Quote: (Chroma @ 18 Aug. 2009, 13:15 )
Quote: (Mephiston @ 18 Aug. 2009, 13:08 )
A) Time, as it really requires quite carefull planning and positioning Ginger never got to the end of most games, with them running out of time at the end of 3 turns without any clear winner.
Hmmm... that an interesting meta-effect for timed Tournament play; did
Ginger take it in to consideration at all while building the army?  Could he have been a little more "fast and loose" with such and army and still achieved a good effect?
I assume the "quite carefull planning and positioning" is in setting up clips and such, though I've found Jetbikes to be effective "direct" assault units, essentially flying Marines if you don't use the armour reduction suggestion.
Well 3.5 hours is about right IMHO for the games. My strategy was to out-activate opponents allowing 3-5 formations to be positioned for a turn #2 assault irrespective of whether I won the strategy roll or not. I also decided to flank two bike formations around each Guardian formation allowing the Guardians to stay inside their Wave Serpents, safer from most shooting and virtually impervious from assault, while allowing several big combined assaults (or their threat).
However, since other armies were around 13 activations we had to play reasonably fast to get through the 60-70 activations average over each game, or around 3 minutes per activation. Obviously some of the assaults took rather longer because of all the dice throwing - and I generally managed to get at least 2-4 per game.
I was not really trying to set up clipping assaults as such (unless needed) but rather I was trying to use rolling assaults to destroy enemy formations wholesale in turn #2, retaining the activation advantage to capture and control objectives in turn #3. However this strategy needs quite a lot of forethought and planning to set up these multiple assaults - so you are right that it is an interesting meta-effect of timed tournament play. And the army can prove delicate, needing to be handled with some care, so you cannot really play 'fast-and-loose'.
On the bikes, I had a Vyper in each formation to lay preparation BMs and break small formations through repeated 'double-shoot' manoeuvers. As such IMO the additional LV made up for the 'flying marine' effect.