Response to the question about CAV...
From: Flak Magnet <flakmagnet@t...>
Date: Tue, 6 May 2003 09:54:00 -0400
Subject: Response to the question about CAV...
On Sun May 4 2003 01:21 pm, Scott Clinton wrote:
> < Here is a loaded question (on this list at least <g>) >
>
> Has anyone tried Reaper's CAV?
I have the rules and a couple of miniatures, but I haven't played a game
as
yet. It looks interesting, and there's some interest in my parts (Grand
Rapids, MI) so after Origins I might get some CAV games in and thus be
able
to comment in a more informed fashion.
> The company is just up the road thus they have a decent following in
the
> area. But, I know zilch about it. It seems to be a bit more
Mechwarrior
> type-soft sci-fi to me. Is that a fair evaluation?
Lucky you... everyone should have a top-notch mini manufacturer just
down the
street.
The setting is soft-sci-fi to be sure, but without the "So much lost
knowledge
that technologies are "black box"" crapola that B-Tech explained away
tech
incongruities with. The big "gee-whiz" thing that makes CAVs work
isn't a
neural link to the pilot's equillibrium and they don't have artificial
muscles like battlemechs... they have "Bellar Joints". Oooh...
The background setting isn't real rich, but it's based on a great
foundation
with lots of potential. The rulebook is mostly background, with the
back
section being the actual rules. One thing I find annoying about the
background though is that it's mostly economic, social and political.
So I
don't know what the Rache look like,
> How does it compare to DSII? DSII and SGII are all but unheard of for
the
> most part in D/FW. :-(
Die rolls are opposed like DS, (meaning you roll to see how well you
shoot and
your opponent rolls to see how well he defends against the fire, the
difference determines success/failure) but in CAV it's using the same
dice
with skill/capability and situational modifiers making up the difference
between the rolls instead of using different types of dice. One thing I
like
is that the game takes into account ECM/ECCM systems by requiring a
target-lock roll before the actual firing roll. I'm not sure how that
works
out in actual game play, but just reading the rules I appreciated the
attempt.
The game is pretty fluid too, with cards being used for initiative by
"section" or squad so it avoids the IGO-UGO syndrome, but the models
have no
"facing" as far as weapon mounts go. The assumption is that CAVs can
twist
360deg. at the torso, so for firings sake, their full firepower can face
to
the rear. I'm not too keen on that as it removes the joy of flanking a
unit
and blasting at it without suffering return fire.
While CAV doesn't specifically say it's suitable for use with any minis
(well,
maybe it does in the CAV design area, I haven't read that in-depth yet)
they
do provide rules for designing your own units so you can probably fit in
whatever models you want to use, so the same end-result might be there.
I do no know what "scale" the CAV models are cast in, but that's pretty
flexible as the cockpits lack anything like hatches, etc, that would
make
force them to be a certain scale. They could be giant city-sized
walkers in
DS2, or just really big 'mecha in 15mm SG or big robots in 25mm SG.
One thing that I notice the most about CAV is the $$ of the models.
$10.00 a
pop... Woah. I knew I switched to historicals and 6mm or 15mm for a
reason...
--Tim