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O.K. since I opened my mouth and joined in on a topic on this list, would you "kind" souls be so kind as to explain this game to me? Explain it like you are explaining to a total newbie. Don't assume I know some of the "jargon" you are using. I have never played any kind of "mass" combat style game before. BUt my curiosity has been piqued and now I must know.

 Chrome, I look forward to "seeing" you at Nuke-con and getting a better idea of "how this game works"

Lady Tam

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Okay, the game is set in the reasonably new future, after humanity has reached the stars and fought the aliens it's found.  It's a sort of Star-Trekky universe, but not really.

 

The game is centered around "Combat Assault Vehicles", or CAVs.  These are the walking battle machines you see.  There are also vehicles, tanks, infantry, and aircraft.

 

The game is one of fast movement, very liquid and flexible strategy, and cool-looking minis.  Unlike the fairly static and slow-moving formations you'd expect in, say a US Civil War game, CAV is much more like modern warfare, in that what matters is who can get to the right place the fastest, and lay down the most firepower on a spot first.

 

The average table size I use is about 6' by 4'.  My average battle size is 2000-3000 points, which will bive me between 12 and 16 models on the table, depending on whether or not I take lots of infantry, lots of CAVs, or a balance.  These games usually take an hour and a half to two hours, assuming all players know the game fairly well.

 

Unlike Battletech, (The Other Mecha Game), the only bookkeepng yo do is to place a die by the model to show how much damage the model has taken.  Each model has a data card with different colums for each damage level it can take, and each system or weapon is listed on the card, losing effectiveness as the model is damaged.

 

Combat resolution is easy, it's all opposed D10 rolls with modifiers, and you want to roll high.  The shooting model rolls for target lock sgainst the target's ECM, and then the shooting model rolls a D10 for each of its weapons, versus a D10 for the target's armor.  You compare scores, check a table that most of us have memorized, and change the die by the model to reflect the new damage level.

 

Is this simple enough?  Someone else want to chime in with what I'm missing?

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I'd definately suggest waiting until you see it in action - CAV is one of those games which, when you see it live, grabs you by the scruff of the neck and yells "i'm a cool game, come play me!".

 

It also is much simpler to graps in the flesh, so to speak, than by reading the rules. The rules allow lots of fluid gameplay and some subtle things which you'll only graps once you play the game.

 

And it also looks bleep cool, which helps a lot :o)

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NukeCon is always a good time to get started with CAV!  One of my friends will be running a tournament there on Sunday - details can be found at http://www.mil-net.net/nukecon/ - and Anarchy Comics & Games will be giving all tournament participants 10% off on all CAV purchases.

 

And don't worry about not having any miniatures, we've got more than enough for you to borrow and will have pre-built armies for you to choose from.

 

Then at the end of October I'll be starting up my CAV League at Anarchy again.

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