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then again, i dont care for optimising tournament lists to smash my opponents face, that may be your bag, but it doesnt excite me much. so my list building method is probably fairly different to yours
True, and both approaches are valid. In discussing changes and points costs though it is definitely worth getting the the point of view of the more competitive players, since they are going to be more likely to spot exploitable strenghts or weaknesses than those drawn to thematic models regardless of performance.
For instance, apart from all the other weaknesses we've mentioned, Artillery companies are also very poor against MSU forces that spread out. Sure, you'll break any of them, but only one per turn, and artillery is suprisingly poor at actually killing units; the damage plateaus at AP4+ AT5+ at 3BP.... and stays there right up to 18BP. You get extra templates, but your odds of killing a small formation remain very similar.
Compare that to 3 small artillery formations firing with the same AP4 AT5, each giving one extra BM for firing at the target, and the potential damage output is much higher. Plus the artillery is less vulnerable to a single huge strike due to dispersal and gives a higher activation count.
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hopefully 16 hydra shots would discourage anyone air assaulting them, and worst case scenario, on turn 3 i have to motor the tank company up the table to cross the line and make a play for his objectives.
16 Hydra shots and 4 squadrons of Thunderbolts would keep anything safe from air assault. I don't think I've ever seen so much AA

If I was playing Thunderhawks vs that, there wouldn't be much choice but to risk overwatch and sit it out until the opponent spreads out in turn 2, or just sit it out to turn 3 and grab some objectives and call it a day. It wouldn't be a very exciting match, but at least there would be time left to fit in another game to two

And while that might open the SM player up to accusations of boring play style, it wasn't the SM that packed all the keep-away guns
