I made a summary from your excellent observations: rate it, see if you agree so we can make an official thread. I gave some ratings to units without rating but feel free to modify everything you disagree.
****** FIRESTORM:PLANETFALL TERRAN HELICES REVIEW ******
-- Overall considerations:
This is the review made to help starting players to get the feel of this Faction in PF. Terrans are not easy to master and need a careful unit selection and helices activation. The Terran Army is very slow (the slowest in my opinion) and short ranged, but enjoys of a very high firepower: we are brawlers and we want to settle problems in a close and personal manner. Its endurance relies on Shields, having very low DR profiles. The day the dices’s god smiles to you, your enemies will hate your shields (unless they have Kinetic, of course). The day he turns you its back, you’ll blame your weak vehicles.
Thanks to @Zebo and @Pepsin, who helped making this useful guide with their priceless articles!
Be ready for the Planetfall Commander...
-- Helices review:
<> Vidar heavy tank 5/5
As all terrans, low DR is problem. To compansate this, vidar is heavily shielded. You most likely want to have 2 of them and in that case, they offer serious punch at long range and are completly devastating at short.
The biggest problem is of course low mobility, once you deploy them, their direction is mostly set. Beware of suicide CQB ambushes and side shots to your relatively fragile side armor.
Stopping on site to shoot on placed on long range may be in some cases preferabble than to approach the target.
Summary: our heavy command tank is almost our best option. Is slow, and his DR is the second weaker of the same type vehicles (only better than Sedna), with the highest number of shields, beside the Sedna.
But his firepower is awesome. Not only fires 32 AD with his short-ranged Magellan Cannon, but has also a Hammerstrike Missile Launcher that improves the firepower with 18 AD until 18” and 16 AD up to 36”, being the very much needed long range support for the rest of the army (only the Odin throws the same AD at that range).
For all this, the Vidar is the second heavy more expensive of the cores, only cheaper than the Visith.
<> Heimdal medium tank 4/5
Our medium tank is the essence of Terran Army. Slow and short ranged, relies on his Shields to offset his low DR. But when in range, their firepower is amazing. To compansate this, it is pretty well shielded. With 7AD at 20 inches and 8 AD on 10 it can be devastating. One of best core helix medium tanks, although a little bit points expensive. 7AD on long rage is increment to previous 6AD and sometimes it might be considered a little bit OP.
<> Ulr shield tank 2/5
Attachment to squadron which increases whole squadron shields by one. Mostly used as ablative wounds in front of mentioned squadron. It may help your slow tanks to get at least somewhere relatively undamaged.
Don't forget that shield harmonics increase his own shileds as well but keep in mind that you are giving a +1 sh and the improvement of the CQB in really-slow units that aren’t gonna search the CQB engagement.
<> Ulr AA tank 3/5
This is not only AA but also your long range support. With corrosive ammo these guys can prepare some target for your main force. Be careful about them aas they are quite fragile. Theoretically they may provide insane amount of firepower, but there are just two of them, in unit , they are fragile and probably won't get to efficient range intact. Ascounterattack unit they might be supprosingly effective.
Usualy the bigger game means more helixes, which eventually leads to reducing activation per helix. That is going to decrease amount of these guys in favour of their sheild brothers.
<> Hirdmen light infantry. 1/5
Some Commanders completely disagree on this unit: some say they are very cheap and weak, some say cheap but efficienty. Some use them to take secondary objectives in turn 2, others in turn 3.
What I see is they are without infamy and without praise, better choose other infanrty options in other helices such the recon helix.
<> Sinir transport 1/5
Quite durable but with no offensive arnament other than CQB. Suffers same game rule problem as hirdmen. It can flat out and still disembark the infantry, but also have the worst flat out movement of all transports.
<> Valkyria light tank. 2/5
The Terran light tank is not the fragilest, neither the toughest. Is not the slowest, neither the fastest. In those fields, is in the average.
The Valkyrie hasn’t the worst firepower, but almost. Only the Informer fires the same main ordenance, but has less CQB, when the rest has better main ordenance.
And for last, our light is not the cheaper. In fact, only the Letos are more expensive than the Valkyrie, while our light doesn’t stand out for anything.
These buggies are not exactly durable, and with low firepower, with average speed. They have 2 CQB which means that they most times can deal with other light tanks. Biggest problem is that your main force is slow. If you use them as quick objective takers, they are going to be alone there and will die horribly in flames. As reaction unit they work pretty well.
HAWKER INDUSTRIES AREIAL HELIX
This helix is focused on combat air support and does very good job. Both of the units here can go in and almost pay for themselves in single turn. Unfortunately your opponent knows it too and once he focuses on them, nothing is going to save them. Keep inmind that hawkers are elite and don't have reroll of 1s on shileds bonus, which terras have.
