But they're not on the field. I don't win games because my Slann has an option to take Cupped Hands, I win games because he does take Cupped Hands.
A Lizardman army where Saurus can't use spears is worse than a Lizardman army where Saurus have the option of using spears.
But a Lizardman army that cannot take spears and a Lizardman army that can take spears but chose not to are exactly the same, and should cost the same.
If we ran simulations of 50,000 games or something, the spear-capable Lizardman army would win more often.
Not if the spears are worth the price of the upgrade, or the combat effectiveness of spears is equal to the default hand weapons.
Getting rid of all the nonsense about charging for options, and just focusing making options either power neutral or priced at the cost of the power upgrade is far better game design.
Yes. That's exactly the point and what I've been saying. My emphasis added.
Yes, because he can use those other languages. But in the field, with the army picked, the Chaos Warriors can't switch from Halberds to
HW & Shield. The option that was valuable in the list building section is now worthless on the field.
So the actual comparison is to a guy who could have learned other programming languages, but didn't.
There are 2 places where units are priced. DURING a game and in the book itself. Buying a weapon/item/option obviously has a direct cost. But the options of more affects the static cost of the unit, even if you don't use it. A unit that has a 100pt magic item limit vs. a 50pt limit is more valuable even if you don't use that 50pts. By your logic if it wasn't more valuable, you could give every hero a 100pt magic limit and the only thing that matters is what they actually purchase. Hell, give them a 250pt limit. That's clearly not the case. The option of having that expanded list is valuable in and of itself.
The point of magic limits on characters is not one of power balance, but one of plausible armies - it'd be stupid if every character came to the field carrying ancient and rare artifacts.
In terms of power balance, then the point is it doesn't matter, provided gear is properly priced.
It's sucky.
Sorry to hear that :(
But they are. They are available all over the world at the very same second by any number of other players. They are even available to the same player in the next game.
But not in the game he is actually playing. Which is the only one that has to balanced.
They don't do that anymore, however.
They do do that. Go read the latest army book, it's called Empire. There you'll see State troops with identical stats. Halberdiers and Spearmen are identical except for the halberds and spears. Crossbowmen and Handgunners are identical except for the weapon of choice (and option to give the Handgunners a Hochland Long Rifle).
And whether they do it or not, the point remains clear. Having a single unit with two, three, or nine weapon choices is exactly the same thing as having two, three or nine units listed in the book. They're both kinds of flexibility given to the player in the army design phase.
And demanding that an army pay a premium for an option not taken, either in terms of an alternate weapon load out, or as an alternate unit, is just bad game design.
They did kind of in the past and you'll still see some units like that. Ironguts are just Bulls with GW and HA and the option of a banner. And they are incredibly more expensive.
You've gotten yourself confused. By your argument both units should be more expensive, because Bulls have the option of being Ironguts, and so should they should pay for that.
Part of the reason all those troops exist that are only fractionally different is because people have vast legacy armies around them and they aren't going to exclude them from the new rules. But yeah, when I see them and they are 5% different, that's pretty nonsensical. They could simply be one unit with options. But they don't exist because of balance reasons. If they were starting Empire from scratch, it would probably be just one unit.
You're confusing formatting with the practical armies that can actually be put onto the field. Whether it's three units or one unit with three options, the options you can put onto the field are the same.
And making someone to pay more points because instead of Halberdiers he could have taken Spearmen makes as much sense as making someone pay more points because he could have, but didn't, pay to upgrade his Foot Knights to wield great weapons.
Automatically Appended Next Post: Warpsolution wrote:I'm going to agree with Sebster on this part. I don't think a unit of Chaos Warriors with halberds and the mark of Khorne should cost more because they could have taken shields and the mark of Tzeentch; you've got S5 guys with Frenzy, not guys with a 3+/5+. Their potential influences how good the army could be, not how good it is.
I'll take Sebster's example further: if I made Stormvermin an upgrade to Clanrats, would Clanrats need to cost more to reflect this flexibility? I don't think so. You're either paying for the upgrade, or you're not.
The job and shotgun examples are referring to the potential that those entities offer you "in-game". Your shotgun is not like a Chaos Warrior who could get a halberd, it's like a Warrior who actually has one. The gun that could be brought back to the shop and upgraded didn't cost more because of that potential to be upgraded, the upgrade has its own cost.
Thankyou. That made my point perfectly.
And I really do think option 2 as listed by you itself holds up perfectly. The only reason options are seen as absolutely good is because in most cases they're way undercosted (charge a hefty price per model for marks and they'll quickly be seen as a neutral thing that you can take, or just as easily leave off the list).
The major reason options are undercosted is because the base level units are generally way overcosted (due to the faulty reasoning that the existance of options should be paid for). To balance this you get options that are simply far too cheap for what they do. Slann are the classic example - a Slann with his single, free upgrade choice is far too pricy for what you get, but the power increase you get from 3 more choices is worth way more than 150 points.
Now, pricing is never going to be absolutely accurate, and as such more options will always have a positive value to the player, but trying to control that by charging a premium for the base level unit causes more problems than it solves. It just makes the default unit too expensive, and therefore never taken.
The answer I think lies in the rather clever argument you put forward - to consider one army's flexibility in one place a unique advantage to them, that should be offset not with a points increase, but by their limited options elsewhere. So Chaos Warriors have the flexibility of all those possible unit upgrades, but they have very limited shooting options. You may get a massive number of options for your Slann, but you're also limited to one type of genuinely effective infantry, and those units have no access to
GWs. The Empire gets a wide range of troop choices and can field something in every category, but nothing it has is truly elite.