(Legion 4 @ Jun. 06 2007,23:08)
QUOTE
Rgt HQ and all the "E" Troops, should come in on Valks and/or Grav-chutes (teleport). But once on the ground they will only move as fast as they can walk/run. And CAS is a must, IMO. ?And yes, once the troops are on the ground the Valks would go back for more, like in the Air Cav/Air Assault. ?BUT ... IMO in Epic, since Valks are more heavily armed then UH1s or UH60s, more like a Hind-D, they could stay on board and go behind cover and do "Pop-up" attacks along with the Vults. Like RW Gunships do ... That's the way we use T/Hawks. And after being a Plt Ldr and Air Ops Off in the 101. I'd say that all makes sense. And I recommend a mortar plt in the TO&E/list if it isn't already. In the RW that's the way it is and the fire support is useful.

I said planetfall before to try and avoid the BM's possible on the teleport. That would be far to cruel for guard and give them no hope.
Crazy idea way out in left field.
They do have the teleport rule when coming onto the board, however they do not have to roll for BMs, unless they teleport within say 30 cm or 45 cm of an enemy formation they test for BM. This allows you to represent the firing on troops as they come down or are delivered onto the battlefield. I really can't see a reason why experienced air drop troops would take BM's on a quiet part of the battlefield. They're not truly teleporting like a terminator formation would.
I agree the Vultures and Valks have to stay but should be small vunrable formations (4 strong IMO) that provide fire support and the possibility of causing crossfire etc. I'm sure Legion would agree that helicopters are vunrable if they hang around above a battlefield in range of enemy fire. Sentinals could also stay they way they are because that defensive screen now gives the elysian troops some protection and light support.