SST Evolution games at Mongoose - first impressions

Voracioustigger said:
Suppression is basically pinning people
Can it be stated how you supress in the game rules?

Voracioustigger said:
Shattering is the new generic victory condition (though don't start thinking that it will be the ONLY victory condition)
Can game rules be given as to how this occurs?
 
Well, we were allowed to take the rules sheets away with us, so I have to assume we would be allowed to post and discuss them here? However, I'll wait for confirmation on that.

There are also changes to out of command - squads no longer require an officer to take a promote action. This is handy out of the box, since officers are add-ons!
 
Suppression works quite simply. If every model in a unit is allocated a damage die (i.e. they are all caught in a fire zone) during a single Shoot action, the unit is suppressed. That means it loses its next action and may only move as a reaction. I'm pretty sure that's right.

Theoretically, if you do this twice, a unit will be pinned down during the whole of its next turn, as it loses two actions.

In reality, catching an entire bug unit within one fire zone is not easy. I didn't manage it yesterday at all. :?
 
AlphaStrike said:
In reality, catching an entire bug unit within one fire zone is not easy. I didn't manage it yesterday at all. :?

Which works out rather well, as bug psychology tends towards not caring how many need to die to get the task done :) The thing I'm loving about this system is things like that - which make units behave accurately without having to overload them with a ton of special rules and exceptions.
 
Bugs will do better following supression anyway, as they can still react move towards the shooter. MI on the other hand really suffer as they cannot shoot back when supressed, and lose a round of shooting in the next turn.

MI vs MI was very messy...
 
I welcome most of the changes.

Most, not all.
But I'll get along.

Reaction shouldn't have been toned down.
Does this mean out of ammo rules are not really effective anymore (do they still exist?)?

Were you playing with definitvie cards or a mock up?

That's spùething I'm most happy with.
I always considered a game with cards, because it seems more practical and some rule twists can easily be made using a card without having to change basic rules.

Well, it seems you all had a lot of fun and if you're all happy with the result, I'll be happy as well.

S
 
With the single reaction - no out of ammo is needed.
the cards were the latest version though they will change with play testing - probably
 
Just remember when discussing the rules as they were yesterday that they are not yet final and are open to suggestion and change. Matthew was running around all day writing suggestions down on little cards.

LBH
 
The skinnies definately need some work. Playing with the army they had, which I am used to was a bit boring, along with the weapon stats being altered greatly. I didn't get a good look at it, but yeah.
 
lastbesthope said:
Just remember when discussing the rules as they were yesterday that they are not yet final and are open to suggestion and change. Matthew was running around all day writing suggestions down on little cards.

LBH

If that's the case, I urge everyone to keep the reaction rules as they are known by most of us.

That's one of the dynamic rules of SST.

What I'd like to see worked out is coherency and out of command.
Never liked, nor digged the fact that troopers cannot (or even bugs) use both actions when out of command (only reactions).

And if I'm interpreting the battle report on BFE correctly, once you're taking damage you could still react even if outside 10"?
That's a good add-on.

kindly,
s
 
Well, think about the consequences of multiple reactions to reacting to enemy fire. Every time you'd shoot a bug player, he'd charge 6" closer. Maybe you think you can kill the warrior bugs fast enough, but imagine if that Thorny tanker gets to react each time you shoot it. That'd be pretty scary!

Also, did it really make sense before? A squad of Exosuits could fend off dozens of Warrior bugs charging them right now, and if they can't then they can jump 15" away through reactions. The change makes CC a lot more viable. However, there are some other changes to reactions that people have yet to mention, so maybe not everyone remembers all the little rules from SST:Evo... (and I'm certainly not going to mention them if they weren't stated there!)

The reaction system now makes a lot more sense and works pretty well. Just needs a bit of point rebalancing.
 
You shouldn't be able to jump as a reaction - beat feat is the only available move reaction to the MI, and I believe it specifies that it must be a move along the ground at the base movement rate, not a special movement.
 
Voracioustigger said:
Well, think about the consequences of multiple reactions to reacting to enemy fire. Every time you'd shoot a bug player, he'd charge 6" closer. Maybe you think you can kill the warrior bugs fast enough, but imagine if that Thorny tanker gets to react each time you shoot it. That'd be pretty scary!

