Plasma Bug

Paladin

Mongoose
I'd like to hear some reviews of this unit in the SST:Evo rules.


We used it for the first time tonight. They don't get cover and it was instantly the #1 source of focus from enemy fire. The bugs went second in the game. It took 6 hits from the MI in the first round 2 Longbows (1 kill) and 2 hits from a Grizzly. It died on the first shot in round 2 from a kill shot for it's 8th hit. The only shot it got off in the game missed completely due to the drift (7 vs. 1 = 6" drift).
 
I haven't got the Plasma Bug Card but as I said I think the new artillery deviation rules are just incredibly dumb and stupid.
 
Galatea said:
I haven't got the Plasma Bug Card
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=26769&start=0

Galatea said:
as I said I think the new artillery deviation rules are just incredibly dumb and stupid.
I like the rules. They are extremely simple and effective. And it beats looking up a scatter location on a chart hands down. I think it would be better to reduce the damage, but expand the FZ to a full 12" though to match artillery in BF:Evo.
 
But the chart was only there for people unable to add or subtract the results of two D6 :D
Classic:SST versions actually quicker and simpler since it has less steps lol.
Still like Andy Chambers said, it doesnt really matter what scatter system is used as long as its fairly random and consistant.

As for the Plasma bug, I think one of the more standard tactics involved 2 one at each corner of the board.
If they're still dying ineffectivly after that, there could be a problem with the rules.
 
Hm, just one D10+3, no multihit. Unlimited range (not that this would matter on most boards).
Just 8 hits and no cover (I still think this is REALLY silly - even a Plasma Bug IS in Cover beyond a Size 4 building). This thing is gonna die before you shoot if your enemy has first turn.

Oh, and they cut it's AA Value down to senselessness. Just one D10+3 and no multihit. How are you supposed to shoot down a TAC Fighter? In four turns? Or a Rippler swarm? One Bug at a time?
And no reactions against air units. You just land 2" before the Plasma's ass and blast it away (5 PAMI /w 2 TripleThud in Drop Capsules are enough for that). Or fly in with a TAC and drop a bomb at his head. It is no movement blocker for air units any more which greatly decreases his tactical value.

Okay, altogether it is still screwed up less than most MI Units but I don't think it's really worth taking. You can't kill Marauders or Air Units with that thing and Exos will be spread out to far the most time.

And for hunting PAMI or LAMI you better take some of these 40p cruise-flying acid ripplers they are just unbelievably cheap for what they can do.
 
Galatea said:
Oh, and they cut it's AA Value down to senselessness. Just one D10+3 and no multihit. How are you supposed to shoot down a TAC Fighter? In four turns? Or a Rippler swarm? One Bug at a time?

Since we don't have rules for a TAC fighter, there's no point in debating that. As for the rippler swarm, it still hits models within 3" so those ripplers are still vulnerable.

My experience with the SST:Evo plasma bug is to put it behind some cover, say a building or a forest and make your opponent maneuver to get to it. It my last game I set up a unit of warriors tunneling to come up on the hill that had a clear line of sight to the plasma, some LAMI took the bait and hurt the plasma a bit before the warriors came in and reenacted a scene from the movie, pieces of LAMI flying everywhere.

As far as shooting with the plasma bug, I found that MI either spread out to the point that it's difficult for me to miss with it, or the bunch in making a good hit very nasty, just like pretty much every other game. In the game I played it killed about 7 PAMI a turn. I also discovered that I could use the D6" I get to move the Firezone to my advantage. I could move it to the side or back of the unit so that someone in the middle is allocated the first die, increasing the number of models hit by the 3" blast. Lots of fun.
 
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