Hi Magnus,
Thanks for several excellent spots in errors in my text and brilliant work on the costings!
You're completely correct about the formations point and I've reworded the original posts accordingly.
About the AC ranges. This is an aspect of the Marhaf technology that diverges from DaR's excellent background work and is a personal addition I wanted to add to the project for Net Epic. I just felt that an A.I. force would have some sort of distinguishing special technology that isn't available to other forces and therefore offer something a little more unique to the gaming experience. I had considered using the Tau markerlight technology but discounted it in favour of something completely new. It took a while before I came up with the Predator (film)inspired idea of Active Camouflage. So that's the background to why it exists at all.
As for why have I opted for these ranges, it's to do with the Marhaf once again using their technology to get the edge over their opponents whose battle tactics they have studied. You'll have noticed that much of the Marhaf weaponry has range of 50cm. This means that they have to move in closer to enemy formations than is otherwise desirable. The 30cm rule is to allow them to sit within 50cm of an enemy unit and fire while just remaining outside of their enemy's 75cm range (eg Land Raiders & Falcon Tanks). It's only 5cm in it so there may be a few close calls... The 20cm is an arbitrary figure I came up with, and I'm open to changing that, either downgrading to 15cm or even 10cm. The not being able to fire at units who do not move or fire is based on the Scout (or is it Stealth?) ability. I'm happy to debate these rules with the community and change them accordingly depending on how the majority feels about it.
The Phestorm E/W Warfare tank: It's an entirely valid point about the name but I'm not for changing it only because this is what is written on the Plasmablast shop page and I don't want anyone confused if they go online to buy units as a result of descriptions from this project. I had thought about the Command ability but discounted it for the reason that the tank has no weaponry so there is no benefit in gaining the charge / first fire rule. Also, I felt that if Active Camouflage was employed, I didn't want it counting as if it is on FF when the vehicle was charging. The HQ ability offers it protection enough I reckon... I'm not convinced about charging for these however. They have no weapons and they are an obvious weakness for this force as their destruction means that formations will revert to instinctive orders, out of control for the player. This makes them a massive target for enemies, so my feeling is that they are not something that the Marhaf player gains any benefit from using, if anything they should be a massive headache for him. It's the big downside to an otherwise (hopefully) excellent force.
The Phestorm Anti-Aircraft variant: Ouch! That is expensive! The problem here is that the missile turrets look the same on both variants so I found it hard to justify making the AA version have different armament in terms of the missiles. I'm open to discussion on this also, what does everyone else think? You're right about he AA ability, I've fixed that.
Lastly, yes, the Turret ability has been omitted. Again, I've corrected that.
Thanks again for taking the time to read over this, your work has, as your name suggests, been illuminating!