Here is some experience I made testing the Evo cards (Bugs & MI only).
Warrior Bug Command rules
I really like them. They make your bugs more flexible and the feeling is much better. It just feels right to move them that way.
The only thing you have to watch is which bug has already been moved and which not (can get a bit complicated).
Terrian Rules:
Where are the great terrain rules of SST? I know the basic rules are just for BF Evo where terrain may be a bit other than in SST Evo, but I hope the old rules will come back for SST Evo.
It's just frustrating to have your Warriors slowed down by any 0.3" high rock field. Also it appears wrong to me that a massive Tanker can't batter it's way through a 3" high forest piece.
I loved the old terrain rules - they where the best terrain rules I've ever read making it possible for really big models just to walk through most things as if they were not there. I can't imagine a Tanker getting slowed down by just some small 3" trees in his way.
Cover rules
The new cover rules are a real problem, as their effect is just to strong. I suggest reducing cover bonus to +1hit and +1kill. The +1kill improvement over obscurement should be worth that.
The Problem with the actual (+2 Target/Kill) is that it makes moving for harder models completely uninteresting.
Exos do not have ANY reason to move if placed in appropriate terrain.
Weapons which are able to kill them in cover (like plasma discharges or nukes) will kill them anyway, and any other thing is simply gunned down (or blasted with orbital bombardment).
In addition you can't jump out of terrain, what makes moving even more uninteresting.
Even a Javelin is nigh useless against Exos in cover.
AND you can shoot at any charging models before attack dice are rolled - try this with 3 Exos in cover - no Warrior Bug will ever reach them.
Even hovering hoppers will get problems - the Kill Value of those Exos is just to high.
The only way to counter this tactic is using the old tunneling rules - then your enemy is forced to move, if does not want to get breakfast to some hungry bugs.
Tanker Spit
The new Tanker Spit is a big pile of crap. I have tried to fry down a PAMI NCO and a Trooper and wasn't able to get them in two turns.
Even against LAMI CloseCombat is more effective as your Kills are almost guaranted (you probably won't burn down more troopers than you can tear appart).
It gets even worse (much worse) if they are in cover.
Exos in cover are almost invulnerable to a Tanker Spit.
I also miss the 'flame' trait - the spit can't even ignore dodge saves (making PAMI Officers with Jumpball Player nigh invulnerable).
If the rules for the Thorny Tanker stay I can't see any reason to field a normal Tanker - you want to charge your enemy anyway.
The Cards
There are some problems with the cards. Either move the weapon stats to the appropriate text block or get back the traits (or do both, what would be the best solution).
It's just unnerving to read your weapon stats and then searching the text. When you then have read the text you already forgot your weapon stats.
The current solution thus doesn't make any sense.
Nametags on the cards
Another thing are the nametags of the textblocks.
If a model is immune to supression then choose ONE nametag and use it at any model that is immune to supression.
On the Exo card suppression immunity is part of the 'though' rule and on the Tanker card it's part of the 'Lumbering' rule.
That doesn't make any sense.
If you want a consistent way I suggest you giving the Exo 'tough/2' and the Tanker 'tough/6'. Then you have one rule (the 'tough' rule) for being immune to suppression (a SICON Agent the would get tough/1) and you can instantly see how many hits the model has.
And - even better - return to the 'hits' concept. Anyone can instinctively handle hits.
Handling failed armour saves causes:
- Confusion, as players aren't used to do this
- Confusion with any weapons that 'ignore armour saves' (do they kill a hits/8 model instantly?)
Hope this is of some use.
Will do my own cards anyway.
Warrior Bug Command rules
I really like them. They make your bugs more flexible and the feeling is much better. It just feels right to move them that way.
The only thing you have to watch is which bug has already been moved and which not (can get a bit complicated).
Terrian Rules:
Where are the great terrain rules of SST? I know the basic rules are just for BF Evo where terrain may be a bit other than in SST Evo, but I hope the old rules will come back for SST Evo.
It's just frustrating to have your Warriors slowed down by any 0.3" high rock field. Also it appears wrong to me that a massive Tanker can't batter it's way through a 3" high forest piece.
I loved the old terrain rules - they where the best terrain rules I've ever read making it possible for really big models just to walk through most things as if they were not there. I can't imagine a Tanker getting slowed down by just some small 3" trees in his way.
Cover rules
The new cover rules are a real problem, as their effect is just to strong. I suggest reducing cover bonus to +1hit and +1kill. The +1kill improvement over obscurement should be worth that.
The Problem with the actual (+2 Target/Kill) is that it makes moving for harder models completely uninteresting.
Exos do not have ANY reason to move if placed in appropriate terrain.
Weapons which are able to kill them in cover (like plasma discharges or nukes) will kill them anyway, and any other thing is simply gunned down (or blasted with orbital bombardment).
In addition you can't jump out of terrain, what makes moving even more uninteresting.
Even a Javelin is nigh useless against Exos in cover.
AND you can shoot at any charging models before attack dice are rolled - try this with 3 Exos in cover - no Warrior Bug will ever reach them.
Even hovering hoppers will get problems - the Kill Value of those Exos is just to high.
The only way to counter this tactic is using the old tunneling rules - then your enemy is forced to move, if does not want to get breakfast to some hungry bugs.
Tanker Spit
The new Tanker Spit is a big pile of crap. I have tried to fry down a PAMI NCO and a Trooper and wasn't able to get them in two turns.
Even against LAMI CloseCombat is more effective as your Kills are almost guaranted (you probably won't burn down more troopers than you can tear appart).
It gets even worse (much worse) if they are in cover.
Exos in cover are almost invulnerable to a Tanker Spit.
I also miss the 'flame' trait - the spit can't even ignore dodge saves (making PAMI Officers with Jumpball Player nigh invulnerable).
If the rules for the Thorny Tanker stay I can't see any reason to field a normal Tanker - you want to charge your enemy anyway.
The Cards
There are some problems with the cards. Either move the weapon stats to the appropriate text block or get back the traits (or do both, what would be the best solution).
It's just unnerving to read your weapon stats and then searching the text. When you then have read the text you already forgot your weapon stats.
The current solution thus doesn't make any sense.
Nametags on the cards
Another thing are the nametags of the textblocks.
If a model is immune to supression then choose ONE nametag and use it at any model that is immune to supression.
On the Exo card suppression immunity is part of the 'though' rule and on the Tanker card it's part of the 'Lumbering' rule.
That doesn't make any sense.
If you want a consistent way I suggest you giving the Exo 'tough/2' and the Tanker 'tough/6'. Then you have one rule (the 'tough' rule) for being immune to suppression (a SICON Agent the would get tough/1) and you can instantly see how many hits the model has.
And - even better - return to the 'hits' concept. Anyone can instinctively handle hits.
Handling failed armour saves causes:
- Confusion, as players aren't used to do this
- Confusion with any weapons that 'ignore armour saves' (do they kill a hits/8 model instantly?)
Hope this is of some use.
Will do my own cards anyway.