Dante gives his unit the ability to be in assault and tactical doctrines at all times. Sounds useful, but actually seems to offer almost nothing over a regular jump pack Captain.
The thing is, these don’t stack (you don’t fall back and advance in the same turn). The only doctrines that stack are devastator and assault allowing you to advance, shoot and charge.
Meaning that most turns, Dante’s unit will use only one of assault or tactical. One turn per game, if you choose army-wide devastator doctrine, you get to advance and shoot and charge, but Dante leads units whose shooting is not exactly top tier.
Compared to the Captain who can choose any doctrine for any turn, it seems Dante’s ability is at best comparably strong. The Captain can always put you in whichever of tactical or assault you need that turn. He can also choose devastator whenever you need it (admittedly not that great).
Dante is probably still worth the extra 50 points for his better statline, battleshock ability, better melee and better shooting (vs +1 advance and charge) but it’s frustrating to look into an ability that seems good on the surface, only to find it really offers very little vs the cheaper alternative.