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CAV 2 Closed Beta v1.1


Akela
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The Freelancers only lose faction specific special abilities and attributes. A freelance Dictator won't lose Salvo/1, etc.

 

Cover fire allows defensive fire because if it didn't it would be too powerful. It's a game, not a simulation. Same thing with cohesion and regrouping. The rules are there to keep things balanced.

 

Lingering Damage is fine by me. It represents that in cannibalizing existing structures to make repairs, the nanoprobes will never be able to bring something back up to full strength. In the same vein I don't think that nanostone/nanobarrier pop out of nothing, but rather are constructed from materials on the battlefield when they are activated.

 

The deflect value is in the Ranged Combat Modifiers table, same as in the 1.0 document. I've noticed that the SA's don't generally contain that sort of information.

 

I think the artillery AOE's are just fine. Each 3" round AOE covers roughly 28 square inches. Upscaled from 1/160th scale 3" = 40'. So 3.14x40'x40' = 5024 square feet of coverage from a single artillery strike. Triple that for a Barrage Strike. Not too shabby. Then combine it with a thumper. . .:devil:

 

Good catch on the ammo free and those upgrades

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Cover fire allows defensive fire because if it didn't it would be too powerful. It's a game, not a simulation. Same thing with cohesion and regrouping. The rules are there to keep things balanced.

No.. I didn't mean why does Cover Fire ellicit defensive fire.. What I mean is, what's the point of doing it? It doesn't seem to accomplish anything besides trying to scare people off. Seem's much less labor intensive to just blow them up.

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A successful cover fire gives the target a negative modifier to all it's actions, and slows it down. A second successful cover fire against the same target grants a bonus to models attacking it. The Model that receives those modifiers must then either rally to remove them, thus sacrificing a combat action, or take actions with the modifiers still in place. Cover fire becomes a very viable option allowing a platoon of low RAV models to group together to put modifiers on a target they couldn't otherwise crack with their individual attacks.

 

If you search the old CAV 1.1 beta thread I put together a big example of how a rifle platoon could soften up a Rhino using this pretty effectively. Cover fire is probably my favorite addition to the game so far.

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I'd say that as long as the model lacks "ammo free", it's eligible for cluster and airburst. I'm thinking of the shock rifle from unreal here in relation to PBG's. It was capable of sending out a big area effect ball of energy as well as super-fast bolts of energy. I'd also dig into it further, but at the moment I'm pretty sure all the PBG models with AOE have a Indirect attack that uses missile packs as well.

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weekend gaming observations:

 

Comments

 

-- The absence of string is a very good thing. Templates are much easier to deal with.

 

-- The Return of Critical hits was well-received. We played them as written in the 1.1 document, and only three times did a 10 come up outside the first range band.

 

-- The change to infantry cohesion was also well-receieved. I saw rifle platoons split up and go after multiple targets.

 

-- I actually saw the charge bonus for Close combat used for the first time.

 

-- The bonus for attacking stationary targets did not come into play, but our CAV games, even under the original rules, have always been very mobile. I wouldn't say our group is a fair judge of it's effectiveness. Most of the time it was because there were jucier targets than the models which had remained stationary to scan.

 

-- In general, I think we've got a good core set of rules. I'm sure minor things will crop up, but now that I'm playing warlord and CAV2 fairly regularly I believe things are shaping up nicely.

 

Questions

--Battery Strike: Do the secondary templates both have to touch the first one placed, or may they be chained along, allowing the third template to touch either the first or the second one placed? This question can also be applied to the smokescreen upgrade.

 

-- Critical Hits and Strikes/IF: Do Strikes have the potential for Critical Hits? If so, how does one determine the eligible range band, or do they always have that capability? On the same token, does IF only cause critical hit damage within its first range band?

 

That's it for now. . .

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