AlphaStrike
Mongoose
First off, thanks to Matthew for opening up the doors to Mongoose Tower and allowing people to try out the new SST Evo rules. Much appreciated.
The first thing that struck me as I played through a couple of small-scale games was the change to the Reaction rules. All models in a unit can now react if an enemy model completes an action within 10" of any model in the unit. Also, all units are limited to one Reaction each turn. As soon as you start playing - particularly with MI (and maybe Skinnies) - you notice that. The bugs come streaming in and you have to decide when to use your Reaction. I can think of several instances where a flamer armed Maruader has held off quite a few bugs by contiunally reacting and mopping them up. That won't happen any more.
I have mixed feelings about this. I do think the game was skewed in favour of the MI, in an MI vs Arachnids battle. I think the rules did need adjusting. Based on the (very limited) playtests today, it seems the bugs are a lot more scary. I shall miss the valiant marauder rear-guard - it won't work so well any more.
I suspect - and Matthew said as much - that the point values need changing. A regular warrior is now a lot more dangerous. 15 points? It may need to change.
Another change is the way that hits are allocated. All dice for a Fire Zone are rolled. The highest result must be allocated to the figure at the centre of the Fire Zone. Other models in the Fire Zone must be allocated at least one hit. Any hits left over are allocated as the player sees fit.
This worked very well. It was fast and easy to understand.
Cover. This now increases a model's Target characteristic by 1 and is therefore well worth seeking on the battlefield.
These are my initial thoughts. Anyone else? :?:
The first thing that struck me as I played through a couple of small-scale games was the change to the Reaction rules. All models in a unit can now react if an enemy model completes an action within 10" of any model in the unit. Also, all units are limited to one Reaction each turn. As soon as you start playing - particularly with MI (and maybe Skinnies) - you notice that. The bugs come streaming in and you have to decide when to use your Reaction. I can think of several instances where a flamer armed Maruader has held off quite a few bugs by contiunally reacting and mopping them up. That won't happen any more.
I have mixed feelings about this. I do think the game was skewed in favour of the MI, in an MI vs Arachnids battle. I think the rules did need adjusting. Based on the (very limited) playtests today, it seems the bugs are a lot more scary. I shall miss the valiant marauder rear-guard - it won't work so well any more.
I suspect - and Matthew said as much - that the point values need changing. A regular warrior is now a lot more dangerous. 15 points? It may need to change.
Another change is the way that hits are allocated. All dice for a Fire Zone are rolled. The highest result must be allocated to the figure at the centre of the Fire Zone. Other models in the Fire Zone must be allocated at least one hit. Any hits left over are allocated as the player sees fit.
This worked very well. It was fast and easy to understand.
Cover. This now increases a model's Target characteristic by 1 and is therefore well worth seeking on the battlefield.
These are my initial thoughts. Anyone else? :?: