WAVE 1 SST Previews up in S&P

Galatea said:
No, but a Bug that costs 250p should be a little more dangerous.

Play a game with it (the whole point of the article anyway). You won't see how effective it is otherwise. . .
 
MarkNorfolk said:
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!)

A Horde can get 100+ Bugs big :shock:
That's a line from one table edge to the other :shock:

And I love that the flinching rule is still there :D
 
msprange said:
Play a game with it (the whole point of the article anyway). You won't see how effective it is otherwise. . .

I'll give it a try, though I'm still sceptic (especially against those 4+ Save jumping CAPs).
 
Galatea said:
And I love that the flinching rule is still there :D

And specifically for Arachnids too, not just a global rule - it is one of the little touches I like about the new game :)
 
Galatea said:
I'll give it a try, though I'm still sceptic (especially against those 4+ Save jumping CAPs).

Give it a whirl with Exosuits and LAMI first, as those units have been adjusted for SST Evo. We'll be bringing cards out for PAMI soon enough!
 
One thing I'm not too keen on is the change in weapons for the Skinnies. The Soldiers appear to have no option for constrictor cannons now, invalidating some of my models.

While the Raiders now can carry cannons, so I'll have to buy those. How will pre-paints fit in with my bright yellow army? :?
 
emperorpenguin said:
One thing I'm not too keen on is the change in weapons for the Skinnies. The Soldiers appear to have no option for constrictor cannons now, invalidating some of my models.

The unit cards you see are based on what will be available in the box set. Remember, we said we would not invalidate your original models - rules will be provided!
 
msprange said:
emperorpenguin said:
One thing I'm not too keen on is the change in weapons for the Skinnies. The Soldiers appear to have no option for constrictor cannons now, invalidating some of my models.

The unit cards you see are based on what will be available in the box set. Remember, we said we would not invalidate your original models - rules will be provided!

Cool, I was a little bit worried by that!

Now what are my chances of getting personally customised bright yellow pre-painted Skinnies!? :wink: :P
 
msprange said:
Galatea said:
And I love that the flinching rule is still there :D

And specifically for Arachnids too, not just a global rule - it is one of the little touches I like about the new game :)
Yup, though I loved to poke MI from the top of high buildings with my blasters :lol:

emperorpenguin said:
Now what are my chances of getting personally customised bright yellow pre-painted Skinnies!? :wink: :P

Just repaint them? :wink:
 
Turtle said:
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,

There still can be javelins lobbing two missiles per turn. Let's wait for chickenhawk stats.

I'm someone who thought the original Tanker spray was way overpowered before they changed it in a later update.

Frankly I don't see it as weakening. Albeit the potential for d10+d6 stream went(sorry, forgot the stats) but smart MI won't allow for more than 1, maybe 2 models under that anyway. So it went weaker against marauders. Never used stream against them anyway. Waste of tankers potential when bugs have better ways to deal with them(especially here the plasma bug. Swear SICON made my marauders out of plasma magnetic metal...).

Still burns smaller infantry nicely, smashes through bigger things in CC and eats up hits nicely. Just like it did here before.
 
Galatea said:
It was 12" Stream Template, and every single model under the template got D10+D6 damage.

So d6xd10 then, d6xd10 now. Or maybe 1-2 d10+d6 back. Not much of a difference...Actually zero difference. d6xd10 is way better than 2xd10+d6.

By frying an average of 3 CAPs or 4 LAMI in 2 turns? I think it a bit misconstructed.

Just as good as before. No change there.
 
Galatea said:
No, but a Bug that costs 250p should be a little more dangerous.

And it's stream is of course it's only feature...

If it was weak crawler with no CC power or survivability to speak of you would be right.

And if they would have stood close togehter in the movie it would have burned down the whole Squad with just one spit.

Who is stupid enough to stood close together when there's tanker aroud?
 
cOwgummi said:
D10+D6 maximal reaches 16, 1D10 reaches maximal 10, so how are d6 d10 better then d10+d6?

Do you need 16 to kill cap troopper? LAMI? Exosuit?

Don't use it against marauders. Waste of their potential anyway.

D10+d6 can kill 1 model max. 6d10 can kill 6.
 
I think you're all forgetting that the new shooting rules essentially add 6" to almost all weapon ranges... which is a HUGE boost to short ranged weapons like the tanker's spit.
 
Voracioustigger said:
I think you're all forgetting that the new shooting rules essentially add 6" to almost all weapon ranges... which is a HUGE boost to short ranged weapons like the tanker's spit.

Non-stream/lethal zone weapons could get that anyway(and stream/lethal zones in direct fire as well). Before: Model is in range to target model(center of kill zone), can shoot. Kill zone then has radius 3"/6"(depending on type). Hits can be assigned further than the target model.

Don't see how new rules are any different(except there's no 3" kill zones anymore).
 
tneva82 said:
cOwgummi said:
D10+D6 maximal reaches 16, 1D10 reaches maximal 10, so how are d6 d10 better then d10+d6?

Do you need 16 to kill cap troopper? LAMI? Exosuit?

Don't use it against marauders. Waste of their potential anyway.

D10+d6 can kill 1 model max. 6d10 can kill 6.

against an exo I, following the rules i can read, need a 8 for a kill, a 9 if its a lt. with the right trait, d10+d6 ups the chances of killing them alot.
And against Marauders the d10+d6 are way better, aaaaaaand the d10+d6 didn't go against one single model but created a stream LZ.
thats a 8 statistically vs. a 5 statistically, very big difference imho.
 
cOwgummi said:
against an exo I, following the rules i can read, need a 8 for a kill, a 9 if its a lt. with the right trait, d10+d6 ups the chances of killing them alot.

True. d10+d6 is better against ONE exosuit. Try d6 d10.

And against Marauders the d10+d6 are way better, aaaaaaand the d10+d6 didn't go against one single model but created a stream LZ.

Why would MI player allow you to get more than 1 marauder with the stream? He can simply position them so that you get just 1.

And if you are using stream to hurt one marauder you are wasting it's firepower when arachnids have other more effective ways to crack through the marauder...Maybe if you have nothing better to do with tanker it might be a loss but if you have nothing better to do with tanker you have game pretty much in a bag already...
 
Read the rules more closely...

Before: Target a MODEL and create a lethal zone around him...

Now: Target a POINT, and create a lethal zone around it.

So essentially, you can shoot at targets that are 6" farther away (though it works the same as before if there are already, in fact, models within your range)
 
well i wasnt going to bother at all about gettin backinto SST but seeing the latest edition of S&P im serously changing my mind now !! grrrrrrrrr

great back to 4 games sytems, maybe i can pretend to myself that sst evo and bf evo is one game like i convinced myself that hordes and warmachine where the same game lol. maybe il drop buying any more FOW to make room.
 
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