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My opinion is that you shouldnt be buying based on points.

 

Build armies based on points, but dont buy minis based on points.

 

Buy, based on cool looks, based on stat card abilities, based on fighting style.... dont buy based on points.

 

Then you adjust the points of your games to what you buy....

 

But, that is just me.

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What I'm saying is use 2000 points as a starting point to determine which models fit your play style and build from there. A play style leads to stats, stats lead to models, models lead to playing, playing leads to addiction.

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The way points are now I'd start at 2000.

 

I would also avoid any Faction models until you get a feel for your game.

 

 

Nah, Independants can field up to 25% of their force with Faction Specific Models. No reason not to pick up a few and kick the tires.

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i agree..... having 1 or two faction specific models allows you to

A) get the models you think are cool

B) give you more versatility

C) allow you to test out different factions to see what you like

 

I currently play Ritterlich but am also looking at Rach, Templar, and Terran.. as I read more of the fluff regarding the factions my mind gets going... also not being tied down to one faction allows you to keep your opponents gussing :devil:

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i agree..... having 1 or two faction specific models allows you to

A) get the models you think are cool

B) give you more versatility

C) allow you to test out different factions to see what you like

 

I currently play Ritterlich but am also looking at Rach, Templar, and Terran.. as I read more of the fluff regarding the factions my mind gets going... also not being tied down to one faction allows you to keep your opponents gussing :devil:

 

1) To somebody who has never played the game, these rules can be somewhat daunting. Certainly, trying to deduce how a Fational Doctrine translates from paper to the table is near impossible.

 

2) I recommend that a newbie Indepenent player make use of the Free-Form Organizational Doctrine rather than the Spoils of War Doctrine.

 

3) There is no point in having a newbie buy and paint a number of models he will use only once.

 

4) The only difference between a Rhino OEM and a Ritterlich Rhino right now is a piece of paper. If your TF includes a number of OEM models then you're one data card away from being a Factional TF anyway.

 

An Open Market Task Force gives the newbie the greatest flexability in TF creation and tactical options. If, after playing a couple of games, the player finds a hole in his force that a Faction specific model will plug or, more likely, finds a Factional Doctrine which suits his playing style (now that he actually has one) he can run out and buy a model which allows him to solve his problem.

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KODA Works. No need to look any further...or we'll blow you up.

 

Good thing I've got a Rach force going to. ::P:

 

Of course at the rate I'm going I'll have started everything but Ritterlich and Templar.

 

Funny,I'm the same way except I have a small Ritterlich force. Sometimes I think I should concentrate on just 2,but I'm really getting into my Adon force. And those Terrans have cool stuff too. If the Templars had decent looking CAVs I'd probably roll ALL the armies.

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My opinion is that you shouldnt be buying based on points.

 

Build armies based on points, but dont buy minis based on points.

 

Buy, based on cool looks, based on stat card abilities, based on fighting style.... dont buy based on points.

 

Then you adjust the points of your games to what you buy....

 

But, that is just me.

 

Personally, I am beginning to build my forces up by section. I disregard points at this stage, and think about which units work well together and how they will play. Four CAVs is not too bads to pick up at one time. That doesnt mean that they will always be fielded in those exact groups, though.

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Thinking of starting CAV, but don't know what faction to go with. Can anyone post the basic strenghts/weaknesses of each faction or just point me in the right direction of one faction or another. I'm hoping to make an army with lots of smaller, quiker CAVs and not too many heavies. Infantry support, would be fine, but I don't really like heavy CAVs. I also really have a soft spot for tanks, are there any effective all tank/ infantry lists out there?

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Well, since the game has just released in its new glory most folks are still working out what works and what doesn't. The game has an interesting aspect that only a small portion of models are closed to only their specific factions while the lion's share are usuable by all. While factional SAs are important and give a lot of flavor to the tactics used with them, what really needs to be looked at are what the general characteristics of models produced by the various manufacturers are. (If you haven't already, go the CAV section of http://www.reapergames.com, register (no cost to you and they don't sell your info), and download the datacards.

