Quik MI question

Joe_Dracos

Mongoose
I am currently learning the rules for my new game. I just got both the Arachnid and MI books and saw that the MI powersuit platoon squad were set at 5 guys strong. I was wondering if they can add 3 guys to the squad like they can in army builder?
 
Yes you can add up to three CAP Troopers (they simply forgot that sentence in the Army Book but fixed it in the Army Updates) though I rarely use this option.
I can't see the point in adding three troopers to a unit that will die anyway if caught in enemy fire or close combat. Better by two Javelins or something other useful for these points.

Oh, and Grizzlys can fire two weapons per shoot action (also forgotten in the MI Book).
 
Galatea said:
I can't see the point in adding three troopers to a unit that will die anyway if caught in enemy fire or close combat. Better by two Javelins or something other useful for these points.

I llike 6 man squads, 2 with Javelins and then some MI for support.
Other teams tend to be 8 with flamers or tripple thuds.

BTW where are the updates listed?
 
Lorcan Nagle said:
Remember that larger squads have the advantage of being harder to suppress when you're using the evo rules.

what suppression rule ?

Not played Evo rules so don't follow what you mean :?:
 
If you roll enough damage dice so that you have at least one die per enemy model in the target squad, then that squad is suppressed.


s
 
Supressed = loss of an action next turn. Besides those extra 6d6 Morita fire or 3d10 grenades are usually meaning difference between squad dissapearing after first enemy attack and squad still able to retaliate and imo are more than worth those points.
 
human_target said:
If you roll enough damage dice so that you have at least one die per enemy model in the target squad, then that squad is suppressed.
s

thanks, though I can't say I like the rule.
If were hits it would make more sense, but I can now see this resulting in a squad dieing very easily
 
Supression doesn't kill a squad, it only pins it down for a turn. A supressed squad can only make a move reaction and only has one action next turn.

note that bugs are largely immune to supression, and the forth fighting machines take a lot of dice to supress.
 
daggers said:
thanks, though I can't say I like the rule.
If were hits it would make more sense, but I can now see this resulting in a squad dieing very easily

It actually works fairly well. You can now React to being shot at, so you get the opportunity to fall back behind cover with your move reaction before being wiped out. And volume rather than effectiveness of fire does seem to mirror real life better as well, IMHNEO (NE=non-expert...).

Human_target did leave out that the dice have to not roll '1's. So no attack is guaranteed to supress a target. In BFE, where most squad weapons roll single dice, playing mirrorgame means you fail to supress your opponent by rolling a single '1': not something you want to count on to keep your opponent from returning the favor on their turn.
 
hehe, I indeed forgot to mention the ruling about natural 1.

And I also like the rule for suppresion.
It adds something more to the game (though it's not enough to simulate morale problems)

While I think the evo rules are quite straight forward for BF:evo, I think tactics will be very differently in SST: evo.
Don't know what yet, but it's a feeling.

Where's a Vulcan when you need one?

s
 
Back
Top