<> Sherif gunship 5/5
One would not expect helicopter in far future but here it is. It is equiped with missiles to engeage both land and air targets and on close range it can be devastating. With pretty good mobility and with capability to engage both types of targets after moving flat out (rushed shots, of course), it can project threat far and force opponent to guard his flanks. Biggest advantage are 2 artilery strikes navigated by helicopter. Unfortunatelyy terrans lack designators (except leviathan and command barge) so once you lose the helicopter you can't summon them. Your opponent may use it to prevent you from delivering artilery strikes. Keep in mind that this helicopter is relatively fragile, despite being flying element and well shielded. Placed shots always hurt.
<> Guardsman heavy attack fighter 4/5
This unit is defined by its weapon. Shredder cannon, being barrage and anti infantry, is perfect for removing fortified infantry from objectives. Of course a total of 20 AD, 5 per fighter, in side of any unit can hurt a lot, and these fighters are able to reach the side. They are capable of flying 20" and attack, or 30" and doing so on rushed shots. Just keep in mind their weapons doesn't have big range, that they are fragile and you want to avoid CQB. Their numbers can rapidly drop, and with that their usefullness but 2 of them still pose some threat.
Generally considered as worst of assault helixes. Units here, compared to their counterparts, are usually weak, fragile, and not much cheaper. This helix however has something your other forces lack. Mobility.
<> Loki battle robot. 2/5
Most of combat robots races have threatening leviathan attack. Lokis are exception. While they have Terror and pinpoint 2 on their lances. The punny 5 AD mean that you are unlikely to use them. For short ranged fire there is dual cannon having seriouos 12AD on short range. Compared to sorylian bots, they have same shileds, same cost, much lower leviathan weapon, and much lower DR. And are slower. There might be one possibility of using them (discussion about exact ruleson forum is still runing) If they are able to link leviathan CQB with normal one on other loki, it would mean 15 AD with pinpoint. Which is...interesting. Otherwise the only reason to buy this is high coolnes factor of model. :-)
<> Hodr battle bot. 3/5
Smaller brother of Loki with good Leviathan CQB but relatively weak shooting attack. Still serious for medium sized bot. There is possible misprint, as these guys have elevated class while their counterparts have armored.
<> Tyr. 4/5
The Terran’s Heavy Support Tank provides us with a good long range firepower. In the long range fires AD 12 with Pinpoint 4 up to 36”, what can easily kill a medium or hit hard a heavy objective. You only need a little bit of good luck to kill one heavy with one shot. It’s not harder than the Vidar, and is slow, but with the range of its laser, you probably are not gonna move it much.
The cost is high if you compare with other heavy support tank, but I think is right.
<> Baldr. 4/5
Many Terran players (me too) blame this tanks since they were nerfed. Thinking about them, I must say that we can be being too rough with them. We can’t compare them with other tank hunters, because what they give to us is not the same that the other factions receive from their tank hunters.
We are a short-ranged army.
We only have 4 unit that can be considered over the 30”
The Vidar, our amazing Heavy Tank
The Odin, a f***ing Leviathan
The Tyr, the Heavy Support Tank
The Baldr, our medium Tank Destroyers
You could also consider the Hermoor (10 AD up to 36”) and the Slepnir (9 AD up to 36”), but I think their firepower is not enough.
I have seen the Baldr compared with Locatu many times. Yes, the Locatu has better AD at long range, doubles our movement, has Hit & Run and is Elite for only 10 point over the Baldr. But also the Locatu is more less than an improved Lamana. If you don’t take the Locatu, the Lamana can do almost the same for less cost.
In the other hand (our hand), we don’t have anything like the Baldr. They give us our longest ranged unit (40”) with the higher pinpointed firepower up to 20” (18 AD) and the same AD than the Tyr with longer range.
Yes, our TD maybe the worst if compared with the rest of the TD (not counting the Talamis, with higher firepower but lower range), but also are the cheaper unit (again not counting the Talamis).
AERIAL GROUND ATTACK HELIX
<> Dellingr. 5/5
Our Beast. Forget about Leviathans, Tanks or Gunships. It’s our ONLY chance to attack our primary. And my opinion, the best of the whole game. This is our Little Preciouss.
It’s a Giant Flying Heavy Transport that allows you to disembark the toughest heavy infantry in the game up to 4” from your primary objective.
With it’s two loyal escorts, deploys CQB 22 upon it’s enemys. Can kill anything, leviathans, tanks, Infantry, flying vehicles… also deploys a moderate main shoot with one of the highest ranges of the flying models.
About it’s endurance, is harder than a flying Tyr, and can be Escorted by two of something tougher than a flying Baldr.
<> Hermoor. 4/5
The Terran’s Ground Attack Gunship has a very good profile, but lacks of being only two models, so that makes them weak to act alone.
Luckly, we can attach them to a Dellingr. Their main ordnance is weaker than any other model of the same tipus, but also the best ranged by large. Their CQB, combined with Dellingr’s, become the flying nightmare of the battlefield. And they act as flying shields for the big one.
<> Huscarl. 5/5
Tougher than any other unit of the same type, the Huscarl can display an unsurpassed main attack, being a little weak in CQB. Are really hard to clear from an objective, and can be used to punish bigger units.