Hah, thank you.
So, what are our
strengths.
A) Our doctrine is dynamic, we can adapt and adjust our strategies as new insights are incorporated and exploit vulnerabilities as they are identified.
B) We have access to Reliable Psychic Support, because our Psyker training program isn't complete ass even if we don't necessarily have as many Choirs as we'd like.
C) We make excellent use of technological support to punch above our weight class.
What are our
weaknesses
A) We actually give a damn about the welfare of our citizens and people on a whole. In reality, this isn't a weakness, but it does mean that we're not going to spill blood by the rivers for a rock nobody actually needs just because our pride demands it. Our Morale just isn't going to reach the same level of disregard for your own well being that most of the other dangerous factions have as a result.
B) We're loss sensitive, we simply cannot and will not accept the same insane loss rates that other factions can tolerate. Losing sixty or so Thules in a single pitched battle was a tragedy, even if we can hypothetically replace them, it'll take time.
C) We don't actually seem to have Singular Superheroes that you can drop in and they just turn the tide because nothing can stop them, which when coupled with our loss sensitivity and the fact we don't have insane degrees of morale, means we're actually vulnerable to those tactics being used on us.
In light of that breakdown, it seems our strengths are somewhere between the T'au Empire and the Craftworld Eldar. We have the right tools for the right job, and we can adapt over time, but we can't afford to get stuck in a meat grinder because we can't actually sustain that level of blind hatred indefinitely. We also don't really have much in the way of a response to Supercombattants showing up--though with any luck, that's a problem that will be resolved as we spin up--and fortunately, we don't really have any neighbors who do either, except debatably Chaos (And there's limits on how much they can meddle, with the Fried Chicken being a weird anomaly in how easily he could play footsie with the Veil)
So, our
weakness currently is the Infantry--we're not well suited to fighting battles of attrition, because we actually give a shit about our people. We can stiffen their spine and reduce their losses, but it's fundamentally not something we're going to be good at simply by dint of not having the same degree of momentum to lean on. It's an option, but it's probably not a great one in light of that. Artillery kind of falls into the same trap, it's a logistics game and by the time we have the manpower and material to beat others at it, we're already in a winning position.
Our
Strength are in our mechanized units. Our ability to identify soft spots and attack them with the right tools at the right time. March of the Machines excels at spearhead strikes, Bastard's Cadence plays most nicely with our current ground doctrine and leans into our other assets, while Thunder of the Sisters leans in the absurd quality of our strike craft to make them deadlier still.
However, "Airstrikes" from above aren't really the coolest thing except as punctuation for someone else's deeds, so it seems to come down to "March of the Machines" vs "Bastard's Cadence".
In which case... Well, Bastard's Cadence feels like the way to go. It most heavily takes advantage of our highly mechanized army. It allows us to mitigate our reduced numbers by being able to reliably concentrate force and take advantage of the more top heavy paradigms out there, and it's also really fucking cool to have a bunch of cooldudes in a battle bus driving around and doing Heroic Things with their Battle Bus Buddy.
Is this the kind of analysis you'd prefer
@HeroCooky ?