alansa wrote:
(...)
I'd have to agree with meph though - it's largely academic - I do not believe this community is capable of messing with such fundamental rules in any meaningful way. It doesn't have the energy to deal with the implications.
(...)
I think this community is starting to entrench in its habits. I certainly think it DOES have all the necessary energy to test out such a change. Currently, what we see is each player making his own list because he's dissatisfied with this or that. I'm sure this energy could be focused on the game itself if we can get to discuss this openly.
I think it's time we have a look at some of the problems that are systemic (like this one, or possibly the air rules for example), and solve them at the root. I am more optimistic than you considering the Epic community. I'm sure there is enough energy.
The will to change stuff and touch anything official might be lacking (As "official" is about the same as "holy" when talking about GW rules for most players, even veterans adult ones), but maybe this can be shaken up. I think that it AT LEAST warrant a good discussion.
There are other examples of stuff that could (I actually think "should") be solved at the root. One thing that buggers me is the number of special rules in the lists. Some of them could probably be made "generic" and included in the core. The Bloodlust special rule (or "frenzy" maybe, I'm not sure about the name finally chosen), made generic, to be used in the Blood angel and the world eater list initially, is a perfect example. But given the amount of lists, core, Net E:A, and fan made, I'm sure it would be quite productive to get some convergence on such issues.
Considering that the game is abandoned by GW anyway, and that some issues with the rules cropped up with the years (as it should be expected really, there are always exploit and bugs that only become apparent with a lot of time), refusal to fix anything in the rule is essentially denial IMO.
alansa wrote:
Also I'll repeat that pass activations can't claim objectives - can't fight and kill. So a real activation is always going to be better than a pass. Get a Warlord and a pass? or 3 Warhounds?
(...)
I don't have an issue with being able to out-activate your opponent, or gaining some more flexibility by using mainly small formations. So actually, 3 warhound out activating a warlord isn't a bad thing IMHO. But the cost of the warhound should probably be higher (300Pts a piece for singletons probably), and the goal of such a rule would be to compensate for *some* of the disadvantage of fielding large units.
The rules strongly favour small formations; the durability gained by large formations is partially nullified by the assault mechanisms already (clipping assault, hack downs).
While an IG army fielding an arty company AND a tank company should be less flexible than an army made of say, tactical detachments, in the current state of the game the bias is much too strong. I don't think, however, as you seem to imply, that we would need a rule making a 6 activation army and a 12 activation army work in the same way.
But a mechanism providing some "activation skip" would help to compensate the over-focus on activation count, while style keeping the play style distinct.
Making larger formation viable would in fact open up the game quite a lot; I think it's the best thing that could happen to E:A right now.
The lists of the tournament players are horribly similar, the rules are forcing the unit selections, and upgrades are limited to a few characters or AA for fear of loosing on activations. This mechanisms is blending out the ways to build a list, and the ways to play via this effect.
While I think the activation system is one of the best core mechanics available, this effect is obviously a flaw and
should get fixed.