Thanks for the compliment.
I was a bit surprised Zif didn't decide to go after my artillery, to be honest with you. He got first turn, and that's definitely what I would have done in his case. I did an OK job of shielding the artillery on my end, but I don't think it was a good enough cover-up to justify not trying to give yourself an edge in the gun war - 4 Demigryphs is still a very functional unit.
Yeah, I could (and maybe should) have gone after the HBVG, but I guess I was a bit tempted to go for the home run. Given my positioning, I don't expect that gun to have any real impact on the game for at least one more turn if I ignore it, and the potential impact if the War Altar or the Arch Lector (or even both) bit the dust outweight the lower chances of it happening. You can definitely go either way on that though.
Going forward, I think the top priorities are to get rid of that last cannon to have true ranged supremacy, then neutralize the HBVGs (be it by blowing them up or by getting into combat), and maybe sniping that pesky Wizard with a combination of my Witch Hunter and some magic missiles. I'm not terribly worried about his blocks right now (Greatswords will take forever to get through a Steam Tank with 12 guys in contact wounding on 5+ and allowing 3+ armor - plus the Tank grinding and steaming them, and Demigryphs can take Halberds any day of the week), so he can do pretty much whatever he wants with those. I would also like to eliminate the Hurricanum if I get the chance, though - it evens out the magic phase and gives me even more points.