Tornado Landspeeders (AC, HB) excel at firepower, flexibilty, speed and are nearly immune to assaults. Or to say it shorter: Tornados are damn good.
This naturally inspires one to include as many Tornados as reasonably possible. In a normal Marine list 2 Tornados seem to be ideal, because you find enough terrain on most tables to hide 2 Tornados if you dont get first turn.
Lets discuss if 6 might be a magic number for all Drop Pod armys.
- The first turn problem: Static Tornados without cover die like flies and on most tables you wont find enough terrain to hide 6 Speeders. Lets assume 1/3 of the missions are alpha (where you cant hide Tornados first turn in reserves) and you go second 1/2 of the time. This means only one in 6 games you have to expose some of your 6 Tornados in the first round. Add in, that some enemy armys will lack first turn long range shooting, and the Speeders odds to survive get even better.
- 3 x 2 Tornados: A unit of two (for the even number) can take heavy losses and still stays scoring. When one of two gets stunned, the other one can move and revert the first incoming shot to glancing. With two Tornados the problem of overkill (you cant split fire) is largely neglectable in my experience.
Whats your experience? What else has to be considered? Do you think Tornados fit well with Drop Pods?