austinitor wrote:
...Is the issue with the list too few units to hold objectives (i.e. the "< 2.5 activations==bad" concept that seems to have currency here on TacCom)?
That's a whole lot of it. While smart objective placement can help, you'll give up a few simply due to inability to affect enough formations. For instance, placing your Take and hold Objectives on the centerline exactly 30cm apart you can expect the following:
Blitzkrieg - You have no chance of acheiving this, but your Warmonger can squat on your own and prevent his taking it.
Defend the flag - No chance for you, but you should be able to control or contest two of his by moving your Imperator forward at a double for the first two turns, so he won't acheive it either.
Take and hold - You may be able to acheive this, but more likely he'll contest at least one of the two you need.
They shall not pass - Neither player can ecpect to acheive this, you can't break enough formations, and he likely wont be able to break your Imperator.
Break their spirit - you might acheive this, but he probably won't.
Final Tally - You could get up to two, but probably one or less VC, and can deny him all his. If neither player has two VCs, it will go to points which you will probably win. Winning Draw. If he can break your Imperator, you will certainly lose. It's not a gamble I'd take.
Minervans are fun. I took them last year. I'd like to see Yme-Loc as well, but it's seen sparse testing, and I'm not sure it's ready for the big time. I'd allow it at a local tournament, but at a regional con like Adepticon it might not be best.
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SG
Ghost's Paint Blog, where everything goes that isn't something else.