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Ivarr

The Empire of Malvernis

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I have something like this:

 

3x Specter B's

2x Haunts

 

1xNomad

4x Banshees

 

1xAssassin

3x Ghosts

1x Shadow

 

I need to check the points on this one, but I believe it fits inside 5k.  I picked up some Nomads (metal) and have two of the three Specters and an Assassin I can start on now :)

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I have zero Malvernis right now. With what I have on the painting table, I may just order some fillins on the KS and try to be patient until the order comes in. Then I will lose my mind painting all of these!

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Debating about using the Malv KS stuff as Mercs. Just don't like the Malvernis' background, but the Furies' look interesting as I could justify using the equipment and get the Doctrines. And I REALLY like the equipment coming out for them....

Or go with the Rock Raiders.....

Edited by Corsair

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Good afternoon,

 

I have just bought a cav rulebook and a malvernis faction bundle off Talon's webstore. I have a few questions about force building.

 

In the front of the book under force group selections it gives you rules for building squads of various types and then in the back under factions it gives army compositions as per the malvernis way of doing things.

 

Which one do you follow to make legal armies?

 

That being said I worked out a list using stuff I already own\plan on buying. Is this a viable list?

 

Malvernis army list

 

Attack squad 1
Revenant - (cav) attack, dt 12, tv 1071
Butcher B- (cav) attack, dt 9, tv 662
2x Banshee (vehicle) attack, dt 6, tv 218
Shadow - (cav) recon, dt 6, tv 280
Total 2449

 

Fire support 1
Haunt - (cav) fire support, dt 7 tv 599
Shade - (cav) fire support, dt 5, tv 236
2x Outlaw - (vehicle) fire support, dt 8, tv 329
Obake - (cav) attack, dt 8, tv 557
Total 2050

 

Infantry 1
2x Infantry AT (power armor) attack, dt 3, tv 58
3x Infantry MAR (power armor) attack, dt 3, tv 44
Total 248

 

Infantry 2
2x Infantry AT (power armor) attack, dt 3, tv 58
3x Infantry MAR (power armor) attack, dt 3, tv 44
Total 248

Grand total 4995
 

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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

Edited by CAVBOSS
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