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Light CAVs were supposed to be defined by Models with "Light CAV" as their model subtype (that's what the subtypes are for, they're labels, not things that need to be tracked).

 

Pat, please update your files for the next build and organize by the Model subtypes instead of the designations currently used.

 

The Subtypes

CAV

~ Light

~ Heavy

~ Super

 

Gunship

~ AT

~ HK

~ Scout

 

Infantry

~ Heavy

~ Light

 

Vehicle

~ Tank

~ APC

~ FV

 

Correct Type listings for a data card

CAV/Light

CAV/Super

Vehicle/Tank

Gunship/HK

 

Incorrectly entered Types

CAV/Support

Tank/AA

Super Tank

 

Gunships and All Alone

The last sentence of All Alone should include Gunships, that will be amended.

 

Happy Thanksgiving.

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Ok, I finished reading the book portion of it, and here is the consolidated list of my remaining items of need:

 

1. Stealth - its negated by ESM, but can it be re-activated after the ESM has moved away, or the unit carrying the ESM is destroyed?

 

2. Clarify on the flamer the number of targets that can be attacked, currently worded as if all units (friendly or enemy) with a 12 inch diameter would get toasted.

 

3. I like the idea of the Hacker card. Assuming it is in an infantry specialist group. I could see getting him and just sticking him on the outskirts of the table sitting in a foxhole with Stealth activated. Hopefully, making the enemy waste several turns specifically geared in trying to remove him thru all his defensive bonuses.

 

4. I make this comment not knowing what units have it, but the “linked/#” SA seems a bit too powerful to me… It pretty much guarantees a hit.

 

5. Relaetd to TOUGH… just clarifying that it says I can decide to take that recovery roll anytime (during anyone elses phase) between when my unit is stunned and my next turn with said platoon.

 

6. Wrecker needs to have several more examples or better explicitely given mandate for determining LOS corridor. Considering LOS is 360 degrees, does it mean that the Wrecker attack can be 360 degrees around? Also, how many attacks per enemy? Again, each weapon or one shot each?

 

7. Overdrive: is that point of damage repairable if it is the first point of damage? I have to admit, I am disapointed that it does not carry over to defensive fire as with CAV 1. I liked that idea. It made it worth it to take that point of damage.

 

8. on orbital insertion it talks about units arriving within range of AA activates the AA, is the range the 6 inch passby range, or their first band gun range that activates it?

 

9. for smoke screens, what about for things like straffing run, or wrecker? How do they count against the 6 total?

 

 

And then of course I have several questions from my prior posts that still need someone to answer. I guess I will make another post that has only those questions all in one spot...

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Hey spartan, I was reading the rules again this afternoon and realize you can build an all aircraft force, at least according to the way the rules are right now. You can take mehcanized infantry platoons with AT Gunships as transports, and not buy any infantry for them. The wording says you may take as many infantry as the transports will carry, but doesn't list a minimum number required.

 

Then, you can take flights of whatever aircraft you want as your secondary platoons.

 

Whether this was intentional or not remains to be seen, I suppose.

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Ok, I finished reading the book portion of it, and here is the consolidated list of my remaining items of need:

 

1. Stealth - its negated by ESM, but can it be re-activated after the ESM has moved away, or the unit carrying the ESM is destroyed?

 

2. Clarify on the flamer the number of targets that can be attacked, currently worded as if all units (friendly or enemy) with a 12 inch diameter would get toasted.

 

3.  I like the idea of the Hacker card.  Assuming it is in an infantry specialist group.  I could see getting him and just sticking him on the outskirts of the table sitting in a foxhole with Stealth activated.  Hopefully, making the enemy waste several turns specifically geared in trying to remove him thru all his defensive bonuses.

 

4.  I make this comment not knowing what units have it, but the “linked/#” SA seems a bit too powerful to me…  It pretty much guarantees a hit.

 

5.  Relaetd to TOUGH… just clarifying that it says I can decide to take that recovery roll anytime (during anyone elses phase) between when my unit is stunned and my next turn with said platoon. 

 

6.  Wrecker needs to have several more examples or better explicitely given mandate for determining LOS corridor.  Considering LOS is 360 degrees, does it mean that the Wrecker attack can be 360 degrees around?  Also, how many attacks per enemy?  Again, each weapon or one shot each?

 

7.  Overdrive: is that point of damage repairable if it is the first point of damage?  I have to admit, I am disapointed that it does not carry over to defensive fire as with CAV 1.  I liked that idea.  It made it worth it to take that point of damage.

 

8.  on orbital insertion it talks about units arriving within range of AA activates the AA, is the range the 6 inch passby range, or their first band gun range that activates it?

