As Apologist's opponent for this Engine War, I thought I should chip in with a few thoughts.

The titans and weapons load-outs were chosen purely on the 'rule of cool' and what I had available, without looking too closely at the rules. Everything was put together in a bit of a hurry (I really must correct the slightly 'drunken' pose of the Warlock) and I only sat down to look closely at stats, etc just before deployment.
My original plan was to seperate the clan into two groups consisting of the Warlock and a Phantom and the Phantom and the Revenants. Each of these groups were then going to attempt to isolate and destroy and enemy titan each turn, using terrain to shield themselves from the rest of the enemy force.
However...when it came to deployment there just didn't seem to be enough terrain for me to convincingly put this plan into action, so I found myself slightly pinned down behind the cathedrial. Admittedly I dithered for a turn, before deciding that I really needed to break out on the left. The rest, as they say, is history.

To be fair to Apologist I did roll very well for a lot of things (three reactor critical hits) and he did have some bad luck (two misses in two turns with the volcano cannon), but he still played well and it was a very enjoyable game.

I'll definitely be doing more playtesting with the ETC, after one game it's probably too early to make any conclusions about balance, but I do have a few thoughts.
Warlock Titan: I went into the game wondering where the heck my 850 points were going, and came out thinking it was worth every single one. In an engine war,
Farsight is insanely useful. By activating a titan without blast markers (1+), then retaining with the Warlock (1+ due to
Farsight bonus), then retaining a third time (thanks to the Warlock still being alive) with another blast marker-less titan (2+) I was able to very reliably use three titans in a row without Apologist being able to respond.
Against a "conventional" force this wouldn't have been too bad, but against other titans it was game changing. Warlocks should definitely remain 0-1 choices.
Oh, and the psychic lance. Doesn't look too great on paper (at least I didn't think it did), but it is in fact brutal.
Titan Weapons: All the titan weapons seems very good against other war engines, but I think I'd struggle to do enough against non-engines. Although this seems more to do with the original Swordwind stats/loadouts than the ETC design.
Powerfists seem like a real no-brainer in either case, although I took them because they looked cool.
The Leader ability: The Warlock and Phantom's
Leader ability was very useful for removing that last blast marker and making the three-activation tactic more viable. We were wondering if this was a bit too good since it seems to detract from the characteristic vulnerability of the Eldar...? Another Swordwind artefact though.
The God Machine rule: It does indeed seems a bit harsh that AMTL have this rule, while the other titan lists don't have an equivilent. Not sure what the best solution for this is though.
That's it for now. If I think of anything else I'll add it later. I'm sure we'll post more battle reports at a later date, including hopefully a game against the Gargant Big Mob list.
