This morning, I released the CAV 2.M Beta on the Reaper Miniatures forum. Post duplicated below.
Inspired by the CAV Kickstarter, over the past couple of months I
have frequently alluded to and shared portions of my attempt to improve
upon the CAV 2 rules as they were left following the Rage Chronicles ’08
public beta. Utilizing an early draft of rules changes proposed by
Mil-Net and drawing heavily on old forum discussions of known problems
and possible solutions, I have overhauled several portions of the rules
and expanded others. This project has now reached the point where there
is little more I can do without feedback on the numerous changes, and so
I would like to present to you the CAV 2.M Beta.
CAV 2.M Beta [zip]
The download consists of an errata document, in the style of Rage
Chronicles ’08, and data cards for all models with the exception of the War for Sale army lists and those with the Unique SA from Shards.
I would be happy to provide any of the excluded cards if there is
demand for them, and they will of course be included in the final
release. My intention following the testing is to produce a full
rulebook incorporating the changes and improving on the layout and
presentation.
Please post any feedback in the Reaper thread or in the comments; actual playtest
results/battle reports would be most valuable, but all input is welcome!
Thoughts on the assignment of abilities and point values would also be
helpful, given the abundance of new SAs and the increased relevance of
EXP, TC, and EDV values. Due to the sheer number of models I had to work
through, the data cards could probably do with some refinement, and
improving balance and internal consistency will be a major focus leading
up to the final version.
Throughout this project, I have relied heavily on several members of
the Mil-Net community. My thanks to all of you for providing the
groundwork for this project, and especially for the assistance in
developing the new point calculator. The M designation is in honor of
Mil-Net and all they've done for the CAV community.
I also shared a list of my design goals, both specific and
general, to provide some context for the changes. Above all else, my aim
was to retain or improve the fast, streamlined play that makes the game
so enjoyable, and to generally remain true to the history of the game.
With that in mind, I set out with the following five goals:
Address “The Huddle”
Perhaps the single greatest complaint regarding CAV 2, at least after
the insta-death infantry were addressed, was “The Huddle”, the cluster
of units that inevitably formed around ECM- and EST-providing Recon
models. As such, I have implemented no fewer than three major changes
all intended to address this problem. First, dedicated electronic
warfare models, such as the Panther and Talon, have been separated from
reconnaissance units, such as the Nomad or Puma, and given the new
designation of ESM or Electronics Systems Management. Models retaining
the Recon type have generally had their electronic warfare abilities
curtailed, though some such as the Ashigaru retain the ability to serve
as “spotters” for fire support. Second, acquiring a Target Lock or
Jamming is no longer guaranteed; the model in question must succeed on a
10+ EXP roll. ESM units receive a bonus to this roll, but the
possibility of failure remains and is strong incentive not to rely too
heavily on your ESM units. Third, the native Target Lock/Jamming
capability of many models has improved, allowing them to receive a
meaningful bonus without requiring an ESM model.
Improve Indirect Fire
Indirect fire resolution was one of the less elegant components of
the existing CAV rules. Numerous elements were added or subtracted to
the Target Point and Drift rolls, and it was nearly impossible for
attacks by models without the FRS SA to land on target. As with
electronics, the use of the EXP stat offered a solution. The Target
Point roll is now a simple 10+ EXP roll with any Target Lock or Jamming
modifiers applied. This gives Attack models a reasonable chance of
hitting on target, while dedicated Fire Support retains superior
accuracy with the FRS SA.
Incorporate New Content
There are a variety of additions not intended to address any
particular shortcoming, but rather to simply expand the game. This
includes concepts resulting from discussions at Mil-Net such as strike
pools and several new SAs, optional rules published by Mil-Net such as
allowing full-rate defensive fire and the Beans and Bullets doctrine,
and the addition of new models to the game. This last point includes
both variants suggested by the model’s Journal of Recognition entry as
well as the addition of entirely new units, made possible by the
addition of Rogue Legion to the CAV line and the multitude of new models
announced over the past several months. I have thus far been quite
particular in the addition of new models, resulting in a slight
imbalance between the factions (see this blog post
for details); I am absolutely open to suggestions in this area. I have
yet to add any, but I believe faction-specific infantry may have some
potential.
Individualize UCORs
This may have resulted in some of the more controversial changes, as
it called for substantial revision of many data cards. In CAV 2, model
stats are modified by faction: all Adonese models have increased range,
all Rach models have reduced DV, and so on. This struck me as rather
unfortunate, given the effort that has gone into establishing each
individual UCOR’s history and visual style. So, I went through and
defined strengths and weaknesses for each UCOR. Major changes include
extended range for Hughes-Marietta missiles, distinction between UCORs
which favor guided missiles and those which don’t, and variations in
severity of model degradation.
Individualize Weaponry
One minor complaint that came up occasionally was that the various
weapon systems didn’t feel distinct enough; at the end of the day there
wasn’t much differentiating a PBG from a GC, or a GGC from a DFM. My
improvements in this area are almost entirely drawn from the Mil-Net
playtest document and are centered around a selection of new and altered
SAs. Powerful PBGs can now overload the target’s electrical systems,
while GGCs can increase their rate of fire at the expense of accuracy.
Guided missiles suffer no range penalties, but have a reduced maximum
range compared to regular DFMs.
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