New sign&portents&Battlefield:Evolution rules

tneva82

Mongoose
Rules are there! And assuming basic rules for SST:Evo will be same looking good. 1 reaction only seems to be biggest difference.

Also promisingly it mentions scenarios and full platoon army lists in BF:Evo rulebook. Sounds to me like army lists we have now :D If ST:Evo follows same pattern(and can't see why not) army lists aren't going to dissapear completely.

All in all I enjoyed those rules very much. Can't wait for SST: Evo.

(and now back to read s&p)
 
I think they're all right, only the one reaction thing still looks stupid to me.

It means that we will face a maximum number of small 5 Warrior Squads in the future and not these huge swarms bugs are know for.
If I would be able to do that I would buy each Warrior separately and that's somehow crappy.
There is no need to give any squad additional members (at least not for bugs that don't have to shield any heavy weapons), instead it just turns against you.
Swarming will also get obsolete.
 
MI can't pull of jumps in one trun either, any reapy weapon or skill is useless almost, "jee do I react and wast my loast turn that was a ready or sit here and look stupid".
 
It means that we will face a maximum number of small 5 Warrior Squads in the future and not these huge swarms bugs are know for.
dunno, i already do face 5-bug swarms anyway so it won't be such a problem :o , and this will put an end to the absurd Marauder grill-o-doom, when a single M8 with dual flamers can chew through 30 bugs in one turn.(my record is 15 from reactions in a single enemy turn)
as for MI not being able to jumppack in reactions-simple, use the second action to "ready"(can do, if you'r PL1 since you start the game readied, or those units that are Probed).
 
Poko said:
It means that we will face a maximum number of small 5 Warrior Squads in the future and not these huge swarms bugs are know for.
dunno, i already do face 5-bug swarms anyway so it won't be such a problem :o , and this will put an end to the absurd Marauder grill-o-doom, when a single M8 with dual flamers can chew through 30 bugs in one turn.(my record is 15 from reactions in a single enemy turn)
as for MI not being able to jumppack in reactions-simple, use the second action to "ready"(can do, if you'r PL1 since you start the game readied, or those units that are Probed).
What second action? We're talking about if you're reduced to a single action a turn.
 
What second action? We're talking about if you're reduced to a single action a turn.
sorry, couldn't understand-i thought that you had problems with not being able to ready as one reaction and jump as the second :lol:

supression->more terrain is the answer, and even more terrain-hugging to avoid being shot:oh, and bigger unit sizes in most cases :wink:
actually, i'm quite happy about this rule, im certain it will result in lesser EXO activity in my neibourhood :wink:
 
I don't believe that Exos can be supressed. It would be quite silly.
Also they're simply too big to duck and cover.
 
Maybe exos and marauders will be immune to suppression, just like the bugs.

Have a question to the Gorlith endgames, did I understand it wrong or there is a mistake? I mean the possibilities are:

1. Skinnies win more times than MI, both sides beating the bugs: the Arachnids are wasted and SICON feeling threatened breaks the alliance, backstabbing the aliens. No problems with this one.

2. MI win more battles than Skinnies, but Arachnids win more than MI: both humanoid races form a last stand at the Skinnie base, with good chance of scourging the planet clean of bugs and sharing the secret of the sonic disruptor (or playing the Backstab afterwards ^^)

3. MI win more battles than anyone else, showing their superiority to both alien races. Result? Arachnids overrun the entire planet, sound the General Retreat.

Shouldn't the 11th and 12th scenario be played the other way around, with either MI first disrupting the sonic weapon build process, but then winning enough time for Skinies to have a chance of finishing their weapon or losing battle after battle, therefore allowing the Arachnid swarms to take over the entire planet in the process?
 
Galatea said:
I don't believe that Exos can be supressed. It would be quite silly.
Also they're simply too big to duck and cover.
Maybe a rule like multiwound models don't get suppressed would be in order. This would be like the current no flinch rule. I noticed flinching is absent from the BF:E basic rules
 
Galatea said:
I think they're all right, only the one reaction thing still looks stupid to me.

