Valid, didn't think of that eitherAlso, javelins are nice if you want to attack over a screening line with their extra range. Forgot about that.
I've always viewed terradons the way I do rippers. I imagine moving to drop rocks, then firing books from 3"away and then charging the remaining models to be cleaned up in melee.
They fight pretty darn well with the swooping dive and when part of the shadowstrike benefit well from the priest ability.
10" on a ranged weapon is not reliable to me to use as a support unit / skirmisher because 90" of models in the game can get to within 5" and make an easy charge. Relying on a double turn is putting all your eggs in the end basket and is risky.
Imo they are just too expensive to use strictly for the javelins.
Guess I better magnetize my unit as you brought up a good case. Also any word on ideal unit size.The main advantage javelins have is that it increases their threat range. Even if they get intercepted they still threaten a 10" bubble, which means squishy targets like wizards, are forced further back. Which is quite usefull at times.
This greater range also generally helps with skirmishing/harrasement/support due to the larger range. Which helps when you want to use your terradons to contest an objective or get to some priority target but want to attack on the way.Similarly if they get intercepted they might still be able to hit the actual target for some supportive fire.
However, if all you care about is essentially them annihiliating their melee targets bolas are probably better as they provide the highest potential damage.
I have magnetized the riders' wrists to have both options, but I normally use the bolas.
The 5" range hurts a bit, but it allows to at least partially strike targets that would not be in melee range.
And with a a little bit of dice luck you can have lots of wound rolls to cause some wounds.