WAVE 1 SST Previews up in S&P

Well it looks cool and all but I'm rather disappointed with the light MI still not having shotguns. Sure you can call bugshot a shotgun but in that case it shouldn't be a ready weapon etc.... :( :( :(
 
Bugshot are giant canisters of lead pellets or flechette. Think of them as giant shotgun rounds that are bulky and heavy inside the gun, throwing off aim. Think cannister shot used by cannons.

Actually, I wouldn't mind if later on they did release new LAMI with the movie style rifles. Give them longer range than moritas to represent them being more like battle rifles.
 
I could only read the cards by zooming in on the Adobe to 300% and even then it was hard to decipher.

It looks like the 'swarm' rule is just the old special rule about arachnid squad leaders. The 'Horde' rule is a subtle difference on the old 'Swarm'. (Swarm is the new squad, Horde is the new swarm!)

Is the dropping of the Stream template a game wide design choice or is the Tanker bug card a basic game version?

Cheers
Mark
 
Just as Lethal Zone weapons were dropped in favor of making it part of the normal fire zone, so has the tanker's spit changed.

I like the change as I never really used the stream mode, most of the time you just converted lethal zone and stream weapons into the fire zone anyway.

Stream weapons are still in. Check the Skinny stat cards, the neural beamer is still a stream weapon.
 
Turtle said:
Bugshot are giant canisters of lead pellets or flechette. Think of them as giant shotgun rounds that are bulky and heavy inside the gun, throwing off aim. Think cannister shot used by cannons.

Actually, I wouldn't mind if later on they did release new LAMI with the movie style rifles. Give them longer range than moritas to represent them being more like battle rifles.

But they need to be faster firing like a pump , not sure what stats would do the ol' gauge justice and keep it balanced.

Any thoughts ?
 
Turtle said:
Just as Lethal Zone weapons were dropped in favor of making it part of the normal fire zone, so has the tanker's spit changed.

I like the change as I never really used the stream mode, most of the time you just converted lethal zone and stream weapons into the fire zone anyway.

Stream weapons are still in. Check the Skinny stat cards, the neural beamer is still a stream weapon.

Yeah, but it only affects models the straight line touches.It dosen't use a template that's a couple of inches wide.
 
I really hope that an updated Evo version of the old tunneling rules are in the advanced rulebook because Arachnid "Deep Strike" just isn't going to cut it.

To be honest the thing that made SST so great was that the rules were designed almost entirely around the MI and Arachnids. The focus was narrow, but it captured the essence of the conflict and the feel of the factions. The Evo rules don't seem to do that. They do seem better suited to integrate other factions, but I'd rather play a great game with two factions then a decent game with four.

I'll most likely end up picking up some SST Evo models and the rules, of course, but I get the feeling that I'm going end up playing a hybrid of mostly old SST rules with a few of the Evo refinements.
 
I kinda like the new tunnelling rules - it makes the bugs more chaotic as a good roll will have them barreling into the MI lines very quickly. That said, I hope the bug player will retain the option of using the old rules (or a modification thereof) too.

I agree that the cards are a bit too tightly packed - the BF:Evo cards have less unit options, though it's also good to see the customisable nature of the MI and Skinnies remains. Hopefully a corrected version with the back of the Exosuit card will be up today.

Oh, and the cards are pretty damned big - I was expecting them to be the same size as Warmachine cards, but they're much closer to the oversized Magic cards you sometimes get.
 
In all likelyhood the old tunneling rules will be in the advanced rules.

If you think about it, how could they possibly fit the old tunneling rules on the unit cards?

But, I suspect the tunneling rules will still be a bit more simplified.
 
Anyone recognized Tanker Spit being really crap now?
D6xD10, that's 3D10 in averge and thus 1 miss, 1 hit and one kill. It doesn't even have Piercing or persistent.
Uh, mighty giant Fire Bug killed 3 CAP Troopers in 2 turns. Or 4 LAMI, how impressive. And you can't even kill an Ape.
I won't even field one.

@Tunneling rules:
If those new ones are an ADDITION to the old I like them.
Just think of them as Arachnids not tunneling right under the surface but from deep beyond (out of detection range).
You can do nice ambushes with these things (and for a Bug with the size of a Tanker it doesn't really matter if it comes one turn too early or late).
 
It's "UP TO".
It could also easily roll a 1 or a 2.

In average it does 3,5xD10 and that isn't really good. As I said it's about 3 fried CAPs in 2 turns.
And an Ape Marauder has a Kill of 11+ (and Target 7+) so you can't even seriously harm it.
Next turn the Ape jumps away (Tanker can't react) and is out of range.
Doesn't look very impressive to me.

D6xD10 sounds nice, but it isn't.
 
Galatea said:
Anyone recognized Tanker Spit being really crap now?
D6xD10, that's 3D10 in averge and thus 1 miss, 1 hit and one kill. It doesn't even have Piercing or persistent.

Before it was generally what? 2d10 generally or something like that...Or which MI player was dumb enough to clumb enough to give you bucketloads of dices under template?
 
Galatea said:
And an Ape Marauder has a Kill of 11+ (and Target 7+) so you can't even seriously harm it.

Maybe tanker spit isn't supposed to be da ultimate marauder buster but rather something to throw against those soft humans like LAMI or cap...

You want to crunch ape go club it with your claws :lol:
 
tneva82 said:
Maybe tanker spit isn't supposed to be da ultimate marauder buster but rather something to throw against those soft humans like LAMI or cap...

You want to crunch ape go club it with your claws :lol:

This, of course, is the other point. . .
 
Note that the overall balance of the game has been altered quite a bit. The tanker will be taking a lot less fire now as there's, so far, no infinite weapons, no multiple reactions, less constant jumping away from attacks, etc...

With those changes to the MI, the warriors became a bit more effective, so a move to rebalance the other units were needed.

I'm someone who thought the original Tanker spray was way overpowered before they changed it in a later update. It seemed that they needed to counteract the way MI had such a huge advantage at range, making them very able to wipe out warriors, that they had to overcorrect by making all the other bug species so much more powerful.
 
tneva82 said:
Before it was generally what? 2d10 generally or something like that...Or which MI player was dumb enough to clumb enough to give you bucketloads of dices under template?
It was 12" Stream Template, and every single model under the template got D10+D6 damage.

tneva82 said:
Maybe tanker spit isn't supposed to be da ultimate marauder buster but rather something to throw against those soft humans like LAMI or cap...
By frying an average of 3 CAPs or 4 LAMI in 2 turns? I think it a bit misconstructed.
Or what would you say if you roll a bit understatistically and your Tanker manages just to burn one CAP Trooper down in 2 turns?

If you roll 4xD10 you statistcally burn 1,8 CAPs,
if you roll 6D10 you fry 3,3 CAPs
and if you roll 12xD10 you turn 6,6 CAPs to ashes.
Isn't that impressive.
 
No, but a Bug that costs 250p should be a little more dangerous.
And if they would have stood close togehter in the movie it would have burned down the whole Squad with just one spit.

You can almost ignore it if you have an 8 Man CAP Squad (even more nasty you can almost ignore a King Tanker standing 10" away from you - it can't kill much anyway).
It's an elephant with a water pistol.

ATM the Thorny seems much more effective to me.
I has 7" less effective range but it can react (in the new rules even if it just gets shoot at) - further increasing it's effective range - and is guaranteed to crush anything it reaches. Oh, and it has a better save than the standard tanker.
 
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