We did a AS game last night using the new PV, Stand Still, Natural 12 and Jump rules. I'll include the two coolest pics below, but more are at that thread.
http://bg.battletech.com/forums/index.php/topic,37968.0.htmlTL:DR: We felt that the combination of the Stand Still/Jump and new PV toned down the lights, but still keep them competitive if you used them in packs. i.e., as a unit -- which is the focus of AS.
We'll start with the
Natural 12 rule. That was a fan favorite right out of the gate since boxcars was rolled for the first shot in the game. And when you think that can bring back to the old "Two Box cars in a row gives a head cap," I think you'll see this in a lot of games.
I like the
Jump rules because they give you an tactical option without much complication, a rarity sometimes in the BT rule-sphere. It also made us commit more to using our jumpers as scouts. If you wanted to flank and fire, you had to run instead.
We goofed on the
Stand Still rules, giving a unit -1 instead of the actual -2. Regardless, it was a must have maneuver for our heavies. That, and an AC 2/2/0 with Precision Ammo on my Cyclops, made him a force to be reckoned with. i.e., it painted a target on his back. A full -4 in that case might have been too much. Let me play it again with forests and see if I change my mind.