NapSpan wrote:Maybe 3 LABs are too much, with 2 without scouts after the first engi you can kill 1 or 2 engies with each one, I think they worth it even for just killing T1 scouts at early game, later they are construction material for getho gunsips.
3 LAB's is actually a good number. Because they can comfortably eliminate a tank. So if you wish to raid engineers which are known to be escorted you should send 3 LAB.
But doing so means that you have 3 LAB in one spot instead of 1 LAB in 3 spots. 1 LAB can most times take out an unescorted engineer. 2 LAB's can potentially deal with a tank if you micro, and is generally the best compromise between concentration and raider spread. So my raiders are normally in sets of 2 LAB + 1 Scout.
My playstyle is LAB heavy, so I do a total of 8 LAB in the opening. Sometimes their also fun to use in ghettos + behind enemy lines drop teams. You send them in as early ghettos, then when the AA comes you drop them and let the enemy chase them down. While your transport goes to pick up another set... They are also quite handy for dealing with Seraphim arty spammers. Nothing is more satisfying than taking out massed T1 arty with massed LAB.
Then when the floaty arty retreats back onto the water, you pick them up in transports and continue to wreak havoc.
Trust me, they have their uses.