WAVE 1 SST Previews up in S&P

As soon as I fine the right picture!

The campaign cards I'm planning out for BF:Ev have gotten somewhere, I just haven't found the time to work on them yet.
 
Hiromoon said:
Major Chaos said:
Yeah. Got confused by Hero's card.... :oops:

I guess we will see how they play soon.

Hey, I just work iwth what I got.....

No offense intended! You were just having fun with artwork and some of the front of the orignal card was not as obvious on yours. It's still nice you made it. Now where are the rest!!!! :wink:
 
Poko said:
12" Command range are indeed stupid.
of course there is also this little passage on downgrading cover into obscure when firing into enemies,but well.plus,max 12" means thatwhith a bit of thinking the enemy won't ever catch all of your guys in a single firezone.
What can quickly turn into a big disadvantage. If you spread your Exos that far and your enemy acts a bit more clever than stupidly smashing anything in range he can sniper your Squad Leaders with relative ease.
 
Mr Evil said:
and try a few things out They arny the definative cards,

Well there's only so many options they can fit into single box though...

I wouldn't be suprised if the sniper rifle remains out of the wave 1 box. I mean...How much weapon options British infantry section has :lol:

Still. There's time to wait. Interesting to see what they will do with the sniper rifle though since they seem to have scrapped the accurate trait(or was that just missile launcher only omission...). No more d6+5 against plasma bug?-)

Tankers btw got tad more survivable. Missile launcher is d10+3 rather than d10+4 before. Plasma bugs benefitted even more. Now it's 50-50 wether you get kill result vs plasma bug vs before 70% chance...

Bugger. My marauders are already shriveling. Damn plasma magnetic armour...
 
What can quickly turn into a big disadvantage.
i hope you'r saying about the 12"comzone,not being able to kill enemies better? :lol:
a)noone's facing you to actually spread out 12",but it gives you more felxibility.
b)in the new rules the only real way to prevent leader sniping is hiding them in the very middle of the unit, and with 3 or 4 man squad it won't work good anyway in many instances.
remeber, now you can set up a firezone on a point,not model, so you may set it in such a way as to get only the leader in the zone.
 
*conspirational whisper*
you can do exactly the same you know, this is in the general rules,not on the unit card :wink:
 
yeah I just realised that after some casual thinking too :oops:

But well I still don't get why the only thing exos had: devastating firepower and high mobility, are taken from them without changing any of their weaknesses.

I WILL wait for the full SST evo rules though, if anything else gets balanced against this it might still be worth it to play exos, but I seriously doubt that and feel that the style and feeling of the exos have already been hurt.

(interesting thing, a Grizzlysquad in cover is nearly immune to a Tanker spit *_*)

So I'll probably wait with my purchases till SST evo comes out
 
Poko said:
it may be because of small table sizes,but exos most times owned un-prepared armies, and were able to go reasonably with bugs.
If I remember correctly those are 4x4 tables, or similar. The worst imaginable terrain for the exos, as their best move is to counter having low numbers and fragility (very low target and kill scores) with mobility, while on such a table they can simply get stampeded with no room to jump back. Am simply shocked they can perform at all in such a tight environment.

tneva82 - to be honest never checked the twin sixguns vs warriors option, LAMIs do too much of a good job i this department to seek more expensive options ;)
 
Well Sixguns rock anything with a Target of 5 or 6, and that includes, thus AA was important imho, that goddamn Hoppers.

If the Bugplayer fields a few Hoppers now I have to choose:
kill the big Bug crawling to my position or kill 3 or 4 hoppers...
 
cOwgummi said:
Well Sixguns rock anything with a Target of 5 or 6, and that includes, thus AA was important imho, that goddamn Hoppers.
If the Bugplayer fields a few Hoppers now I have to choose:
kill the big Bug crawling to my position or kill 3 or 4 hoppers...
Teamwork, gentlemen, teamwork... This is why I don't like pure exos as an army, not enough squads to split fire efficiently. Although I usually don't worry about loitering hoppers, they may attack in next turn at best (can't charge ground units from the air). Now ripplers, that's a different story...
 
Am simply shocked they can perform at all in such a tight environment.
well, in the first league the exo players trampled pretty much anyone if they did not make any glaring mistakes.
heck,in the last game i played they did pretty well despite my bad moves(well, i got owned,but it was mine inadequate leadership than anything else :oops: )
 
Also, as a side note, with the size of the Exos bases it is sometimes hard to get a bigger squad of theirs into any kind of cover. The extended command distance allows for smaller groups of Exos from the same squad to take cover behind several places at once - thereby making them damn near unkillable by normal means without leaving one or two of them hanging in the wind.

Just because the squad CAN use the extended coherency does not mean it HAS to.

Cheers,
Bry
 
Poko said:
*conspirational whisper*
you can do exactly the same you know, this is in the general rules,not on the unit card :wink:

Doesn't hit Bugs anyway.
Any Bug can be a Unit Leader.
 
uh..right.
but there are some..2 bug players around here, so i tend to ignore them in the overall view :wink:
 
Back
Top