 

9.  for smoke screens, what about for things like straffing run, or wrecker?  How do they count against the 6 total?

 

 

And then of course I have several questions from my prior posts that still need someone to answer.  I guess I will make another post that has only those questions all in one spot...

 

All based on my reading of the rules, but. . .

 

1) Since Stealth takes an action to activate, I would interpret it to mean that once countered (by any means) it takes another combat action to activate it again. It won't just pop back on.

 

2) Flamer requires you to lay out a 12" length of string. Any target whose base is touched by that string is attacked. You don't just stretch it out to 12" around the base of the model using it. You actually have to lay the string on the table with one end touching your model''s base and then move position the string so that enemies are touched by it. You could make a straight line, an 's', a 'z', or any other shape (heck, wrap it around your base if you want to), but that point of origin against your base never changes.

 

4) How does it Guarantee a Hit? First, It's a re-roll and nothing more. You can roll a one on that re-roll as easily as you can on the initial attack. 2nd, The only model that has more than 2 Direct Fire attacks is the Ogre (and It doesn't have linked). Linked only allows you to re-roll direct fire attacks. Salvoes aren't allowed to use this ability, so at best you're re-rolling two attacks per turn, based on the models in the current build. If you have 2 direct fire attacks, and only one misses, you may only re-roll that one attack. Perhaps wording needs to be added to make it clear that each DF attack may be re-rolled only once, but I thought it was inherent from the ability and the models that have it.

 

6) When you refer back to the definition of the LOS corridor on page 10 of the beta document this becomes much easier to understand.

 

7)Page 32. A Model can't even try to repair if it has one or fewer points of damage. Part of the reason it doesn't carry over to DF is because You can technically get defensive fire against every enemy platoon if they all attack your overdriven model. It was way too powerful.

 

8) This likely refers to the effective range of the AA ability. The Text specifically refers to special abilities in the next sentence.

 

9) I'm not sure what you mean here. The Die marker increments during the end phase. When it Reads '6' (during the 5th end phase after the smokscreen's activation) the smoke dissipates. The end phase happens, for all intents and purposes, after all models remaining on the table have had an activation. The number of attacks passing through them has nothing to do with it .

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Ok, here is teh consolidated list of questions.. not including my last post.

 

1. SAs related to Nation, Faction, UCOR: No mention of it anywhere related to what they are, and on which level you get to use them. It just says that there are some:

1a:If I take a MIV Ghost and a GH Assassin do I still get the Malvernis SAs?

1b: If I take the units listed above and throw in a KDM Mastadon, do I still get the Coalition SAs?

 

2. Movement, are there no penalties for turns of any magnitude (i.e. 120 degree turn in one step)?

 

3. Are all guns 360 degree, or are there any front 90s or front 180s? Or possibly front 300 where they cannt fire in their rear arc?

 

4. I think the idea of shaken and suppression is great, but maybe there are too many possible ways to get stuck with it. People are constantly going to have to waste actions to rally.

 

5. Could you post some more examples of different Battle sequence possibilities (some simple, some complex)

 

6. Please address the SCAN functions. When they would be used, why, who it benefits (just the platoon, all friendlies, etc...) Are you saying in my example from before, that I would have to choose which of those two Ghosts to fire at without the benefit of the measurements, unless I had the extra action phase available to carry out the scan?

 

7. ok, another question about scanning...The target is in stealth mode and has not fired or moved yet so trying to hide and keep from giving itself away until the right time. You said that stealth and camo effects have the upper hand until 60 inches distance. Does this mean that if the scenario were something like a garrison where there is a definite defensive player, that player would not have to put said hidden unit on the table until one of the following things happened:

 

1. The attacker comes within 60 inches

2. The attacker thinks to and executes a successful scan from outside of 60 inches.

 

And if the above is true, then throw in the example if there are more than 3 "stealthed"units. The book says that the scan can reveal up to 3 units. How do you determine which 3?

 

8. Lurkbeast mentioned "Bounding Ovewatch" but I cant seem to find it anywhere.

 

9. Please clarify the dismounting action with regards to shaken and such. Is it Action 1: dismount and become shaken; Action 2: rally; turn over. Or how does that work?

 

10. Also, on mounting I know you cant dismount fire and mount again, but can you fire, move a couple inches (into base contact with the transport) and mount; all on the same turn?

 

11. I know that you said that some of the new Data cards are off a bit, but it is interesting that the highest track is now only 6 instead of the 8 from before. The Rhino just doesnt seem as powerful with the lower number.

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Again, unoffical interpretation based on my readin of the rules:

 

1) None of the Factional SA's were in the book. IIRC, The warlord playtest didn't see them until a good bit later

a)My Undrestanding is Yes

b) It is not clear whether there will be SA's for the wider affiliations at this time.

