Hmmmm...... tunneling was what our group felt set SST apart from the rest, now it's no different to drop pods or deep strike in 'other' games.
Definately starting to feel that the differences that made SST stand out are vanishing. Tunneling (and countering it) was a major part of any game plan, now it's just a random dice roll.
Why buy a brain? It's a 250 point target designed to cripple your army for two turns now (you lose your reactions in the turn it dies, as well as only getting one action in your own). And not being able to go underground.... that's got to be a general rule that's not shown on the card. Otherwise this isn't even feeling like starship troopers anymore.
Guard bugs..... nasty when used in conjunction with the new 'pop up anywhere on the board' tunneling rules. In fact, won't most games deteriorate into a game of 'whack-a-mole' now? The main focus for bug armies was to advance under heavy fire and get into close combat (using tunnels, flight etc...) , now you get that on a dice roll, e.g. if there are five decent bits of cover on the board, send a tunnel unit to each, sooner or later you'll wipe out a unit with some cheap tunneling warriors.
Do MI still get emplacement assets? Surely this makes them pointless as you just send a tunneller to each, no chance of stopping it now.
Take a 2000 point game. I'll have 1000 points of hoppers, ripplers and plasma, and 100 workers in units of ten.
100 points of workers, dirt cheap, if they tunnel up under a unit of MI, that's one less unit of MI, you've only got to get lucky two or three times and they make their points back without effort. Even with warriors it's worth the risk. ten warriors will shred most MI units, with the old tunneling rules you had to think about it and spend the points carefully, 50 points added to the cost of a cheap unit was a risk..... but now, what the hell. It's like a supercharged 'ambushing warrior bugs' you can take as many times as you like, plus the unit gets to move afterwards. A bog standard MI unit with no heavy weapons is 195 points. Thats 2 units of 10 undergound for each unit, just not possible with the old rules: a bit of luck and every Mi unit could be wiped out with no real chance of fighting back, not saying that relying on luck is a good thing, what I'm saying is you couldn't do it with v1, the greatest tactical genius on the planet could be wiped out of half a dozen warrior units pop up under his units at the right time.
Far too random for me, I hope it gets fixed.
Not trying to be negative, but the SST connection was what got me interested in the game, the mechanics are what encouraged my group to buy into it. But arachnids with random tunneling doesn't feel like Starship Troopers and the mechanics are getting way to similar to other games. The other problem with the random dice roll is timing.. I'm fairly sure a subterranean tunneling race could coordinate it's arrival slightly better than that
The random popping up of bugs would be a great command asset, but it's far to simple to replace such a big part of the original game.
Bring on the whack-a-mole
