SST:Evo&marauder ape

A Kill destroying a Tanker instantly would have been crap.
Like the 40k vehicle system where your armour 14 Tank can been blown up by a single rocket launcher during first turn.
That's just crap.

Looks like there's much work to do for us card printers with SST Evo.
Well, my cards will then include the hits (a list of six small boxes. probaly with "hits") written over it.

And I still think it is easier to remember how many hits your Unit has than how many armour save it has failed.
Those "hits" are simply such a common thing you see in every tabletop. Why leave it the same and just give it another explanation?
Doesn't make any sense if you ask me, except making it looking more complicated.
 
Erm... what about the other multihit models?
Can I kill a Brain, Overseer or a Plasma with one single lucky shot? (what would be REALLY dumb)
Or do they get similar special rules?

Oh, and what about the terrain rules?
I really really liked them.
Have they also been simplified for dumb players?
Or is this 'can ignore any obstacle up to 1" height' just an additional rule.
 
*waggles a hand* Lemme go look...

Plasma bug's still good...
Brain bug's good to go...
King tanker is good too
Guard bugs die, but that's ok...only 2 wounds...
 
Tanks in BF evo, can be killed with a single hit, but you need to roll a good 9-10 with a d10, but you can do it...

Things change with SST EVO, now the big bugs cannot be killed with a single hit, but i think a KILL does 2 hits instead...

I thought being living tissue, a KILL should be a KIll, be BF evo is real life, and SST evo is more move feel...

But you can change the rule if you wish, maybe a 10 on a d10 is a instant kill etc..

Its your rules, but i have only seen a early version oF SST evo, but i did like the rules better then the old set...
 
That alright H, they wanted a more " movie" feel i think, anyway i think we both can say a nice set of rules....

I remember picking up my my copy acouple of years ago, some of it was just not easy to read, and the air and tunnel rules at the back etc..
From what i have, not sure what version it is, with all the waves, but its a simple read and a enjoyable one too..

I can see halo working SO well with it...?

Maybe i should write some stuff..
Did you see the starwars stuff on the mongoose mods website...
14 pages all the units, jedi too

Wish i stated building up a army now, maybe in the next few weeks i pick some minis up and get back to painting again..

Many thanks for the card, what software do you use to do all the card bits..?
Alan
 
One thing to remember though is that these big units like tanks in BFE and tanker bugs in SST can get cover, even from low walls.
 
Tankers being killed with one lucky shot is just crap.

It's like the 40k vehicle system. One Rocket Launcher rolling lucky in the first turn and your 250p Land Raider just makes *BOOM!*.

I would NEVER field a 250p model that can be killed in one shot (except by nukes of course, but you pay for them).

It has nothing to do with a good game if your resilient heavy monster is killed with one shot and you almost loose the game because of ONE DAMN LUCKY ROLL.

Then the dice have decided the match, not your tactical abilities or your decisions.
 
Soulman,

Well, we actually wanted to go with a 'Hey, these things are TOUGH' feeling with it.

I haven't been to the SST Mod site since it first began....

And I use Photoshop.
 
Oh I agree with the whole Killshot being worth 2 failed armor saves. It makes those big units stay around longer and gives a sort of ablative effect.

However, I do agree somewhat with the use of insta kills for tanks in BFE, even though it's trying to be more a game than a simulation, some nods must be made towards the lethality of modern warfare. However as above the BFE tanks can also get cover, meaning that Challenger 2 with a 13+ kill score is impossible to instakill when it's in cover with any other tank gun.

However, I wished that along with giving the tanks a higher armor save to the front, I wish they had a higher killscore to the front.
 
Is that standed photo shop, their website has a lot of items..!!!!

I forgot about tanks being in cover, they did that in iraq, but it did not help them much
Cheers
 
Yeah. I use CS2 at work, and I'm going to try to get CS3 for my own little web based work shop

located at

http://zupandevelopment.com
 
soulman said:
I forgot about tanks being in cover, they did that in iraq, but it did not help them much

This is not Iraq, this is a game.

Secondly, tanks taking cover is a huge aspect of tank warfare. Most tanks were designed to take cover in a position called Hull Down. This is where all the enemy can see of your tank is its turret, they cannot see the hull. Thus most tanks were designe where their turret has more armor than the hull.

However, these days with missile technology being so advanced, most missiles fly up above targets and drop down on the enemy tank, hitting its top armor which is much weaker.

Now, it's not entirely realistic to have tanks, not blowing each other up in the first shot at the ranges in BFE, even in cover. But as above, BFE is a game and concessions towards gameplay are needed to make the game tactically interesting and fun.
 
http://www.2ndbn5thmar.com/tisop/tis200.htm

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Figure 203-1. Hide position. Side view, front view, and front view with background vegetation to avoid skylining. The OP reports to the tank. Depending on terrain, a hide position may be some distance from the fighting position.

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Figure 203-2. Turret down. Side view, front view, and front view with background vegetation to avoid skylining.

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Figure 203-3. Hull down. Side view, front view, and front view with background vegetation to avoid skylining.
 
More SST:Evo wondering. Am I only one wondering wether cover might have become bit TOO effective in new rules? +2 target/kill works nicely in BF:Evo since infantry is HUMAN and as such target is pretty much capped at 4+. In SST:evo 5+ or higher targets are not impossible...Indeed arachnid warriors have it for starters(unless changed).

Problem comes that in cover they suddenly becomes impervious to moritas and other such basic weapons...

Hopefully this didn't come problem during playtesting but gut feeling is that squads might deviate more and more toward boring 40k-style max amount of special weapons for price and who cares about basic guys(modified reaction rules help this as well) when basic weapons can't even hurt basic opponent in most of the times in decently covered board...Or maybe it's time to start reducing terrain...

Other random musing(my brain keeps me awake too much thinking random musings :D) but has anybody ever tried MI vs bugs game in cityboard? Not in ruins mind you but with complete buildings :D Gut feelings tell me MI would have tremendous advantage there as they could jump from roof-top to roof-top while bugs have to climb over the walls only to see MI jump to next building...Guess bugs would need lots of tankers...To tear down enough buildings to stop MI from fleeing :lol: Just something I thought yesterday(cityfights are my favourite but board full of intact buildings seems to be no-go unless you give HEAPS of points for arachnids over MI...)
 
Problem comes that in cover they suddenly becomes impervious to moritas and other such basic weapons...
they stay in one place if they want to hug cover. SST is far more about mobility than "the other game", so if they stay in cover, you can(in case of bugs) stop worrying about them, and in case of MI, just avoid their firelanes. or drop a nice, fat firestorm-warheaded bomb on them. or supress them with those moritas-according to the BFE rules sheet all dice that don't roll 1 do count for the purpose of supression! i'm not a playtester, but i see plenty of ways to work around "invunarable"cover :wink:
 
Will there be shotguns available for any of the factions? Please play testers say yes :) , but I probably could get away with something similiar to bug shot rounds...

I love city boards too, with some cover, wrecked homes, stores, cars, and maybe a school or two :twisted: .
 
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