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 Shock Troopers - use by rules or leave alone is normal ? 
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Joined: December 4th, 2015, 1:17 am
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Location: Kiev, Ukraine
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hi! Just a simple small question about your opinion.
In our local games Shock Troopers was always underestimated and not so appreciated overall.
Maybe two times they won a battle, once they take a enemy space dock.
Just once of all games player do 2 Shock Troopers by special ability of planet-"station" at hex.(and we have not so much experinced party)

So I think about give them some powerups that sort of forces - kind of doesn't replace to 1GF,
or they died by roll 6+ (if 1-5 - died usual GF).

But how that occur in your games ? They MEAN ?)

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December 7th, 2015, 9:47 am
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Joined: December 17th, 2013, 10:38 am
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Shock troopers are something you already get for "free". Being able to hit@5, capture Spacedocks and PDS (and prevent a shot) is already very strong.
Don't forget that while shock troops need to take hits before regular GF's, you can protect them with a MU (or Merc) escort who can soak a hit first.

Shock troops also have double the hit value (60% instead of 30% chance to hit without any technologies.

The only thing BGGB houserules do to improve them is giving them the ability to travel alone without a GF escort. This is mainly a Quality of Life fix and hardly matters. In live games this is harder to do because you don't get a colored ST plastic item.

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December 7th, 2015, 9:11 pm
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evernoob wrote:
In live games this is harder to do because you don't get a colored ST plastic item.

In live games we use a control marker for that, just as you do for space mines.

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December 7th, 2015, 9:42 pm
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I seem to remember a discussion where players were discussing if Shock Troops were over powered, although I can't find the reference.

I find it humorous that we now have a player claiming they are too weak.

Personally, I think they are fine as they are. They are very powerful, especially with SoT where they can be protected with MUs and Mercenaries. They definitely don't need to be made more powerful.

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December 8th, 2015, 12:04 am
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Joined: December 4th, 2015, 1:17 am
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Quote:
I find it humorous that we now have a player claiming they are too weak.
Personally, I think they are fine as they are. They are very powerful

heh. Yes - capturing Docks is strong ability.
But in our games no one considered an worth of spending of 1 CC (!) just to move this cool troops somewhere. why, if I build by command many of standard GFs ! )) So they just was on duty by train location) Just once Dock was captured, as my memory told.

Quote:
Shock troops also have double the hit value (60% instead of 30% chance to hit without any technologies.

well, yes - but in original rules, need 1 GF always.

And I now think about simple add to its rules - by every roll of 10* at dice - 1 GF become elite Shock Troops. Maybe only after battle (veterans)
Well, just need test that.
Quote:
They definitely don't need to be made more powerful

- will be careful with powerups)


December 8th, 2015, 1:01 am
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"Only 1SD was captured"

Actually this doesn't happen that much. Not even in half of our games something like this happens. But when it does this is a fairly dramatic event.

Don't forget Ground Forces don't just upgrade at the end of a combat after rolling a 10, but after EVERY combat round. This also happens before you get to steal PDS/Refinery/Spacedocks so a fresh ST can make an invasion a complete success.

I also believe Shock Troops are fine where they are.
The only reason some of my friends don't like to play with them is the "random" factor of obtaining them.

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December 8th, 2015, 9:42 am
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Joined: December 4th, 2015, 1:17 am
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Location: Kiev, Ukraine
BTW. We played more than 10+ games, and no one tell me about that homerule. So, its good and valid (for us at least ;) )


March 16th, 2017, 7:04 pm
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