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CAV 2.0 construction rules


Brother Jim
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well i think itll make it fair. when i played two years ago, i had a unit that had so much armor that it took a double crit from a wisper to damage it. neadles to say it was the only thing i had on the field and if i hadnt given up the game would have gone on for days.

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You'll still be able to make "modifications" using upgrades and the like, but scratch-builds are likely a thing of the past for CAV.

 

Since I never really built my own units or did weapon swaps, I can honestly say I'm not all that broken up about it.

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I don't know whether I feel snarked or relieved about the change. I mean, my stock and trade on this board revolved entirely about my use of the construction system and its benefits.

 

I was in the middle of creating my own UCOR and Terran sub-factions. And now I can't do that--so why bother? Since I can't play against anybody, the creative aspect provided by the CAV unit build system was the only thing that kept me interested.

 

I have better things to do, I suppose.

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At least I'd like to see some of the more popular variants get data cards. Like the Starhawk V with Diedre Mark 1s instead of the charvels MKIIs. Around here we call 'em Novahawks. Then there is the Battlelord (warlord variant) and the Blackknight (Knight variant).

 

Only slightly off topic, recently I purchased accouple Battlemechs, an arbalest and a legionnaire, and both came with extra parts so you could choose which variant you wanted.

 

I still perfer CAVs... much larger and easier on the eyes... there is just too many ugly mechs...

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I don't know whether I feel snarked or relieved about the change. I mean, my stock and trade on this board revolved entirely about my use of the construction system and its benefits.

 

I was in the middle of creating my own UCOR and Terran sub-factions. And now I can't do that--so why bother? Since I can't play against anybody, the creative aspect provided by the CAV unit build system was the only thing that kept me interested.

 

I have better things to do, I suppose.

I don't see a reason you can't continue with yer UCOR project and Terran Subgroups.

Personally I've found conversion very interesting. And who knows what the future might bring. I would be surprised if Reaper releases a UCOR handbook after the faction handbooks are out.

 

hmmm... that would be interesting...

Basically it would be a Campaign guide book. Instead of just controling an army, you control an entire intergalatic corperation struggling to catch up to the big 10.

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Where I was when I quit:

 

Since I was concentrating on my "Napier-Chilton" UCOR, I was devising weapons for that and so far had completed the Missiles and Flamers and was about to plunge into the gun weaponry. I had the ambitious idea of getting costs for all possible DT settings. Ultimately, this was too much to handle. However, I had standardized firepower levels for my set.

 

MISSILE WEAPONS:

 

BASH DF: H/S (+4/+0); RNG 18

PITCHFORK DF: H/S (+5/+3); RNG 48

(Note: I played with the idea of a Soft-Target specific short range missile, but realized that a flamer for this role was a better idea.)

ILLWIND IF: H/S (+0/+4); RNG 32; AOE 1

SCRAP IF: H/S (+3/+0); RNG 32; AOE 1

(Note: these two weapons would have identical-looking launchers...the costs are very close.)

HOT HAIL IF: H/S (+3/+5); RNG 60; AOE 4

 

FLAMER WEAPONS:

 

FRYBABY: H/S (+0/+4); RNG 18

HOLOCAUST: H/S (+2/+8); RNG 18

 

GUN WEAPONS:

 

EQUALIZER CANNON: H/S (+6/+2); RNG 48

RECYCLER CANNON: H/S (+7/+3); RNG 48

THERMOCANNON: H/S (+9/+4); RNG 60

HEAD LASER [Hard-Specific]: H/S (+1/+1); RNG 12

BUGZAPPER LASER [Ditto]: H/S (+2/+2); RNG 18

TURBOLASER [Ditto]: H/S (+4/+3); RNG 48

OMNICRON CANNON [Plasma]: H/S (+7/+3); RNG 60

FLASHTRON 'S' LASER [soft-Specific]: H/S (+1/+4); RNG 24

GATLINATOR CANNON: H/S (+4/+4); RNG 36

HADES GATLING CANNON: H/S (+6/+7); RNG 60

 

Once I had the cost stats for the weapons, then I could formulate specific weapons suites for my N-C CAVs and also create additional units.

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