They were well-worth it in OldCom. There's nothing quite like rolling a rocket tank down the ramp first to say "fuck you" to aliums.
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Never do damage roulette... or the other one that gives you progressive flank bonuses. Once I stopped using those my games started having much better chances.
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Which brings me to my second point... Damage Roulette is bullshit. The only reason cryssalids are even remotely fair is because their low health allows you to get guaranteed kills on them. What you did there, shooting cryssalids at point blank with the whole squad, is the standard way of dealing with them and it almost always works. Damage Roulette takes that away and turns it into a dice-off. Seriously, no one has ever had a more fun game because of Damage Roulette.
Overwatch is one of the prime reasons why I switched to Long War. Your Infantry get two rounds of full-accuracy overwatch fire which can trigger on just about anything aliens do. It's fucking glorious, and you will almost never hunker anyone, much less resort to the mass-hunker that Vanilla turns into.
Re: Damage Roulette: I disagree. I play with Damage Roulette, Not Created Equally, and Hidden Potential all on, because it helps replicate the feeling from the original games that, regardless of what you do, there will always be ways for the game to fuck you. Not necessarily in the same
way, but in the same general sense (no wonky Blaster Launcher mechanics accidentally'ing half a dozen Colonels, for example, but the game is still screwing up your perfect planning in unexpected ways). Also, because it's more interesting in terms of spontaneously emerging stories than knowing ahead of time how every variable will fall.
Though even I would agree that Training Roulette can go fuck itself with a chainsaw.