Also, did it really make sense before? A squad of Exosuits could fend off dozens of Warrior bugs charging them right now, and if they can't then they can jump 15" away through reactions. The change makes CC a lot more viable. However, there are some other changes to reactions that people have yet to mention, so maybe not everyone remembers all the little rules from SST:Evo... (and I'm certainly not going to mention them if they weren't stated there!)

The reaction system now makes a lot more sense and works pretty well. Just needs a bit of point rebalancing.

I soo completely agree with you concerning the tanker.
Didn't saw it that way when posting.

Regarding those exosuits, well, I think that's what they should be doing: killing bug after bug after bug after bug.

And the jump reaction never made me win more games. A bug player could get around this using his tunneling moves.

What I'm missing for the moment is somebody that's so exhilarating about those new rules. Most seem to be ok with it, but I suppose most still are ok with the actual situation?

What do you mean with point rebalancing?
Being able to field more MI or less bugs?
That just doesn't seem right to me.

Bugs come in hordes and MI should be outnumbered.

Just my thoughts, I'll adapt of course.


c u
s
 
human_target said:
What do you mean with point rebalancing?
Being able to field more MI or less bugs?
That just doesn't seem right to me.

Bugs come in hordes and MI should be outnumbered.

I'm not saying that we're going to see smaller bug armies, it's just that with all the rule changes, some point values need to be changed. Close combat bugs obviously get a bit better because of now being able to react to fire and because their enemies can only react once, but you must also remember that there are plenty of other factors of the game that have weakened bugs in general (I won't go into them, but let's just say that I'd be completely shocked if it wasn't the VERY first thing people noticed about a SST: Evo game).

I mean, there's likely going to be rebalancing across the board. Less useful units like Spider bugs and Guard bugs will likely get some boosts, whereas other bugs might see a point increase. Some units will get stat changes to make them more in line with the new system and some will get point changes. This is just what happens when rules get altered in any way. Things will need rebalancing, but I don't think anyone should worry about seeing an all Warrior bug army with as few models as a PAMI platoon.
 
Oh, I'll wait and see.

To me SST hasn't lost one iota of apeal, though I will play less, because BF:Evo comes around and downtime will be spent on that game without hesitation.

Thanks for the answer Voracioustigger.


s
 
The second game I played, we used a different deviation rule which makes deviation more likely. But after my plasma destroyed an MI squad in one shot, the dice will likely change as well.

Bugs are immune to suppression BTW.

Since units can now react to being shot at, the single reaction rule is essential.

Shatter Point: when your army is reduced to 1/4 strength, you lose. Models held off the table (including tunneling) do not count. I lost my first game when My army was shattered but my tunneling bugs had not surfaced.

Certain rules have been simplified: for example whole units react. Which means no more reacting and leaving the rest of the squad behind or having to split a readied MI squad and losing the ready effect. But this only improves the flow of the game IMHO.
 
JoseDominguez said:
In the current rules it can be a jump if they are readied.

True, but reactions are currently on a per model basis. The rest of the unit then loses its ready status and cannot jump. Page 13, "However, any model taking a reaction will break the whole unit's readied status."

I guess that exosuit trooper says something to the effect of "S---- you guys, I'm going hooooome."
 
Greg Smith said:
Bugs are immune to suppression BTW.
That would be good.

I guess you will want to watch a chickenhawk squad as a 6+ target and few models could get suppressed without too much effort.

I like this rule as it allows for some extra "morale" rules while being simple.

Greg Smith said:
Shatter Point: when your army is reduced to 1/4 strength, you lose.
To me, this makes more sense in BFE.

I guess this would prevent the hold reserve till last turn games and the tunnel across the table games, however, I like to have the games where both forces are whittled down and a last heroic (though self destructive) charge of a unit brings the draw from a defeat. Alternatively, you could make changes to force reserves in at some point, or to make better limits on tunnel markers.

It has been pointed out earlier, but the shatter point system makes any game a shoot 'em up(or eat 'em up) game. So far, shattering point is the only rule change I don't really like.
 
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