 

2) Nope. No Penalties for Turning.

 

3) Warlord referred to line of sight as passing through the front arc, IIRC. Since It's not here, I would infer that a 360 arc of fire exists.

 

4) The point is going to be avoiding becoming shaken in the first place. ::D:

 

6) Scan is a non-combat action. It will benefit the scanning model during it's own turn. Models in the same platoon with Wizzo can also benefit.

 

7) Stealth doesn't mean the units aren't one the table. Stealth means you need to make TL rolls to be able to shoot at it. By definition the model needs to be on the table to take a combat action to activate stealth in the first place.

 

8) That's 'cause it ain't there

 

9) Dismount is an action the transport takes, not the unit being dismounted. As Such you can be dismounted by your transport, then take the two actions of the infantry unit.

 

10) Again, Mounting is an action taken by the transport, not the Infantry squad. An infantry unit can fire, then move into base contact with a transport using its two actions. Provided the transport has a non-combat action available, that infantry could then be mounted.

 

11) Fewer DTs are required because attacks are no longer doing more than a single point of damage. The Rhino is probably Harder to kill now than it ever was.

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4.  I make this comment not knowing what units have it, but the “linked/#” SA seems a bit too powerful to me…  It pretty much guarantees a hit.

 

6.  Wrecker needs to have several more examples or better explicitely given mandate for determining LOS corridor.  Considering LOS is 360 degrees, does it mean that the Wrecker attack can be 360 degrees around?  Also, how many attacks per enemy?  Again, each weapon or one shot each?

 

7.  Overdrive: is that point of damage repairable if it is the first point of damage?  I have to admit, I am disapointed that it does not carry over to defensive fire as with CAV 1.  I liked that idea.  It made it worth it to take that point of damage.

 

9.  for smoke screens, what about for things like straffing run, or wrecker?  How do they count against the 6 total?

 

QUOTE]

 

All based on my reading of the rules, but. . .

 

4) How does it Guarantee a Hit? First, It's a re-roll and nothing more. You can roll a one on that re-roll as easily as you can on the initial attack. 2nd, The only model that has more than 2 Direct Fire attacks is the Ogre (and It doesn't have linked). Linked only allows you to re-roll direct fire attacks. Salvoes aren't allowed to use this ability, so at best you're re-rolling two attacks per turn, based on the models in the current build. If you have 2 direct fire attacks, and only one misses, you may only re-roll that one attack. Perhaps wording needs to be added to make it clear that each DF attack may be re-rolled only once, but I thought it was inherent from the ability and the models that have it.

 

6) When you refer back to the definition of the LOS corridor on page 10 of the beta document this becomes much easier to understand.

 

7)Page 32. A Model can't even try to repair if it has one or fewer points of damage.

 

9) I'm not sure what you mean here. The Die marker increments during the end phase.

4) Although, everything you said is true, I think you missed one part of it. It said you get to re-rol missed shots the number of times listed under the Linked SA, so yes, it only give you the ability to do a re-roll, but for a cav with 2 DAs with a linked/2 (the average link value I noticed) would allow for up to 6 rolls to hit (3 for each - the original 2 plus up to 2 more for each missed).

 

 

6) Again, that is what I am questioning. Based on the description on page 10, it is a bit confusing or at least not clarified. The LOS corridor to a single unit is simply the straight line to the center of the single unit. So, does this mean that Wrecker attacks units that are playing follow the leader (in a straight line), or will it go down a perpindicular picket line setup if there is no block in LOS down the line (the idea of taking a machine gun and firing while turning side to side spraying everything)

 

7) It says it cant repair what is known as "lingering damage" hence it cant repair the first damage track. That is something I like. But this is not lingering damage caused by enemy gunfire. Hence, my question of whether it is bound to that restriction or not.

 

9) Thanks, I completely read that too fast the first time. Thanks for getting me to read that again.

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4)  Although, everything you said is true, I think you missed one part of it.  It said you get to re-rol missed shots the number of times listed under the Linked SA, so yes, it only give you the ability to do a re-roll, but for a cav with 2 DAs with a linked/2 (the average link value I noticed) would allow for up to 6 rolls to hit (3 for each - the original 2 plus up to 2 more for each missed).

 

 

6) Again, that is what I am questioning.  Based on the description on page 10, it is a bit confusing or at least not clarified.  The LOS corridor to a single unit is simply the straight line to the center of the single unit.  So, does this mean that Wrecker attacks units that are playing follow the leader (in a straight line), or will it go down a perpindicular picket line setup if there is no block in LOS down the line (the idea of taking a machine gun and firing while turning side to side spraying everything)

 

7)  It says it cant repair what is known as "lingering damage" hence it cant repair the first damage track.  That is something I like.  But this is not lingering damage caused by enemy gunfire.  Hence, my question of whether it is bound to that restriction or not. 

