nealhunt wrote:
nealhunt wrote:
clausewitz wrote:
In a THawk Devs and Assaults are superior to Tacs.
That's why Devs/Assaults cost 75 points more than Tacs/Dread.
Why do you think there is effectiveness that is disproportionate to the point difference?
The only time they are clearly better is if you have an air assault target that is vulnerable to a mix of FF and CC. If you want to go pure FF or pure CC, the numbers are only slightly in favor of Devs/Assaults. Most of the time after an air assault you've lost most of the lead formation, so the difference in formation count after landing is nominal. If you want to land/shoot, it's 8 shots either way (assuming the 2-shot Dread).
For the point difference, that seems about right to me.
That's not quite what I meant Neal. My fault I posted in haste.
Firstly I wasn't exclusively referring to Tacs+Dread vs Devs+Assault as a THawk load. As you have explained that is about right for the cost.
I mean that Devs and/or Assaults are better used in a THawk than on the ground. For a few reasons.
1. The "maximum potential" is higher. If you can get all 8 attacks on 3+ compared to 4+.
2. You have the option of adding 2 characters, increasing the potential further.
3. You have the chance of 2 formations to act in subsequent turns (even if one of them is rather depleted it can still claim objectives and/or require a full enemy activation to remove).
4. Devs and Assaults are "best used" for engagements when intact, when they deploy on the ground the chance of that is less than when using them by THawk.
5. A mono-load Thawk (2x assault or 2x dev) is better suited to pick on the relevent vulnerability of enemy formations.
As Devs and Assaults are more "specialised" than Tacs the ability of the THawk to pick out a suitable target is more valuable to them than for Tacs.
By contrast Tacs, mainly due to their greater numbers (and flexibility), are better as ground units IMO. They gain the largest number of units by doing so (3 rhinos). They are best suited as a place for the SC (you want your SC on the board at all times, and Tacs have the numbers to better protect him). They are also a better place for hunters (again extra ablative units). Also as a ground unit they are more likely to be targeted by enemy units seeking to take advantage of your formations weaknesses, and Tacs don't have a specific CC/FF weakness.