Galatea said:
But Worker Bugs would slow down the firefries, when they jump.
Though I don't think it's necessary to screen a 20p model with a 10p model (Firefries are so cheap, they are expandable).
And it would greatly reduce the amount of mobilty. Non-jumping worker are nasty in an army that's intended to outmanouvre it's enemy.
(and it's also a question of style - everyone has workers)
Well, they'll only slow them down if you have to move over difficult terrain along the way, and the real purpose of them is just to allow them to survive on turn 1. Most 2000pt armies can kill 30 bugs in one turn in the right situation, so having that screen is just to protect them on turn 1. Remember, your enemy won't ALWAYS be PL1, so you can't count on only having to face half of his force on turn 1, AND remember that he'll likely go first, so you'll want to deploy so as to leave your valuable units in safety.
Furthermore, having 6 units of 5 Worker bugs allows you to keep 6 more units off the board before the game begins in order to negate your enemy's advantage of going first.
Galatea said:
For Sky Defense that's what the Hoppers do (and kill exos/maros).
Hmmm, have you ever used hoppers against air units? It doesn't work as well as you seem to think. That 300pt squad attacks a 250pt TAC fighter, and the TAC fighter will likely kill a couple, and the Hoppers will need a miracle to take down the TAC. This is ALL only if the hoppers actually get the jump on the TAC fighter, which is EXTREMELY unlikely. If the MI player has fleet liason, the hoppers will have to act first. If the MI player has a missile, then he can use that first, then the hoppers come in, the a TAC comes and shoots down hoppers, or uses AA fire next turn to shoot them down. The only real way that you have a chance is if you get lucky and win the roll and your opponent has only 1 air unit AND you get lucky on the Close combat rolls. That's just too many ifs for my liking.
Galatea said:
The Acid Ripplers are there for targeting weakened enemy squads - when thy open fire, no one will be there to react any more.
Acid ripplers cost more than twice as much as firefries... are they really that valuable to you? Are they worth more than 50% more regular Ripplers?
Average kills...
3 Normal Rippler v. LAMI - 3.66
2 Acid v LAMI - 2.66
3 Normal v. PAMI - 1.5
2 Acid v. PAMI - 1.66
3 Normal v Exo - .333
2 Acid v Exo - .666
So, Normal are better vs. LAMI pt for point, vs. PAMI they are near equal, and vs. Exo's Acid are better. HOWEVER, with 40 firefries, you have more than enough D10 firepower to wipe out an exosuit platoon, so the ripplers won't be used against them, and against PAMI, I bet having 50% more models with a 6+ target and 5+ dodge save will more than outweigh the slight loss in killing power. Vs. LAMI, the choice is clear.
Ok, just my 2 cents. Feel free to tell me to shut up any time you like
