Girot Posted February 19, 2014 Share Posted February 19, 2014 I rather liked the fluff on the joints. On all of it actually. The tech is very well thought out and the universe it's set in is actually interesting. I couldn't stand Battletech. It was too much like a boring-as-frack 40K. CAV, to me, feels like Firefly with mechs. Which totally wins the internets. I think with a solid writer and a great team of artists CAV could be a sensation. It's all about presentation. Speaking of presentation... lets take a look at Infinity. When I finally stopped to smell the Aleph roses I ended up droping $1400 in ONE DAY on Infinity because of how impressed I was with the books, not just the models. I've seen cool models. But the story was good. There were factions and characters I could relate to and on top of that I couldn't stop drooling at all the amazing art. Just the textual portions were done up with an almost comic book flare that made it all fun to read. 1 Quote Link to comment Share on other sites More sharing options...
sethohman Posted February 19, 2014 Share Posted February 19, 2014 Ariadna sold me on the models. Just glad I could off-load them later when I found out Ariadna really, really suck unles you play a sectorial. 1 Quote Link to comment Share on other sites More sharing options...
TGP Posted February 19, 2014 Share Posted February 19, 2014 I rather liked the fluff on the joints. [...] Where is all this fluff about joints?? looks -------> <------- baffled Quote Link to comment Share on other sites More sharing options...
Colonel Kane Posted February 20, 2014 Share Posted February 20, 2014 I know there is a rift in our community over the rules, however this is what CAV is about. The minis. plain and simple. Play what ever game you want, just buy the minis you like and play tiddly winks for all I care. I am sure there are alot of others to come, so keep a eye out. 1 Quote Link to comment Share on other sites More sharing options...
Chrome Posted February 20, 2014 Share Posted February 20, 2014 (edited) I rather liked the fluff on the joints. [...] Where is all this fluff about joints?? looks -------> <------- baffled Don't you have a rulebook? There's an entire section (in either one) about the technologies that make a CAV work. Bellar Joints also give CAV the ability to rotate shoulders and elbows to bring their weapons to bear in the blink of an eye without imposing any unnecessary G-forces on their crew. Don't think of CAVs working like RoboCob (the original) taking a few steps, then turning to face their target and firing. Think of them more like the death blossom in The Last Starfighter, except that its just the arms spinning around while the torso more-or-less stays pointed whatever direction the pilot wants it. Edited February 20, 2014 by Chrome 1 Quote Link to comment Share on other sites More sharing options...
TGP Posted February 21, 2014 Share Posted February 21, 2014 (edited) Specific responses added in a color... I rather liked the fluff on the joints. [...] Where is all this fluff about joints?? looks -------> <------- baffled Don't you have a rulebook? There's an entire section (in either one) about the technologies that make a CAV work. [ Somewhere, I have one CAV publication called a JOR and it had a mostly reddish cover... ] Bellar Joints also give CAV the ability to rotate shoulders and elbows to bring their weapons to bear in the blink of an eye without imposing any unnecessary G-forces on their crew. Don't think of CAVs working like RoboCob [ I wasn't ] (the original) taking a few steps, then turning to face their target and firing. Think of them more like the death blossom in The Last Starfighter, [ I won't think this either ] except that its just the arms spinning around while the torso more-or-less stays pointed whatever direction the pilot wants it. [ I will carry on looking at the model and deciding what it ought to be able to do based on what it looks like it could do. ] General answer is: I have quietly collected CAV models at a slow pace of one or two a year. Pretty much since they first came out. (The very earliest pieces I have were prototype bits the Reaperfolk were showcasing at a now defunct wargaming event called Fort Worth Wars; maybe 2001? 2003?. There was a demo game at that event; some very early version that used the D10s; I operated one mech in that game.) I have played different versions at different events since then and pretty much just focused on trying to grasp the combat rules. I have pretty much skipped the fluff. So thanks for supplying some of it: Bellar Joints also give CAV the ability to rotate shoulders and elbows to bring their weapons to bear in the blink of an eye without imposing any unnecessary G-forces on their crew.So now I get it.*** I really think a better approach is: build the model(s); write the rules; then write fluff. And don't ever include statements in the fluff sections that create expectations regarding combat capabilities. That can create situations where customers might become disappointed by the rules because the rules don't seem (to them) to support capabilities implied elsewhere. Fluff should stick to maps, star charts, faction names, fictional history and time-lines and other what not. ***But for the record I remain delighted with and chuffed by this new model CAVBOSS used as his avatar. Edited February 21, 2014 by TGP 1 Quote Link to comment Share on other sites More sharing options...
Chrome Posted February 21, 2014 Share Posted February 21, 2014 In this case, the rules actually had a lot to do w/the fluff being explained to us. When Reaper first announced CAV, they used a Yahoo! Group for communication, and at one point there was a huge ruckus about defensive fire. Back then, models got to take a defensive shot with each weapon they had, each time they were attacked by an enemy section. Naturally somebody took offense to the theoretical possibility that 200 sections of riflemen (or something similar) could shoot at a Rhino 200 times in one turn without destroying the CAV, in which case the Rhino would get to perform 800 defensive shots (200 with each RGC, 200 w/each DFM). Ed spent a lot of time explaining how the arms/guns moved independently of the CAV's torso in order to keep the crew from throwing up all over their cockpits. 1 Quote Link to comment Share on other sites More sharing options...
Reaper User CAVBOSS Posted February 22, 2014 Reaper User Share Posted February 22, 2014 I thought I would tempt you with another one...introducing the Terran RAIJIN from Mitso-Ta! Enjoy. BTW its lower legs are not done yet. 2 Quote Link to comment Share on other sites More sharing options...
TGP Posted February 22, 2014 Share Posted February 22, 2014 BTW its lower legs are not done yet. ...and after that, some arms? Quote Link to comment Share on other sites More sharing options...
papabees Posted February 22, 2014 Share Posted February 22, 2014 That's quite a missile boat. Quote Link to comment Share on other sites More sharing options...
smokingwreckage Posted February 22, 2014 Share Posted February 22, 2014 Oh, I LIKE it. Quote Link to comment Share on other sites More sharing options...
Vil-hatarn Posted February 22, 2014 Share Posted February 22, 2014 I'm not terribly fond of either of the new designs, but Rach and Terran aesthetics have never been my favorite. The semi-armless aspect of the Raijin is kinda cool, reminiscent of the BT Catapult. Quote Link to comment Share on other sites More sharing options...
TGP Posted February 22, 2014 Share Posted February 22, 2014 I thought I would tempt you with another one...introducing the Terran RAIJIN from Mitso-Ta! Enjoy. What does it do if it needs to engage something that is about 2 inches away on the tabletop? What range of motion do the missile packs have? 1 Quote Link to comment Share on other sites More sharing options...
Vil-hatarn Posted February 22, 2014 Share Posted February 22, 2014 I thought I would tempt you with another one...introducing the Terran RAIJIN from Mitso-Ta! Enjoy. What does it do if it needs to engage something that is about 2 inches away on the tabletop? What range of motion do the missile packs have? It looks like the missiles could probably pivot to near-vertical before they'd risk colliding with the legs or torso, but it is a bit hard to judge at that angle. Quote Link to comment Share on other sites More sharing options...
Bonwirn Posted February 23, 2014 Share Posted February 23, 2014 What does it do if it needs to engage something that is about 2 inches away on the tabletop? What range of motion do the missile packs have? 1, 2, 3. KICK! 2 Quote Link to comment Share on other sites More sharing options...
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