Nobody has high strategy. That's another thing
Comparing OpFor Reinforcement timing to ours is quite favorable. Rules don't allow for anything faster than Turn 2 reinforcement as otherwise we'd have 2 lances reinforcing Turn 1 (Dunedain and Midnight). Here's the general breakdown roughly speaking:
OpFor Reinforcements last 2 contracts:
Slammer 1 - Turn 7
Slammer 2 - Turn N/A
Slammer 3 - Turn 9
Henhouse 1 - Turn 4
Henhouse 2 - Turn 9
Henhouse 3 - Turn 5
Henhouse 4 - Turn N/A
Lance (Walk/Jump/Strat)
Bright (5/0 or 1/4) = Turn 2 or 3
Crusher (5/1/2) = Turn 4
Dancer (6/1/2) = Turn 3
Dragon (5/1/2) = Turn 4
Dunedain (5 or 6/1/4) = Turn 2
Freya (4/0 or 1/3) = Turn 4 or 5
Ice (5/0 or 1/3) = Turn 3 or 4
Midnight (6/1/4) = Turn 2
Reaper (5/0 or 1/3) = Turn 3 or 4
Skaraborg Strat 3
Wolverine (5/1/3) = Turn 3
I pulled the data from the personnel sheet and then cross-referenced that with the equipment in the TO&E 30461118 and the custom mech thread. There were a number of lances where virtually no matter how you put 4 lances together they rounded to a single number. Midnight for example has 2 mechs at 5/8/5 and 3 at 6/9/6. Best walk average is 5.75, worst is 5.5, both round to 6.
Average OpFor reinforcement is Turn 7 (6.
, ours is 3 (3.2).
The above doesn't account for any SPAs, so it's possible some of the PC lances actually reinforce faster.