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1. Neither. Sectorial armies are highly specialised and give much better access to some of a factions great units while also taking away a major portion of the faction. They also gain the ability to use Linked teams. Vanilla armies get access to everything, but very limited access to the more specialised units and cannot make Linked teams. Also have a few units that no sectorials can take (yet). It's really down to your play style. None are better or worse. Some are more difficult to play depending on what was taken away, like Hassassins losing a lot of tech for combating Camo units, but they're still absolutely playable and competitive. 2. Depends if you're playing ITS scenarios. If you are, you'll want at least one of each Doctor, Hacker, Forward Observer and Engineer, someone with D-Charges and someone with some kind of specialist ammo. If you're not, Doctors can still be hugely useful reviving fallen comrades (or killing them outright if the dice hate you), Engineers can reboot immobilised TAGs and heavy infantry and repair TAGs. Forward Observers can mark guided and speculative shots and blind enemies in ARO. Hackers can hack TAGs and heavy infantry, and fry the brains of other hackers. D-charges can be hilariously placed in Immobilised units and used to put holes in walls, and special ammo is always good to have anyway. The difference between ITS scenarios and normal games is that in ITS games you'll want at least one of everything, with extras for redundancy if possible. In normal games, just put them in if they fit your list. If you have no guided weapons or anything to speculatively shoot, you won't find much use for Forward Observers. If your doctors suck (hi PanO!) you probably don't want to risk them. If your opponent pulls out Ariadna, you'll find basically no use for a Hacker. And so on.
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