It makes sense to me. Before, you could have one unit of 5 MI obliterate about 20 bugs in the span of what? A few seconds? Maybe less?

Also, the reaction system now I think allows for just as many reactions as before because now UNITS are reacting. With good mixing and weaving of models, any shooting attack will allow half your army to react to one round of shooting.


Galatea said:
It means that we will face a maximum number of small 5 Warrior Squads in the future and not these huge swarms bugs are know for.
If I would be able to do that I would buy each Warrior separately and that's somehow crappy.
There is no need to give any squad additional members (at least not for bugs that don't have to shield any heavy weapons), instead it just turns against you.
Swarming will also get obsolete.

You only think that because you haven't seen the SST:Evo rules. Swarming will be VERY valuable and there will be PLENTY of reasons to take large bug squads. In fact, I can't imagine having many bug lists in SST:Evo without a max sized warrior squad or two.

/endtease

Remember, SST units vary MUCH more than BF:Evo units, so the rules vary with them. Of course, the basic rules are essentially the same between games, but the units and special rules for SST will remain just as varied as ever.
 
Hmmmm it really sounds like its a bit difficult to judge without the specific cards to be honest :?
At least it hasn't raised any new misgivings about the direction the games moving though! (Kinda underlined the exisiting ones though)
 
I'm actually really impressed - given that it's a basic framework upon which the flavour of each game and/or faction will be laid, I think Evolution is solid.

(Kinda makes me wanna rekindle my personal Halo tabletop pipe dream - Combat Evolved Evolution - Hee!)

Anyhow, I'm curious myself as to how suppression will be dealt with with units like Exosuits and Marauders, as well as the concerns re: multiple reaction-actions and perhaps also bringing PAMI and the like in line in terms of new abilities, given that they almost certainly possess an electronics suite comparable to the USMC or EFTF.

I'm pretty confident - seems to me you can REALLY cram a lot of important data and flavour onto a single card...
 
Anyhow, I'm curious myself as to how suppression will be dealt with with units like Exosuits and Marauders. . .

My assumption is that vehicles and vehicle like units in SST will be immune to suppression.

as well as the concerns re: multiple reaction-actions and perhaps also bringing PAMI and the like in line in terms of new abilities. . .

I never played the original SST (well maybe a little once a long time ago) but it sounds like a unit could take multiple reaction actions?

If so, that is a serious flaw in the game design (sorry guys!) Multiple units engaging an enemy unit shouldn't act as a force multiplier for that enemy unit by giving him many actions that he otherwise wouldn't receive.

If I'm taking fire from three enemy squads, if anything my fire should be less effective, rather than more.

Sounds like that problem has been corrected though.

given that they almost certainly possess an electronics suite comparable to the USMC or EFTF.

They may do that, but remember the games are primarily supposed to work within their own context. The MI electronics and C&C capabilities might just be built into the default assumptions of the game, rather than needing special rules to represent them. Only if you were taking MI up against BF:E units would you need a rule to represent the disparity in technology. That could probably be a whole supplement all by itself!
 
Voracioustigger said:
Also, the reaction system now I think allows for just as many reactions as before because now UNITS are reacting.
Frankly this is something MI players have already (sense presence talent + basic thinking while deploying officers ;) ), so we'll be at pretty big disadvantage anyway...
 
Notice the use of the words "jumps" as opposed to "jump", I think what he's saying is that the MI are reduced to one jump per turn, where as previously you could get a couple of through reactions.
However, it is worth pointing out that thanks to this wierd whole squad reaction thingy you'll be able to jump quicker than before durring reactions (Im assuming the whole squad in reaction range rule has been dropped for jumping).

I always thought the balance was spot on before but the bugs seem to be essentially unchanged whilst the MI are at a severe disadvantage (Although I heard all weapon traits were out the window so maybe that serves to balance things out?)
 
How could MI jump twice a turn? Granted, reaction allowed for a ready action, but jump was out of the question. So it could look like this:

turn a:
Ready-jump. Ready again as a reaction

turn a+1
jump-move/shoot. Ready as a reaction.

but not :
jump-ready-jump as reaction, that'd be too easy on us!
 
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