Finished testing the LAMI specials. Pair of flamers works well as usuall, giving the squad tremendous firepower, although it also forces the squad to approach the enemy. That usually means quick and painfull end to the LAMIs, making it a kind of suicide choice.
Triple Thud is fairly balanced, although being a pack weapon I'd advice to giving a pair to a single squad per platoon for a kind of heavy support against heavier bugs.
Shredder is all but pointless for the LAMI, single extra dice simply dissapears within the fistfulls already rolled. Imo not worth the points in this setting ^^
A word for the bug players: Ripplers taken against unsuspecting LAMIs spell massacre. Good thing my natural born paranoia makes me usually buy the Falcons
As for the XP I was talking about: system seems to work. Although it allows to create pretty strong squads fairly quickly, they also get very expensive as fast (think 450 pts for a 10-strong LAMI squad w/2 snipers and
armourer trait).
Human, Skinnie and Forth gain XP per squad/model w/independent trait. Arachnids gain XP for Brains, Tankers, Mantis, Infiltrator and Plasma bugs only, rest is simply expendable meat. Models captured by control bugs retain their skills and can be used by Arachnids in future battles, although do not gain any experience - as we all know zombie troopers are unable to learn anything.
XP gained depends on size of the battle and winning/losing:
1 XP per:
100 pts of enemy force if won the battle
150 pts if battle drawn
200 pts if lost the battle.
XP can be spend in the following way (effect, then XP cost/unit value change) and no effect can be taken more than twice:
a) lower unit's
Save by 1 point (ie from 4+ to 3+, save can be lowered to 1+ or lower but will still fail on the roll of "1") - 15 XP/+10%
b) lower unit's
Dodge by 1 point - 20 XP/+15%
c) raise own
Target value by 1 point - 25 XP/+20%
d) raise own
Kill value by 1 point - 30XP/+25%
e) lower enemy
Target and Kill values by 1, both in range and melee combat - 25XP/+20% (messing with damage results in confusion about number of dices for LZ weapons)
f) skills/talents/trainings can be bought (withing the usuall restrictions) for the whole squad - cost in XP equals the trait cost, while the trait value is added to squads value (after multiplying for already owned upgrades)
Unit value is risen from the current one rounding up, ie.
Squad worth 220 pts takes upgrade e), thus changing its value to:
220 + (0,2x220 = 44) = 264 pts.
After the next battle upgrade a) is chosen, changing the value to:
264 + (0,1 x 264 = 26,4 = 27 pts) = 291 pts.
To simplify bolstering ranks and bookkeeping:
Recruits up to number of surviving models can be added without penalty. For every multiple of that number squad loses 1 upgrade, ie:
Squad numbering 2 survivors can absorb up to 2 recruits without any penalty, 3-4 recruits losing one of previously earned upgrades, 5-6 recruits losing 2 upgrades and so on.
Squad can also be kept below full strengh, reducing it's value acordingly. Special and heavy weapons can be kept (ie. are scavenged from other own dead or salvaged during retreat).
Promoting units (so far MI only, don't know a thing about Skinnie/Forth command, so can't substitute any rules for them)
Following chain of promotion is kept:
Private -> Corporal -> Sergeant -> NCO -> Lieutnant -> Captain
After each battle:
One unit per squad can be promoted by one step, up to sergeant.
One sergeant per platoon can be promoted to NCO
One model per platoon already having the rank of an NCO can be promoted to Lieutnant
One Lieutnant/4 platoons can be promoted to Captain
Adjust promoted model's value accordingly. Usuall restrictions to the number of officers are to be remembered. Also when selecting units for the battle officers can only be used if at least one squad from their platoon is used aswell.
This allows to regenerate company command structure over time, while keeping the temporary commotion resulting from instantenous losing of the entire command cadre.
Wow, I've just realised that after writing it all in an orderly fashion instead of group of criss-crossed pencil notes on the margins of odd army lists it looks more scientific and scary than it is in practice

Still do let me know how does it look and if I haven't forgotten to write something important ^^