Actually 4 Tagrath and 3 Jashakar is a very very very nasty raid fleet if used right. Though personally Im somewhat fond of 'sod the scouts give me another Tagrath'. In either case Pentacon the lot of em if your facing a not very maneuverable opponent and just go in for a gigantic alpha strike on his biggest target. NOTHING will survive 60 AD of bolter fire even if you dont CAF :twisted: (well ok maybe a shadow, Vorlon or ancient ship MIGHT (or a very VERY lucky Minbari....) but most targets your plausibly going to face in a raid level game will just go boom in a big way.
Then you can break ships off the pentacon as needed. The important thing with pentacons is that its not the initiative bonus thats the big advantage its the massed firepower (ok so everyone can make 6 ship squadrons now but they suffer even worse for doing so on the initiative side of things (and also tend not to pack the sheer outright forward firepower of Dilgar ships and if your fleet uses boresights you may as well just forget 6 ship squadrons as a 'very bad idea' unless your playing in a BIG game with LOADS of other initiative sinks
Simply put, where the Dilgar are concerned, in my eyes rule no.1 is BUY LOTS OF TAGRATHS.
Rule 2. is fire as much as possible as soon as possible, if this means sacrificing initiative sinks ans scouts for a bit more firepower I say do it. Dilgar ships are NOT generally as tough as other races, they need to start scoring kills fast, if you get drawn into a prolonged slugging match or a long range snipe off you WILL lose. Get into bolter range, and let loose with everything. Rinse and repeat.
Its also worth noting that most of the better Dilgar ships (again Tagrath being the no.1 example) are actually prety damn fast and quite manueverable. If you can do it, get on the enemies flanks or even rear (this is fairly common sense for everyone but for the Dilgar a head on approach is usually not the most sensible option, even using scouts and pentacons you will usually be at a disadvantage in terms of initiative sequence if you want to maximise your firepower (and trust me, you do

) and in general closing head on your enemies will outrange you except for a few torpedoes and you will take much heavier losses on the approach.
Secondly, scouts are good but aim to CAF where possible, set up a turn in advance so youll be able to make a straight attack run on CAF the following turn. A CAFed pentacon of Dilgar ships is pretty much the most devastating strike in ACTA with the possible exception now of some of the ancients opening up on you!
ps. Pluto is a Kuiper Belt Object, even classifying it as a 'minor planet' is silly imho
