I'm with Achillus on the Disruptor Beacon effecting folks coming out of reserve from their own board edge. I'm with Jester on the need to resolve attacks against void shields one at a time. I disagree with both on interpreting Long Range Ack Ack. Mind you, Jester's interpretation on the board is quite similar to Achillus's position proposed during the game, close enough as no mind.
The problem is that said interpretation has nothing to do with the rule as written. Long Range Ack Ack is resolved immediately at the start of the movement phase. Interpreting this as 'after all flyers have moved' is not a good faith reading in either letter or spirit. I had been vaguely aware that some players at BG have been declaring use of Ack Ack later than the rule allows. I had not become aware that this had become so set in tradition that one is no longer allowed to play it as book if one wants too.
I am not convinced that one should be able to use Ack Ack on a flyer on the turn that it enters the board.
I think what happened is that I got hit by an unwritten house rule I was unaware of. I personally don't like house rules. One of the first stores I played at was dominated by a clique of rhino rush players. They created variant rules and odd interpretations that favored rhino rushers. If a new guy came into the store, he was apt to get schrod once or thrice by unexpected strange rules. The clique would all come to each other's support. This won the clique games, but the new players seldom returned to the store. This was not a long term win for the hobby or anyone involved.
Thus, I like to encourage playing by book, writing down any house rules that are commonly in use, making them available before the game starts, and having book rules trump house rules if the local player didn't inform the new guy of the house rule at game start.
I haven't got my books with me. I may revisit Ack Ack later when I can check out a few things. I can play by house rules if that's what everyone wants to do, but I'd like things pinned down.
As for tactics, Achillus hit some of my problems. Disruptor Beacon makes Demons less attractive in Apocalypse than in straight 40K. Alan uses a lot of templates, which is problematic as demons drop in in clumps. (One can run on the turn one deep strikes? That will help. I haven't played enough V5.) I think the Lucky 13 scenarios are intended to be run on 12 x 4 tables. Playing them on 6 x 4 means the Disruptor Beacon effects covers most of the board, which makes it harder on Demons than it might be. Demon hunters also match up well against demons, for some unexplained reason.
But the Succubus Legion is also a theme army that came into existence by accident. When Chaos Demons and Chaos Marines became two separate codices, I found myself with two half armies. (Or third armies, as my Imperial Guard force started out as chaos cultists.) I'm normally a guns guns guns player. Thus, I tend to play Imperial / Order armies, and even my female marines played by chaos rules are painted as Imperial and tend to carry guns. I would really prefer to play Eldar, Guard or Chaos marine forces on the Orderly side. Last week I wanted to ally with Alan, but a lack of other orc side players had me pulling out the succubi again. I like to put those models on the table every once in a while, but they are a fluff force rather than a serious attempt to be competitive.
If I end up trying to uphold the Orc side of Lucky 13s, it looks like I'm going to have to pull out my female chaos marines in large numbers, or play the Second Gomorrah guard as chaos guard, even if both forces are painted up as Imperial. I've done this in moderation the last few games, trying to back up the succubi with lascannon. If I'm to continue playing orc side, I'll likely give up on my fluff and bring the Ladies in wholesale.
I've even considered playing Eldar on the Orc side. I've got a superheavy and some fighters in my Eldar force. It's my only force really equipped for Apocalypse. I'm just afraid that any chaos allies would turn on me to collect army points. ;-D
Anyway, I'm having fun sort of with Lucky 13s, but not so much fun that I'm going to spend a lot of money to bring my bad guy armies up to Apocalypse standards. Given the general lack of bad guy players available, it might be prudent for the orderly fellows to play to the level of the opponents available. If the bad guys haven't got anti-aircraft capability, one might play valkyries as per Guard Codex rather than as Apocalypse flyers. One might not put down more superheavies than the opposition. Otherwise, we'll likely see the lopsided victories continue.
I would agree that the landing pad rules are a bit strange in this month's scenario. Alan proposed that the landing pad was indestructible, yet protected by a void shield. This is a bit strange. If the field was intended to protect people on the pad, there is an entirely different stratagem one ought to use.
I personally suspect there was a marketing motive. I think we were supposed to rush out to buy the new Skyshield Landing Pad terrain piece and the Planetstrike rules, which likely describes how the Skyshield works.