Vaaish wrote:
You and Ginger say the Avenger is OTT, but I challenge you to prove it. Play with it, see how it performs and then come back here and show that my playtests are an anomaly.
@ginger: The only thing I'd be willing to do with the Avenger is drop the AA shots on the Lascannons. The Skitarii list has a fair number of options for ground AA and removing most of the Avenger AA sets it up more for CAS near the ground AA bubbles which seems fitting. However, I challenge you to provide playtests using the Avenger. See if putting it on the table sways your mind.
Ha, therein lies the rub Vaaish old chum - when we present a bat-rep and say that XYZ is overpowered, by what percentage is it overpowered - how is this measured? At best this is a very subjective judgement.
The problem is that when most people say that XYZ
'felt' overpowered (or more usually didn't feel overpowered), there are a lot of other factors that will have affected the results of the game, from the number of formations and counter-formations, to the strategy and tactics, terrain coverage and of course the dice. Consequently our bat-reps are usually very subjective, and even hard facts like the number of enemy units killed or their value are really only pointers under the particular circumstances of that game. Even long-term data gathering like the E-UK tournament Championship results are skewed by the skill and experience of the different people playing, so at best these only give an indicator of how the list is playing against other armies.
Moreover, my concern is to keep the air-game at a level where it has limited impact on the E:A game as a whole while the various lists are constantly evolving. The point is that even minor changes to aircraft or formations can result in a major impact in E:A. Currently E:A game is great fun. Yes there are certain strategies and tactics adopted by different armies that are stronger than others and the air-game is part of this mix, but it does not dominate E:A as a whole. I am very keen to avoid the situations where two players set up their armies, and the game is effectively decided by the dice throw to see who goes first. This can and does happen very occasionally now (eg. Rug's tournament game that lasted 15mins, which was a direct result of the air-game) - but these situations are rare.
Please don't get me wrong, I am not dismissing 'playtesting'. It is a very important part of the process, but IMO it can only serve to confirm whether a list matches the design intentions. Basically, like the lobster in a pot of cold water on a cooker, we cannot tell when things are going wrong until it is too late, so IMO we need to work to agreed limitations rather than trying to ‘push the envelope’ until things break . The other issue here is that it is a whole lot harder to decrease the power / increase the cost of a unit or formation than to boost it in some way. Consequently all designs should start off weaker so that there is room for improvement, which is why I respectfully request the Avenger (and other A/c) be toned down.
That said, I agree that the AMB is not far off in power, but IMO it would be better to start at 2x AP4+ / AT6+ with the formation of two A/c for 225. If you want the AMB to be 2x AP3+ / AT5+, then the cost probably ought to be 300 per formation of two aircraft. A final deciding factor here might be the availability of these formations and their impact (in the ‘fluff’).