I don't think one game proves anything, it just shows what we already knew - these are powerful units that require different tactics to handle.
Well, OK, but it felt pretty conclusive to me, conclusive enough I don't especially feel the need to repeat the experiment. My feeling was that you didn't really have a shot at winning, no matter what you did.
I disagree.
I knocked 5 hullpoints off the revenant in 2 turns, and I made a mistake too (only one barge was in range to fire on it turn 1). We rolled up kill points, which is a mission type that favors the revenant over others (although it gives up 4 VPs if its killed, it will likely earn first blood and 2-3 kills before it goes). After Matt's objection to the void shield generator, I had to change my list fairly quickly (also under some time constraints). I would probably not have run the Prince at level 3 without the void shield generator to tuck him under, and the generator itself was 100 points, so there's about 175 points to fool around with.
I really think the daemon prince, had you rolled puppet master, would be your best chance to win. But you didn't, and I don't think super-heavies having this one niche, single power weakness really illustrates anything. I don't know how you think different mission types would make a difference: your army didn't exist at the end of turn 2. Mission type wasn't even relevant.
As I mentioned, had I not been silly first round, you would have done only 3 hull points.
Without the void shields to protect the prince turn 1, I probably wouldn't have kitted the prince out as much because if you go first he'll be off the table before I can use him.
The Tau potion of Matt's army killed considerably more than the Revenant, truth be told. Turn 1 the DP was in position to charge the Revenant if Matt forgot it could move 36, but it was also in position to get the jump on his riptide/buffcomander/farseer unit if he didn't move them away from the quad gun.
Huh? Why do you think I would forget the revenant could move 36" If I had, what would that prove? The Tau killed the Daemon Prince and 2 nightscythes, pretty sure that's around 500 pts. The revenant kill all the wraiths, the destroyer lord and 3 annihilation barges. You'd have to do the math for me, but I'm pretty sure that's more points. Unless you want to count the troops inside, but they didn't die, they were just forced into reserve (which they did not have a chance to come back from), and I think that's a little weird.
It was around 550 points in just those 3 units, but throwing the guys inside into reserves (about 90 points of dudes each, where they would do nothing for the rest of the game walking on from my board edge) certainly counts.
Two big pieces of LoS blocking terrain somewhat centrally located would really help mitigate the effects of the titan. Necrons also don't really have a good way to threaten the riptide/buffmander/farseer on turn 1, so armies with better tools to close early on would really have given his setup trouble.
So any LOS blocking terrain would have to be REALLY big, as the revenant is quite tall (your old armorcast one I think is like half the height of the new one). I also know of no big GT atm that's even trying two pieces of LOS blocking terrain, though NOVA is considering it. What sort of army do you think could do better? I can't think of any.
My revenant is actually the same size or slightly taller than the forge world one. The forge world phantom (which is what I think you're picturing) is much taller, but it's also still slightly shorter than the Armorcast one. Every table I've played on in 6th ed has less terrain than what the rulebook would typically require on average for a board, it's certainly something to look into.
All in all, I would say I had fun. I still had units in reserves or I wouldn't have been tabled. Matt, how do you think a 3k would go if both sides could have 1-2 super heavies if they chose, or cooler units kitted out to deal with those things? I don't think it would take 7 hours to play one of those. I think what we consider "normal" 40k is just evolving.
Well, I'm glad you had fun. For me, there was little opportunity for the sort tactics and strategy I enjoy....just shooting fish in a barrel, really. I don't understand your obsession with 3k battles....if you like those, you should probably play apocalypse. Maybe a super-heavy makes more sense at those points levels, that wouldn't surprise me.....but I have no interest in playing 3k games, at least not routinely.
I suggest tying one at 3k. I played one yesterday, took about as much time as an 1850 and we got through 5 turns. It just adds another layer of things you might have to deal with (like flyers). I think it's important to remember that none of the units good at killing super heavies are bad at killing non-super heavy units either, you've just got more points to play around with when figuring out the best way to do it.
The game would still revolve around the super-heavy. The game might last longer (the more points, the more time it takes to table) but the D weapons are still going to be removing very expensive units, the attributes of which -- their toughness, their cover, their wounds, etc -- now no longer really matter. More points means you might have a better chance to kill the super-heavy, but it's still going to kill most of the important stuff before it dies.
And the same can't be said of screamerstar, broadside units with missile teams, seerstar, necron bakery, ripstars, armies that just have 4 riptides, serpent spam, etc?
Really, no matter how you slice it, the superheavy takes away a huge amount of the tactics and strategy of 40k. They make a huge amount of factors usually present in a game -- the abilities of units, your movement, where you positioned them, whether they're in cover, or not, etc, completely irrelevant.
People said the same thing about flyers. If you brought 3, people said you were just shooting fish in a barrel with your nigh-unkillable units. Super heavies are actually EASIER for many armies to deal with than someone running 5-7 flyers (not that I think it's good to run that many flyers, it's just an example of the hysteria from the start of 6th that continues to this day in many playgroups).
Rob you seem to want to play Escalation at 3k (which to me, sounds no different than apocalypse). OK? Then you should find like-minded people who want to do that. I don't have much interest in it, though, and I think it's clear it has no place in tournaments. (beyond "galdiator" style tournaments, charity events where you can buy re-rolls, things like that)
I don't think any of those things are clear. I think there are plenty of things the list you brought against me is weak against and I don't know what tactics you felt like you were missing out on. I brought the models I had available, I feel like if you'd had 900 more points of Tau the result would have probably been about the same. The D weapons were just resolved much quicker than skyrays or broadside units with missile teams or a ripstar splitting fire or whatever else.