SST - Pathfinders, stay frosty & sense presence

Alexb83

Mongoose
Stay frosty stacks with Pathfinder specials to give a 14 inch reaction range - but can this in turn be stacked with 'sense presence' to provide a 14 inch +1d6 inch reaction range?
 
AS the pathfinder book didn't say you could we assumed it didn't..... basically the pathfinder uses either natural senses or his psychic ability. Being able to hear well wouldn't make you able to psychically find something easier.Sort of like having radar and sonar, they both sense different stuff, they don't stack up and give extra range.
That's the way we played it.
 
Fairy snuff, I ask because, well, who wouldn't want a potential 20 inch reaction range? But I guess either 14 or 12-18 isn't anything to sniff at anyways.

On a side note, how come alertness is cheaper than stay frosty, given that they do identical things?

Or is it simply because stay frosty is stated explicitly as stacking with pathfinder bonuses?
 
Alertness appears to be better..... it affects an entire unit, stay frosty is just the character units act, individual models react...so a stay frosty character doesn't pass on the enhancement (it's really only good in a marauder)
Problem with alertness is you tend to forget to activate it..... so more often than not you forget to actually nominate a unit to use it.
Other problem is, if the bugs get first turn and attack you in turn one. You haven't had a chance to activate in anyway.
 
Can't you guarantee yourself first turn if you take a PL1 force at 1001-2000+ points vs. Bugs?

Alertness is definately better, I would say, especially as it's 5pts cheaper.
 
Alexb83 said:
Can't you guarantee yourself first turn if you take a PL1 force at 1001-2000+ points vs. Bugs?

Yes, but then you might probably get stranded in that ugly 'Last Stand'-Mission, surrounded by endlessly popping-up Bug Swarms (if you play 2000p).
 
Still can't guarantee it..... bug player could go PL1 too.

A bug player is limited in his maximum priority level by the points cost of his force. But just because he can take PL2 doesn't mean he has too.
 
I thought your PL was /set/ by your points as Arachnids, rather than something you could decide.

Same as if you take Marauders, you're set at PL2 only, if you take 2000pts+ of bugs, you're automatically PL3 and no lower?
 
Nope, loads of people made that mistake..... it's your maximum PL that's limited as a bug player. So in a 1999 point game you are allowed a maximum of PL2.
Doesn't say you can only be PL2 it says maximum PL2. So you can still go PL1.
Marauder platoons are always PL2

If the bugs were limited to one PL per points cost band, it would basically hand the initiative to the MI in every game as in every case you could go one PL lower and then buy a SICON LT who allows access to the higher PL equipment.
E.g. 3000 point game...... go PL2 as the bugs would have to be PL3, this isn't the case, they can actually pick PL 1 or 2 instead.
Without this the MI would pick up a serious tactical advantage as they could always have a lower PL with no guesswork, giving them the advantage in setup, picking first or second and starting all of their models on 'ready' status (another little rule lots of people overlook..... the lower PL force can start the game readied, this can be lethal e.g. pathfinders, jump in 12" and open up with everything, the bugs can't react as pathfinders don't trigger in turn one, the pathfinders can then shoot again or ready, so they can jump out again in the bug turn).
 
yup, and you can use a special move mode. SO if your ready you can beat feet by jumping and attack. (I always thought it was cheesy).
But it's allowed.
 
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