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In smaller games, there tend to be more places for you to pick to Deep Strike into. And, without rerolls or lots of Deep Strikers, it's more to prep you for the following round. If you can drop out of LOS on turn 1 great. But even if you can't, if they can't shoot it off the board before Turn 2, you'll have lots of easy charge options.
But don't just drop a Captain. Drop an ASM or VV squad. If you're doing that, joining them with a captain is nice.
The other use for jumppack infantry is bully or countercharge. The extra movement really lets you reposition and change who they wind up fighting. It's a lot easier to bail out the squad that just got tied up if you can move 12" with your bully/countercharge instead of just moving 6".
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