TAG's require practice to get go at using. They're primary assets are high speed and toughness which allows them to be great alpha strikers and tanks once special weapons have been removed. So your goal with a TAG is to eliminate the weapons that cost SWC on your opponents side, those will be the ones most dangerous to your TAG. Make sure to leave orders to move your TAG back to your side of the table and within protection of your other units. Played poorly TAGs are easy kills. Played well and they can dominate the table.
I do agree that the TAGs with special skills/equipment are the best to use. Cutter and Sphinx are top tier alpha strike beatsticks. But the generic MBT TAGs like the Lizard can still be effective. The bigger issue is that a nomad player tends to play large order pool lists and a TAG require a very different mindset to get the best out of them. MBT TAG feature the multi-hmg, and the key asset of the weapon is EXP ammo for ARO and shock ammo for active turn attacking. You need to be able to identify the threats to your TAG your opponent has and wipe them out on the active turn. Then you need to kill the rest in ARO without leaving yourself vulnerable to smoke, CC, special weapons, etc. TAGs require a lot of skill and knowledge to play well but they sure can dominate in the hands of a veteran TAG player.
As for HI links being better than TAGs, that depends on how prepared the opponent is to face them. HI links can be torn apart through hacking, smoke and template weapons, special weapons like Jammers, E/Maulers, ADHL, etc. Its the nature of infinity that no matter what you decide to play, it can be countered.
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