No prob, glad to be of help.
From your description I feel there is a bunch of factors in your meta that contribute to making the games less fun that are more related to the group than the game itself.
1) Gyroscopes are an opportunity cost because you're spending one of your four custom traits on them instead of using another possibly powerful trait or existing legio rule. It doesn't directly add to your firepower, it just makes it a bit easier to do something you could already do with proper positioning. It means it's safer to go full Warlords because you aren't as easy to dodge, naturally, because that's what they are there for, but that's it.
2) If you repeatedly have games where people sit in the corners and somehow still see something, why hasn't the terrain setup been altered? Is this a people problem, like do those Warlord players insist on not having terrain or something? If all players are considerate of each other, when such a drop in fun or tactical considerations happens it should be trivially easy to fix by changing up how you set your tables. Examples follow.
3) Why is the Bombardment banned? Because those Warlord players don't like it when they's have to actually react to the game state instead of winning by default? If it's about how it is unfair that you can just fire it off in the Shooting phase to prevent one of their engines from working, well guess what, that's why it was
FAQ'd to be employed in Strategy phase instead so they can react to it by moving like normal people. (
FAQ is here in case you haven't read it:
https://www.warhammer-community.com/faqs/#the-horus-heresy)
4) If the games feel stale because there is always a wall of Warlords blasting away, maybe try smaller games? In my experience, the best games are either huge megabattles for funsies or sharper, tight games between 1250-1750 points. Just like it has been sad to see
40k tournaments shift from 1500 to 2000 points as the norm so that people can bring everything intead of forcing decisions, I prefer the 1750 mark for
AT so you have an actual decision of bringing one heavy or two light maniples and are not trivially capable of covering all holes in your plans from the get go.
5) If the games feel stale because the opposing side does nothing but sit and shoot, maybe ask them to try some of the other objectives instead? Like I said before, the math gets way too much in E&D's favour when the points go above 1500 points that either both players or neither one should have it.
6) Maybe try the narrative scenarios for a change? I've played plenty of those and enjoyed the heck out of it.
Now, coming back to the point on terrain... get more. Drown the table with it in some games, use less in some, have features that vary in effect. Forcing maneuver and decisions, allowing for surprise attacks through destroyed parts and so on is among the best features of the game. The mileu should always, always be the third army in a war game. This is something
GW as a company has struggled massively with for the last decade or so, both because of their desire to push expensive plastic on consumers and because many of their staff are simply not keyed into the mindset of a tight game. They did a halfarsed article on terrain density on WarCom a while back, but that was laughably detached from the needs of reality. Most events I've been to or seen online have also usually been on the sparser side unless they've used very dense urban environments with high rise buildings (often cardboard skyscrapers from Dropzone Commander sets).
Some example tables I've set up (a couple were for Epic Armageddon, but similar enough):
Notice the large cliff that towers over the titans circling it, dividing the table into two main routes? Cheap as chips to produce too.
Using hills and steps to raise your buildings can easily add dimensions to your table.
Using swamps, acid pools and other features that hamper movement can direct the flow of battle while using lots of shrubs, woods or other plant based scenery can offer most of the table -2 to hit unless the participants decide to force it into the open. We've been running those bushes as not-Difficult but obscuring, as an example.
The table itself doesn't have to be flat either, here our megabattle had almost a Reaver's worth of height difference between some parts of the table in combination with many features mentioned above.
The same is visible here, though this time because we played on a pile of cardboard boxes that didn't rank up neatly
And some more:
Just to stress the point, everything seen above is MODERATE terrain that offers some full
LoS block and lots of -2's and -1's to hit. You could very well play on a denser urban sprawl full of buildings taller than Warlords and that would be a-OK.
As for some more game tips: if you're worried about Command tests, remember that squadrons can take the same Order with a single roll and it gets easier the more engines you have. Three Warhounds would all Full Stride on a one roll of 3+, as an example (squadrons give a +1 to the roll for each model after the first), there are stratagems and legio traits that can make such moves more reliable if you see a need to lean into it. With custom legios, using Vanguard Fighters or Motive Mastery is also a possibility and so on. Sharing shields and using Voids to Full! rules for 2+ saves in a pinch every now and then can make Warhounds surprisingly resilient against the early salvos. Remember, it matters not if you're running hot and burning in places when you reach them, as long as you still reach them and can bring back the pain. Sometimes running red and exploding in their rear on purpose is the right thing to do.
Go get 'em!
Automatically Appended Next Post: Another thing that springs to mind is also using tricks like Vox Blackout, Vox Scream, Vulpa's Razor Tongue, Sabotage and other similar tricks to disrupt or outright deny the opposing side's small model count army their all-important First Fire orders, which will increase your ability to hold shields up tremendously in combination with the added terrain already cutting down some of the incoming fire.