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I just thought of one that I forgot to write down way back in the beginning. It will probably be clarified soon enough, but just in case.

 

I think I read the movement rules to say that, in regards to turning, there is no movement penalty for turning at all? Or did I miss the part where it at least is like CAV 1 where the first 60 degree turn is free but a more drastic turn costs you?

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under the fire modifiers, I just saw listed a +6 inch mod for indirect fire...

 

Can someone please explain what this is for. If everyone gets the +6 inches for indirect fire, why not just make the indirect fire weapons have a longer range?

 

Oh, and I never saw anything related to Target lock for direct fire. If the attacker does not get that possible benefit, what separates attacking fire from defensive fire?

 

That is to say, in CAV 1, my little guy might attack a bigger guy cause if he gets TL, he at least stands a chance of doing some damage. And the bigger guys defensive shot might be bad, but its better than the shot plus target lock.

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In my squad and platoon our fire teams often operated hundreds of meters from each other while maintaining communication and operating in a mutually supportive manner. A distance of four inches on the tabletop for infantry cohesion in a modern, or especially futuristic, setting is a completely unrealistic distance.

Yes, but (no offense intended) did you have an enemy with equal or better tech trying to jam said communications? I think the cohesion distances for infantry are a little small, but they should definitely exist. As far as other units go, they're big enough not to be restrictive, and having them around will make it look like you're actually organized into some kind of functional unit if you do play in a gymnasium.

 

Page 19..Charge Bonus..  Why?

I agree. Maybe this could exist for infantry, but mainly it seems like a leftover from Warlord. When you come out with a CAV carrying a giant mace, give it a charge ability.

 

Page 19.. "Base to Base contact with an enemy model's base ends a Models' movement action".. They can't push them out of the way? Or step around?  That doesn't make sense.

Sure, they can push -- enter Close Combat. As someone stated above, it allows you to establish a picket line, which is otherwise impossible without overwatch. Alternately, at the cost of greater complexity, maybe you could keep moving after making contact (and non-infantry units can push through infantry stands), but you draw defensive fire.

 

Page 19.. Leaving Close Combat..  The requirement to make a discipline check doesn't make sense. Infantry train a lot on the common task " Break Contact ".

It's something we train on a lot and a decently trained team or squad will be able to do it on order effectively.

The trick is disengaging from what's essentially CQB while maintining unit cohesion. Remember that we're assuming line troops (not elites) engaging troops of similar skill. To answer your point, maybe allow this to be automatic, at the cost of a shaken token?

 

Page 21.. Disorientation....  Automatic shaken for dismounting? Modern mechanized infantry squads and teams have "dismount drills" that prevent this very thing from happening. Even Air Assault squads and teams dismounting from helo's "dismount" in such a way that command and control is maintained. The exception to this might be airborne troops that drop over a relatively wide area. They do have to take some time to regroup and reestablish C&C.  Mech and Air Assault troops don't really suffer from this problem.

I thought I recalled a special ability that allows infantry to avoid that; if it's not there, we should add it. On the other hand, sure, command and control is maintained, but it still takes time. Maybe the reasoning could be changed, while leaving the game effect intact -- dismounting leaves infantry with only one action, due to the time and concentration it takes to unass without getting split up or "Shaken".

 

Run and Gun..  Aren't we doing that already by manuevering and firing?  Modern Bradleys and Abrams' can move at full speed and lase a target and effectively kill it bye using the guns' stabilization system. I have no reason to believe futuristic weapons systems wouldn't be able to stabo.

I see it as more a sensor issue than a stabilization issue -- ECM and adaptive camo being what they are in the CAViverse, moving makes it harder to be precise. Also, sure a modern-day tank can hit a target while on the move, but can it hit the turret/hull join reliably? In CAV 1 there was quite a bit of hitting without hitting anything vital.

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I like the idea of cover fire. Not sure when I am gonna use it, but I like the idea.