 

Theres a line on the cards marked "Affiliation" and listed which faction it is (Open Market, Rach, Ritterlich, Templar, Adonese, Malvernis, or Terran) and which UCOR (think like a megacorporation on a galactic scale if you're familiar with the cyberpunk genre) produced the model (Koda Works, KDM, NTG, Hughes-Marrietta, Viper, Royal Military Industries, Borsig-Spline, Grundor House, Mark IV, Mitso-Ta, or Syram). In my perusing of the datacards I've noticed a few things, but haven't sat down to do a full analysis of the general characteristics of the equipment produced by the various UCORs.

 

Here's what I've noticed (anyone else feel free to jump in to add to or correct what put here):

 

KW: moderate to high movement, moderate to low armor, weapons tend to be shorter range but pack a nasty punch, most recon units are equipped with ECM only rather than EST and ECM or EST only. (ECM provides a bonus to defense for models with a certain distance from the model, EST provides a to-hit bonus for models within a certain distance from the model) As far as I can tell, has the most powerful Gauss Cannons (GCs) (anti-armor weaponss) in the game...if you can get within a decent engagement range.

 

KDM, typically goes for specialized equipment rather than one that is equipped for multiple roles. Most attack CAVs have two GCs rather than the two GC, direct fire missile (DFM), and indirect fire missile (IFM) combo usually seen. Good armor values, average attack bonuses and ranges on weapons. Average movement.

 

Grundor House/Mark IV, effective missiles, most models seem to have at least shielding/1 if not more to reduce effect of critical hits.

 

RMI: Excellent PBGs (particle bolt guns) with good range and good piercing values.

 

Syram seems to make models that generalists, meaning they have decent attack values against all types of targets but don't particulary excel against one type or another with a few exceptions. This is offset by Mitso-Ta producing the specialist models.

 

That's all I can really come up with off the top of my head, I'm sure folks more familiar their chosen factions will fill in/correct what's above.

 

As far as where to start, go with some mercs, proxy some open models to get a feel for what you like or find a Black Lightning member and ask for a demo.

 

Generally speaking tanks are going to cost as much point-wise as CAVs but have higher DVs but trade that off with less overall weaponry.

 

Infantry, again generally speaking, are good at close combat but require upgrades to make them quite deadly at CC or useful in other roles such ranged attack, repairing vehicles, or calling for off-board strikes.

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i agree..... having 1 or two faction specific models allows you to

A) get the models you think are cool

B) give you more versatility

C) allow you to test out different factions to see what you like

 

I currently play Ritterlich but am also looking at Rach, Templar, and Terran.. as I read more of the fluff regarding the factions my mind gets going... also not being tied down to one faction allows you to keep your opponents gussing :devil:

 

1) To somebody who has never played the game, these rules can be somewhat daunting. Certainly, trying to deduce how a Fational Doctrine translates from paper to the table is near impossible.

 

2) I recommend that a newbie Indepenent player make use of the Free-Form Organizational Doctrine rather than the Spoils of War Doctrine.

 

3) There is no point in having a newbie buy and paint a number of models he will use only once.

 

4) The only difference between a Rhino OEM and a Ritterlich Rhino right now is a piece of paper. If your TF includes a number of OEM models then you're one data card away from being a Factional TF anyway.

 

 

....

An Open Market Task Force gives the newbie the greatest flexability in TF creation and tactical options. If, after playing a couple of games, the player finds a hole in his force that a Faction specific model will plug or, more likely, finds a Factional Doctrine which suits his playing style (now that he actually has one) he can run out and buy a model which allows him to solve his problem.

 

 

whatyou are saying does make sense, especially about factional abilities... i had not thought about that

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I don't know if you just don't like heavier CAV's or are thinking along the lines of small=fast and fast=good. If the latter is the case, I invite you to consider this statement:

 

....KW: moderate to high movement, moderate to low armor, weapons tend to be shorter range but pack a nasty punch....

 

Combine this with the fact that KW (Koda Works) is a Rach UCOR and the Rach "Children of the Storm" Factional Doctrine which allows you to substitute 1 point of DV for 2 more points of Mov and makes you even deadlier at point blank range and we might have a winner. :B):

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