOT the paint used (or you have to use), but it gives us the same terminology to use. These have not all been updated in the excel sheet at this point. Finally, there is a link for each faction to download a black-line drawing of a CAV (with a transparent background) that you can use to "color" when deciding how to paint (either print it out or use a art program like MS Paint). These will be what we use for future examples as well. I hope this will help and not cause more confusion (crosses fingers).
  2. Set aside some time for our 2nd virtual gaming convention coming March 26-27! We are currently working on a full line of events that will include online gaming, special guests, virtual painting contest, and much more! Special miniatures and prizes will also be available. We are looking for more content contributors and would love to host your event! Please email us at cavcon(at)talon-games(dot)com ASAP! www.twitch.tv/talongamesonline MAINVIRTUAL CC 2021 MAIN_2.mp4
  3. Mercs can use anything they want. They have access to battle salvage from around the universe... the main Merc-orientated worlds: Argonne, Siegfreed, Harlond, and Qareen have a very varied selection for the most discriminating buyer!
  4. https://forum.reapermini.com/index.php?/topic/93903-dice-mechanics-question/&do=findComment&comment=1985746
  5. Its not CAV2, being more aligned with the first edition (instead of rolling vs opponent you roll vs a set target number). We have changed things to the universe and if you were a diehard CAV2 fan, chances are you wont like it. You can get a good feel of it from here... https://www.talon-games.com/downloads/qs2020.pdf I will be glad to answer any questions you may have!
  6. I understand the "odds" change around due to the different probabilities, but as most mods are +1's or +2's it shouldn't throw it that far out oh whack (especially as a lot of them are based off the old d10 system anyway). You will see a more varied set of results due to the odds being more leveled. Try it out and if works go for it, if it doesn't then plan B.
  7. There is...you can download the electronic version at https://www.talon-games.com/downloads/qs2020.pdf
  8. Hi Octo, Its like James mentioned, the bell curve for 2d6 makes it easier for a game designer to predict the usual results on an attack. While it can seem to take longer to roll multiple attacks with more dice, the bell curve actually speeds up the overall game as there are more "hits" for damage, knocking out a unit faster (as the 2d6 roll pushes the average roll higher). I don't have the exact numbers in front of me, but with the 2d6 roll CAVSO gives an attack somewhere around 80% of the time to hit with around a 50% chance to damage. Absolute randomness can be fun, but I dont think (IMHO) that it makes a game "better." With that being said, I see no reason you couldn't use a d12 for your games, replacing the double 1 roll with a single d12 "1" roll and make the "2" just another number.
  9. Welcome to the CAV universe! Its on my list to add that as an option.
  10. Hi Metalhammer, We got the email and a new one is headed your way! Sorry for the mix-up. Glad to have you back!
  11. Lots of new stuff added as we march on! Almost ready to open up the soviets and friends at 12k. Some of the new stuff that has already unlocked...including Aussies!
  12. Added some new stuff...and Tigers! Did I say Tigers? What was that? Tigers!!! :)
  13. There are a lot of things on this KS that are not historically accurate, but they will be easy to paint I think, which is my main concern and I like the direction they have gone! :)
  14. I printed up their sample figures in 28, 20, 15, and 10mm.
  15. And we have our first two tanks from the German/UK expansion!
  16. Getting ready to start hitting more tanks!!!
  17. Just throwing this out there for anyone interested (yes I did back and no, I don't know them)... I did back their last KS as well and was happy with the results. They did a great in keeping people up to date and got all of the files out quickly. The figures look "funny" in the pictures due to them using the print-ready 3D files. I think that at the smaller scales especially, they are enhanced just enough so they will keep their detail and make them easier to paint IMO. Anyway take a look if you are interested! http://kck.st/322b1bO
  18. Looks like this thread is all sorted out! :)
  19. RAFM is the official Canada-based supplier of Reaper Miniatures out of Ontario and has been for some time. You can find them at www.rafm.com
  20. I doubt they would care unless a lot of people make a fuss. Its a $400 fan project. I doubt they want to be seen as the bad guy and imo dont think shes "stealing" anything. Ive lost count of the games with big worms in it. :)
  21. Hi Krugerannd, welcome to the CAV Strike Ops family! To answer your first question, both. :) The first section lists a generic system that everyone must abide with to stay "legal" if your trying to. The second section (in this case the Malverns) lists how a section must be constructed in order to use faction doctrines. Of course, you can always build it however you want but the game offers this style for the players who like more defined lists. So as it stands right now, your Force Group is legal to play but it is not faction legal (by the book). Factions do not normally mix Cavs and vehicles in the same Squad (unless its a Special Squad, which is kinda the catch all to help build forces). Malvern squads do keep 5 models per squad in CAV and vehicle ones, but they use six "models" in their powered armor squads. Hopefully that makes more sense? As to your second question, yes this is a very viable force. BTW Im going to share this over on one of the FB pages as its a great example. https://www.facebook.com/groups/csohq
  22. Not sure yet. Obviously the current state of things has really messed with our schedule this year. Two steps forward and one step back kinda thing!
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