Unit1126PLL wrote:Superheavies have been damage-able in the past and they weren't anymore 'balanced' for regular games.
Sure they were. In fact, 4th edition superheavies were arguably too
weak to be viable. 5th edition Apocalypse-era superheavies were better, but being able to lose the main gun (for a turn, or permanently) to a single glancing hit was a huge liability.
I mean heck, how does the superheavy company compete with the all-aircraft army?
It puts a model on the table and automatically wins at the end of the first turn?
And yes, it does. Both sides go into the game knowing what to expect - the side with the human wave army expects to lose, and that's fine with them. Conversely, if I'm playing against drop melta spam, I can safely expect my baneblade company to lose. And that's fine with me, too.
That's not negotiation, it's expecting to lose. Obviously you can play whatever you like without any problems if you have people who are fine with getting wiped off the table without any hope of winning. But most people don't enjoy that, especially as more than a one-time "ok, I'll let you use your auto-win combo once so we can see how stupid it is".
Also, in your system, how are superheavies any different than regular tanks except 'bigguh'
Why do they
need to be different? A Malcador and a
LRBT aren't vastly different units, one is just a bit bigger than the other.
40k's rules bloat where every unit is a special snowflake with a page full of special rules is
bad design.