 

Not sure if its gonna open a can of worms where people run around just doing a bunch of cover fire the whole time. You dont have to worry about damaging an enemy, just throw enough cover fire that he will eventually fail two rolls and have to retreat.

 

Guess I will have to test that one pretty good in the playtesting.

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dismounting leaves infantry with only one action, due to the time and concentration it takes to unass without getting split up or "Shaken".

 

Yup, also that's exactly how it works right now.

 

The infantry takes a Shaken token so enemy Models are at a bonus to hit them as they disembark (opening scene of Saving Private Ryan anyone? Sorry, but if you disembark troops IN THE LINE OF SIGHT OF THE ENEMY it's going to suck) and so my solution is to disembark troops out of enemy fire (which seems logical to me).

 

But, when it's my activation, I perform a Rally as my first action then do whatever it is I wanted to do (which is the same thing as saying that I only get one action) OR I have the option of not performing a rally and doing two regular actions (but staying disorganized as I run up the beach or whatever to a safer rally point).

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For Run and Gun, needs more clarification and possible example to be included.

 

When you say a "single attack", does that mean a single attack with each weapon? only one weapon? etc...

 

Or am I still getting confused on number of attacks from CAV 1 to CAV 2?

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Very interesting on the new rules on AA. Another item that will require lots of testing.

 

So, a plane no longer has to be in hybrid mode to get attacked by AA. And in fact, you don't even have to attack the AA equipped unit to get shot down by an AA equipped unit.

 

Interesting. Again, makes tactics from both sides that much more tactics and strategy oriented. Anything that makes you have to think, I like.

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Also in the section on cover and obstructions it seems odd to me that a Gunship, thats supposed to be very maneuverable and like a modern day helo on steroids,  can not alter its hight to hide behind a wall that is cover level 1. 

 

Maybe make the Gunship able to alter its base size instead of making it a base size 2.  Cause the way it reads now, or at least to my understanding, is that a gunship is unable to use any cover of size 1 or 2 to hide behind since it is base size 2.

Remember that Gunships (and APCs) are modeled at 1/3 N scale (1/480th) so that we get 2 per blister, rather than 1 per $15 blister. They're probably a bit too tall to hide behind a tank.

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Can someone please explain what this is for. If everyone gets the +6 inches for indirect fire, why not just make the indirect fire weapons have a longer range?

 

Remember that most units have both a direct and indirect attack. We only have one stat-line for the CAV and only one Range band. thus to give you a different range for indirect you get a baseline +6 inches.

 

For Run and Gun, needs more clarification and possible example to be included.

When you say a "single attack", does that mean a single attack with each weapon? only one weapon? etc...

 

Run and Gun is One single attack from the model not each weapon. Thus a Rhino with two Maxim RGC's gets a single attack at -2 while performing run and gun, but he is still that much closer to the enemy. The way to get more attacks in a run and gun is to combine it with Salvo fire. Thus a Rhino using Run and Gun and Salvo would get one single shot from its Cannon, and the Two Salvo attacks listed in its SA area. Thus getting three attacks at -2 each, and still moving a single move increment.

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How does one define a "light" CAV for the purposes of the Light Armor Platoon? None of the data cards list CAV's as light, though several are defined as scouts.

 

Also, is it safe to assume that flights may only take as many infantry models as they are able to carry up to the maximum of four models for the entire flight? This is not explicitly stated in the text.

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Ok, I have been doing some more reading, and really had enough items come up that I decided it would overload this thread, so I have been putting them into a word doc instead and will try to narrow down the most important ones for actual posting.

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Just a suggestion on specialist platoons and regrouping --

 

I think that a specialist platoon ought to be able to regroup any model regardless of it's original platoon type. Specialist platoons are the catchalls and should be able to function with whatever the battle throws their way. It fits in with the rag-tag nature of the platoon as well, taking whatever they can get and getting the job done.

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