I feel I'm starting to get a pretty good feel for Ventala. Here are my musings on the best uses for them.
2x1: This is an expendable support/striker unit. The only upgrade it should have is rank discipline, allowing it deadly 2 threat precise attacks. A case could be made for durable hedged 2x1s, but it's not going to deliver the desired damage output. These units should be run in pairs to triplets, 4 seems like overkill though.
3x1: This formation is the one I've tried the least. It's just bad... In order to capitalize on the 3 threat, you have to bring flank fire, making the unit 29 points. It has no reroll, and swings between 0-9 damage potential (usually 3-6). In almost every circumstance a 2x2 with TS is going to drastically outperform the 3x1 for 4 points more.
2x2: The very best Ventala unit size. This unit is a true swiss army knife. Best results when running tempered steel and hedge shroud. This unit can consistently put out 4-8 damage if it has 1 or 2 inspiration. Meagan also embeds very nicely into this unit. The unit stands right between annoyingly durable, while being squirrelly enough to mess with the opponent and make the best of most situations. Tempered steel seems like the best equipment due to ventala having no surge effects and a tendancy to roll surges. Hedge can also be replaced with rank, LotL, or even CQT, but each is a bit more niche. 2 of these units perform great in tandem.
3x2: This unit is a powerhouse, but can get pinned fairly easily due to its size nullifying the agility of the Ventala. Flank fire is almost a must have, same with embedded Meagan (lethal 1-3 is great). Tempered steel really brings the power up, with 3 threat capability.
Rune Ventala: If you have a fortress build, Ventala can make a nice rune thrower, with an i8 ranged attack and white skill. Fire rune does well on them (especially with Meagan). Corruption rune could do considerable work. Wind rune can make them almost uncatchable. However, the skill is harder to dial in than you would expect. Ventala generally want to move and shoot, sitting stationary and double tapping is only really viable in the first 3 turns in most games. It does give them early initiative options, as they normally can do nothing attack-wise until i5 or later.
Thoughts?