Seabass wrote:
The only reason I don't know how good 4 are is because I don't own 4
I only have three built, and rarely use(d) even the 1, but reading the rules and missions sure seems to be calling out for them. Turn 1 Deep Strike and Infiltrate, plus a few fast units are going to be this edition's rallying cry. People demanding more for their army, and nerfs for everyone else who has them.
MV14 ObSec Praetors, pods, infiltrators of all kids will be pretty good, especially in situations similar to Objectives A's and C's in the Lines of Battle mission. You land on 3 of those 4 on turn 1, and you're going to be raking in Primary and secondary
VP's for at least a couple turns as a foot slogger runs to catch up. The near A and C are 21 inches away, the far A and C are 33/34. MV 6 + 3.5 advance that's 3 turns and an average (50/50) charge. Without a shortcut you're not getting/scoring there until turn 4. The Praetor will arrive turn 2, score turn 3. If you drop the far A and C, then contest the middle with everything else, you're probably getting at least one B. If you do, every turn you can even contest the other B, you're probably getting 10 more
VP than they are - 5 for having A, B, and C, and 5 for having more B's and the center. That's a hard mission for foot slogger/horde. Even trying to split and hit the near A, and C while moshing the B's for foot sloggers will be hard.