I think you're failing to consider a lot of details in a matchup: First, hackers need either repeaters or to be close to the models. Second, hacking a model doesn't make his 4 HI buddies go away. Third, IMMing a model doesn't take away the order they generate, nor breaks the fireteam they're in. There's a lot you can do in a setup like that. The mission was The Armory. I remember having 3 out of 5 girls IMMed at one point, after I killed his first AHD. Then he tried to IMM a fourth (it was my active turn) and I declared reset with the whole link, beating him in FTF AND passing the reset rolls with the 3 other girls. That meant I ended my turn with all 5 riots ready to roll. My oponent meanwhile had to choose between spending his 6 orders left on his hacker that was on the other side of the table to move up, hack my girls and do nothing as I had 3 of them inside the objective room, or move his Fiday through my AROs to try and kill them off the room. Those were his two options in that game because anything else he was dead. I had killed his other striking models, and both his infiltrating specialists. He choose to move the fiday and ended up unable to kill all 3 Riot Grrls that were inside the room, and I won the game. This is purely anecdotal, but in that game I really didn't need a KHD. Sure, having one would have helped, but I didn't need it.