One issue I see with this game so far, chain guns are suppose to basically kill tons of commons but almost no specials. With the fact that they can move a bit before they shoot, it is going to be very hard for them to not kill specials. Just a thought.
While this is mainly me being a less-than-optimal player (trying to get the turns done), I think I'll take a page from Space Hulk (the origin of my unidentified "blip" system) and not track the specials until they're revealed. Which makes them much more dangerous, of course - a shotgun or chaingun will never get lucky and hit a hidden one. They can't use abilities while hidden, but I can convert a blip into one and have it move immediately.
So build towers! And yes, this means I can spawn cold-blooded specials *anywhere out of sight*. Again, towers - and perhaps a special observation ability.
To keep the commons predictable, which is a serious priority for me, they'll all move before the revealed specials do, as if the specials aren't there. Then the specials move, and any common they end the turn on disappear. In other words, the specials don't block commons, and commons don't block specials.
Another thing: I wasn't consistent about the situation where two or more commons walk into a fire simultaneously - if they're both adjacent to it for example (and there's a player on the other side). Like this:
Z
Z!@
Z
Do they all walk into the fire, or do they all move 1 square right (like if the fire wasn't there). I think I'll stick with the former, where they all die, because it's like the old game Robots (was that the name?). That does make fire very powerful, but I think that's balanced by a movement penalty and a scrolling battlefield.
Also a tower, it protects who is in it for a bit and allows them to shoot over the hoards.
Hm, alright. Maybe this should replace camera towers, since zed-identification is suddenly even more important.
And for start next time we should most likely agree on a place and way to start, THEN set up.
Heh. I tried to get the engineers to set up their constructions before the fight, but most wouldn't. In retrospect it was a bit silly to expect the engineers to sit around with a melee weapon the whole fight. Constructing during battle is better.
But to address your actual point, there'll be a choice of what your team is moving towards, and that will affect the situation and your setup.
Idea for new special
Burrower
5 Ap
0 ap grab
5 ap bite
0 ap burrow
Abilities: Cold blooded, and is able to go underground for 1 turn once per game (but is still able to move), while underground is completely invisible (including to tower), and is able to ignore fire. Ignores trenches. While underground ignores walls
So this would mean that if its exposed it would move, then after moving go underground, then it would pop back up next turn (after finishing its move so it could avoid flames) and be able to grab/bite if it has the ap.
Oh, that sounds dangerous! Yeah, I'll add that.