Some food for thought re: Mawlocs: Presumably if you want to make the most of the strat, you'd come in turn 2, burrow turn 3, and come in again turn 4. So unless you burrow turn 5 and re-appear turn 6 (dangerous, since if the game ends at the conclusion of turn 5, a burrowed Mawloc is considered killed), you're getting just two opportunities to inflict mortal wounds.
So for the cost of ~100pts and 2CP you're looking at 2.33MW per unit you catch in each of those two opportunities. If you can grab 2-3 units each time then that's around 12MW.
A Neurothrope has a roughly similar cost, fills an HQ slot, and if it keeps spamming Psychic Scream and Smite does around 4MW per turn (assuming it passes its psychic tests). So if it can stay alive for three turns, it does a comparable amount of damage to the Mawloc over four turns, and without costing any CP.
The Neurothrope is also more vulnerable, can be Denied, and can't choose its targets, so it's more likely to waste MW on chaff. However, it starts hitting earlier, giving it more ability to contribute to the outcome of the game.
Thinking about scaling, two Mawlocs to stagger their attacks might be doable, but you're looking at one of them not coming in until turn 3. There's a good chance the game will be decided by then.
I dunno. Taking one to maximize the stratagem might be useful, but I'm not totally sold just yet.
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