 

9) Thanks, I completely read that too fast the first time.  Thanks for getting me to read that again.

4) Nope. Linked doesn't give a number of re-rolls, it says you can re-roll a number of missed Direct Attacks. It's not rerolls per attack, its a number of attacks that can be re-rolled. If you have 2 attacks and only one misses, you don't get two re-rolls on that attack, you get one re-roll per attack. I agree that it's vaguely worded, but to me the intent of the rule is clear

 

6) The LOS corridor is a line drawn from the center of the attacker's base to the center of the target's base, plus 1/4" on both sides of the line. With Wrecker, you continue to draw the LOS corridor past the initial target's centerpoint and may make additional attacks against models that fall in that 1/2" wide band. I Believe it's intended to represent a hypervelocity slug tearing through multiple targets, if that helps you to understand.

 

7) Damage is Damage is Damage. Otherwise either the section on repair or the section on overdrive would have mentioned the exception.

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You can not repair the 0 track once its been passed no matter what caused that damage.

 

the ENG Repair Suite Instant is the only thing that can repair the Lingering damage.

 

Our experience with Linked in play-testing and other games with similar ability does not guarantee a hit. It just gives you a better then average chance. This mechanic is used to reflect multiple main weapons on a unit like the two sets of chain guns on our dear Vanquisher.

 

Mad Pat

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6. Wrecker needs to have several more examples or better explicitely given mandate for determining LOS corridor. Considering LOS is 360 degrees, does it mean that the Wrecker attack can be 360 degrees around? Also, how many attacks per enemy? Again, each weapon or one shot each?

 

An example/picture would be nice. I read it and immediately realized that it would be along the 1/2" LOS corridor, but two of my players asked the same question.

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Our experience with Linked in play-testing and other games with similar ability does not guarantee a hit. It just gives you a better then average chance. This mechanic is used to reflect multiple main weapons on a unit like the two sets of chain guns on our dear Vanquisher.

 

From playing 40K (Please don't shoot me for admitting that ::D: ), the reroll about doubles your chances of hitting - IIRC it added about a 67.5% chance, on a d6. It would be less on the d10. A nice ability, and no doubt costs a bundle of points.

 

Background fluff to rules wise, it is a good way to reflect the multiple weapons, without having to give multiple shots.

 

"Zok sidestepped his Dictator '70 to avoid the shot, but he stepped right into the second shot. "Darn, he thought, no one should be allowed to have a '70 but me!""

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Our experience with Linked in play-testing and other games with similar ability does not guarantee a hit. It just gives you a better then average chance. This mechanic is used to reflect multiple main weapons on a unit like the two sets of chain guns on our dear Vanquisher.

 

From playing 40K (Please don't shoot me for admitting that ::D: ), the reroll about doubles your chances of hitting - IIRC it added about a 67.5% chance, on a d6. It would be less on the d10. A nice ability, and no doubt costs a bundle of points.

 

Background fluff to rules wise, it is a good way to reflect the multiple weapons, without having to give multiple shots.

 

"Zok sidestepped his Dictator '70 to avoid the shot, but he stepped right into the second shot. "Darn, he thought, no one should be allowed to have a '70 but me!""

rerolling doesn't double the chances. If I have to roll a 6+ (50%) on a d10 and get a reroll if the first roll fails I have 75 % chance of success, not 100%

 

The way you work it out is like this: 1 - (x^2)

where x is a fraction representing successfull outcomes. (in our example 1/2)

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Part of the problem with the wording on linked is just that -- wording. I started wargaming with 40k and no die ever was allowed more than one re-roll, so I sort of understood where this is coming from.

 

DCH, if you look at the models (not the data cards) for the units that include linked as a special ability I think you'll get a much clearer picture of what it's intended use is to be.

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rerolling doesn't double the chances. If I have to roll a 6+ (50%) on a d10 and get a reroll if the first roll fails I have 75 % chance of success, not 100%

 

The way you work it out is like this: 1 - (x^2)

where x is a fraction representing successfull outcomes. (in our example 1/2)

 

I was doing quick and dirty statistics - I have deal with the real ones all day (math grad student aka masochist).

 

The point was, its not an automatic success, it just helps a lot, and the re-roll more than once doesn't keep adding to it

 

For Ex:

 

1 roll: 50%

2 rolls: 75%

3 rolls: 87.5%

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