mordoten wrote:
My mistake was that i tried to cover the whole table ftom the beginning instead of concentratibg on one flank first...
AMTL does concentration of force very well, but have trouble holding area. Unless otherwise indicated, my standard plan is to go for BTS and either T&H or Blitz, for a two goal win in turn 4:
1) Air+Artillery AMTL can effectively deny HTL and T&H
2) Artillery Warlord can effectively deny Blitz and BTS by camping the backline (possibly with a sentinel screen)
3) AMTL can break or destroy enemy formations through shooting; it doesn't need to engage. It can frequently kill the opponent BTS, no matter where it is positioned. By late turn 4, it should also be possible to create unpatchable breaks in the enemy line.
4) A steadily advancing battle titan is hard to turn aside, and can reasonably be expected to deny TSNP. With help, it can also secure T&H.
5) Warhounds have excellent mobility for late-game objective grabs, running through gaps to grab the Blitz (after artillery has broken any blitz guard).
6) If the plan goes awry (as plans are wont to do, in the face of smart opponents and hostile dice), it is usually possible to fall back to a draw on objectives and a (boring) win on points. It is usually the "get goals" part that falters, the "deny goals to opponent" part is easier to achieve.
Some thoughts on your lists:
Why the missile launcher on the Artilly Titan? Yes, 3BP extra sounds nice, but I'd not give up the MW for anything. I'd recommend swapping it for a support missile (for a solid engine kill, my preference) or a titan CCW (for dissuading terminators and their ilk, it doesn't need a sentinel screen anymore with a CCW).
The marine list seemed a bit light on AA - a single formation of marine T'Bolts should have seen your airforce run roughshod all over him.
mordoten wrote:
AMTL Thunderbolts tries to intercept but looses 1 aircraft from Marauder AA fire
Never expose your interceptors to AA from their target unless absolutely necessary - being able to fly off the table with no BMs, ready for next turn, is invaluable. It's better to do less damage (and assured BMs) to the opponent than to risk your own assets.
mordoten wrote:
AMTL Thunderbolts ground attack the lone dreadnought that is the last remaining model in the Marine BTS-fotmation on the left flank. But they fail to do any damage to it.
This is the sort of thing that 6BP barrages are made for; as long as you pass activation, you generate a guaranteed 2BMs, which kills one broken marine. If you have a shot that can secure the BTS goal, then be sure to take it.