LordotMilk wrote:
- Mobile enough to assault something
Formations need to be in position to start an assault their base speed can be slow, even 0cm move units can start an engage action.
Mobility aids getting into a position to assault effectively but even slow formations are capable of assaults, mobility makes it easier to get them into position.
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- High initiative of some kind to successfully retain
High initiative does make it easier to retain but not all assaults are done on retain and I often see and try assaults when needing 3+ or 4+ to activate.
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- resilient enough to survive the initial assault, and not suffer too many casualties for combat result.
Not always, it's situational but often formations are sacrificed in assaults to break enemy formations either from support fire or just by causing a few casualties.
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In the different armies, quite activations actually cumulate those characteristics, and I would like to know what people use to effect their assaults (which are often the breakthroughs of the game).
Every formation in all armies I use are seen as possible assault formations if the situation is right, from sentinels/deathstrikes/rangers/scouts/predators/manticores and so on.
If it gives me a chance to take out a vital formation or if needs be just to break an enemy formation and give me an advantage in the game and I have support in place or just a good mathematical chance of winning I'd use any available units to assault with.