Ambush Warriors

Vegabond

Mongoose
OK, here is the deal. I'm to cheap to buy the arachnid army book when a new rule set is coming out this summer. Can someone tell me what it means and how it works? Thanks in advance.
 
It doesn't work, so no problem :)

Nothing more than a minor annoyance. Spend the 25 points on 2 and 2/3 of a warrior bug :)
or 2 1/2 workers
 
Actually wouldn't it work a lot better now if you're using the new rule of only one reaction move per unit?

I can't remember at which point you reveal your ambusher but if the unit has already taken their reaction...

Bah... need to dig out my book... :roll:
 
wouldn't matter, ambushers are always considered out of command unless part of a swarm.
YOu reveal them at any point, but they can't reveal and react at the same time (so if an enemy unit moves next to them, you can reveal them, but they can't do anything). IN your turn they can't do anything either as they only react, next turn the models they are next to kill them.
Only way to move them in your turn is as part of a swarm, so who's going to worry about a single ambush bug when there's a swarm within 6" of it.
Other option is to have a brain bug take command, but that means having a brain bug above ground and wasting it's actions on move and close combat to command the ambusher.
Pointless.
When the MI equivalent is a skinnie led unit packing a nuke :)
 
JoseDominguez said:
Other option is to have a brain bug take command, but that means having a brain bug above ground and wasting it's actions on move and close combat to command the ambusher.
That doesn't work as a brain bug has a command range of 6".
But it's an interesting question whether you can use co-ordinate to give an Ambushing Warrior one action. I'd say yes (and that can be quite nasty in certain scenarios if it reduces your squad below half strength).
 
yeah, after reading the rule it seems like a waste. the hidden bug jumps out and hisses, the MI can totally ignore it. It can't move or attack them unless they get close. And if they are close, they can just jump away on the next turn and the bug just sits there doing nothing. Huh I wonder why they added this as an option.
 
The very fact that everyone knows they're one of the biggest waste of points in the book makes them almost useful though...
I'm sorry to say I've had a very expensive Lt. slaughtered at the end of my first turn once, simply because I'd never have expected someone to take them :cry:
 
Well, thay can buy some time for your main attack force. If the MI squad's first action is to move into fire range and ends up within 6-8" of nominated terain deploy your bug. Now the MI has to decide whether to shoot his original target and loose some team members to a reacting ambusher or waste shots on the shifty bug.

They can work and I've had some success but I'll prbably phase them out of my force.

Cheers
Mark
 
which MI are you playing :)
Can't remember the last time I saw MI walk anywhere.
It's usually ready.... reveal the ambush.... Mi jump and shoot rendering the ambush worthless. Who's your MI player? I'd love to play him if he walks much :)

And if given the option of a priority target or a lone ambusher, split fire and morita the lone bug, keep the big stuff for the main target. The only time I can see it being any real use if you fielded all three in one place. Then at least you can cripple a unit. But it's relying on a lot of luck and a player who doesn't use his jumps well.
Better to spend the points on a cave in. They are really irritating.
 
JoseDominguez said:
which MI are you playing :)
Can't remember the last time I saw MI walk anywhere.
It's usually ready.... reveal the ambush.... Mi jump and shoot rendering the ambush worthless. Who's your MI player? I'd love to play him if he walks much :)

Shouldn't you reveal the ambusher BEFORE the MI ready.
 
JoseDominguez said:
Can't remember the last time I saw MI walk anywhere.

Well when bugs are 7"-10" from you it's handy :D

Move 4" out of reaction range, shoot!

Ready would bring them screaming in as reaction. Especially bad if they are within 7"-8" as they can then CC guy or two from you as well...

I think next set of rules are going to beef up ambushing warrios. When you can react to being shot they can use that to bring them further as distraction. Not much of help but a little.

Assuming of course it doesn't get deleted or modified to begin with.
 
Mr Benn said:
JoseDominguez said:
which MI are you playing :)
Can't remember the last time I saw MI walk anywhere.
It's usually ready.... reveal the ambush.... Mi jump and shoot rendering the ambush worthless. Who's your MI player? I'd love to play him if he walks much :)

Shouldn't you reveal the ambusher BEFORE the MI ready.

How? To ready you simply declare a ready action...... it's done. How do you reveal an ambush before someone declares a ready action?
When we play I'll say 'I'm readying these pathfinders' at this point the ambush could be declared (but not react).
If you place the ambush bugs before the MI move, then a different unit will just morita it. I always keep a chickenhawk with daredevil and protagonist to take out ambushes and infiltrators (protagonist jump to 6", shoot with second action).

Think about it, if you reveal your ambushers before the MI ready, then they just ready a different unit, jump over the bugs and shoot them. Or, the unit you've revealed next to just shoots you, again, splitting fire and using moritas on the ambush. Most likely I'd use a different unit, probably one who would otherwise waste it's morita shots.
I just don't see them being much use, when the equivalent skinny or MI ambush is devastating.
 
You can reveal an ambushing bug at any time you want, even in the MIs turn before had done any actions.
You do not even have to wait until he has declared his first action.

No one said that use of them is easy, but they can be really nasty.
 
Yes, but revealing them before the MI actions just means the MI immediately shoot them, at least revealing after a first action forces a decision.
In the overall scheme of a game of SST, the problems they cause just aren't worth the effort of using them.
SST is won on the flow of the battlefield. Ambushing bugs don't have much effect on this at all. A far greater impact is a camo tunnel entrance that will allow units to breach and charge without tunneling up. I've used ambushers before, they are nothing more than a minor annoyance. 'I reveal my ambushing warrior who can take out two MI if he's really, really lucky'...... 'I reveal my ambushing skinny with cap troopers, they have a nuke, you no longer have a brain bug'. :)
I just feel that a lot of the stuff available to the bugs is a bit pointless. Nothing leaps out as being better than it's equivalent in warriors or workers and tunnel assets (with a brain for coordinate).
I just think they should be a little more effective, even making them independant would have worked. I've used everything in the book, jsut to see what it played like (even the queen). But I keep coming back to worker heavy armies with hoppers in support. The other stuff is OK for novelty value, but compared to the options the MI get it's just that: novelty.
 
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