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AoS Balancing Thread @ 2019/03/07 23:09:54


Post by: Future War Cultist


I’m spinning this topic off from the main discussion thread because I think it warrants its own thread. So, balancing AoS...how do we do it? And what do we even mean by balance?

I suppose I’m talking about both external balance (faction v faction) and internal balance (different builds within a faction). I want any faction within this game to stand a reasonable chance of defeating another in matched play. No one should suffer an inheriantly weak force that’s doomed to failure before the first unit is even deployed. It’s not right. And as for the second point, every faction should have multiple viable builds. Every unit deserves a decent look in.

Personally I would start by looking at the top three most powerful factions and seeing what makes them so powerful in the first place, then I’d look at the three weakest factions and see what they need. For the top three; I suppose that would be FEC, DoK and...who? The bottom three; Ironjawz, Beastclaw Raiders and KO. Definitely KO.

Also, I’m not really one for nerfing things. I’ve been on the receiving end of nerfing, and it sucks. I’d rather balance out things by increasing the power of underperforming units, whilst adjusting the prices of overpowered ones. Price adjustments are a key part of this I think.

So, what do you guys think?


AoS Balancing Thread @ 2019/03/07 23:15:20


Post by: auticus


You examine the points, and you adjust them accordingly. Just like the community comps did before GHB, and in those days every faction was viable because we did it that way.

First you establish your baseline. For me when I did Azyr that was calculating a selection's average offensive output (expected wounds vs every save in the game) and their average defensive capability (how many wounds they really had before dying, taking saves vs all the rends and mortal wounds into account) to get a baseline score.

Then you sort every unit by that score. Then you have range bands and from those range bands you come up with points costs.

I treated heroes separately because they are force multipliers in many cases so you couldn't just look at their offense and defense, you had to look at how much of a multiplier they were.

At that point you have a bell curve and a standardized baseline to work with and you tweak here and there as needed.

Since I upkept Azyr I have kept up with the current models and the bell curve was shattered a few times. Lately by the FEC book.

The goblin book largely fell within the bell curve so was mathematically pretty balanced overall.

The FEC book has builds that shifted the entire bell to be more narrow which made a lot more builds useless.

A side effect of the FEC book was that things like evocators suddenly fell into the bell curve instead of being broken over the bell curve.

However there is a huge amount of units that are never going to be seen because the bell curve is currently so narrow and quite frankly extreme.

From there you can look at factions overall and get their average outputs and defense and see what factions are hurting and those need boosts on their scrolls mostly. Points can only fix so much.




Automatically Appended Next Post:
Last on summoning, if the community and designers are going to insist on this vapid direction of free summoning, then all armies need some form of free summoning and all factions should be comparable at it. Otherwise it can in the non tournament sense swing far too much over to the summoning side.

Yes from a tournament powergamer sense its not that big a deal because as a powergamer, one will be maxing out damage outputs and the summoning is a form of buffing up your defensive stats to overcome the min/max output of the offensive score of the powergamer's min/max build.

From a casual / campaign stance, either min/max output or summoning are busting the game.

At least give all factions equal tools. Let them max out output or max out summoning. Don't give us garbage factions that can't do either and just lose by virtue of showing up.

Thats inexcusable.


AoS Balancing Thread @ 2019/03/07 23:46:08


Post by: Wayniac


Well firstly I think balance means many things to many people, but to me it's the idea that:

A) Every faction can, in theory, and with an equal setup, do well against any other faction; i.e. there is no case where a faction "auto loses" against another faction simply because they lack the tools to deal with something.

B) In a faction itself, every unit should have a viable role and potential synergies that give it a reason to be used; i.e. there should never be a case where Unit B does the same thing as Unit A but better/cheaper, thereby invalidating Unit A. A player should never feel "punished" for liking Unit A over Unit B and there should be ways they can make Unit A operate well enough for it to not reduce their chance of winning a game *only* because they didn't take Unit B.

This doesn't mean that there won't be units that are slightly better or slightly worse, but it's always a choice that you can make work. Even if Unit A isn't as good as Unit B there needs to be options that you can take with Unit A that will make up for it (for example, if you take this character model and this other unit, either of which could also not be great on their own, the synergy between them and Unit A will make Unit A a viable choice)

Now, I don't think Warhammer *CAN* be balanced, because the design team (despite seemingly being made up of UK tournament players who should be wanting balance) have no desire to actually follow A or B above. I'm not sure if this is intentional or due to tight deadlines placed on them by sales and marketing (which, let's be honest here, still drive the company. And no, before anyone brings it up this is not because "they're a business and need to make money" this goes far beyond that) or simply because they have no desire to actually play a balanced game, but it's clear that Warhammer has never and will never care about A or B.

Warhammer players, perhaps more so than players of any other wargame, see to want almost 100% of the "skill" to be in list building and finding that broken combo or insane synergy that lets you just completely crush your opponent. Whether this is picking undercosted units so that your 2000 point list behaves like 3000 points or blatant min-maxing like stacking buffs to get some insane ability (pre-Wrath and Rapture Bloodletter Bomb springs to mind where it was something like you could do mortal wounds on a 3+ with the right buffs), Warhammer players and apparently the designers themselves seem to find nothing wrong with having "must take" and "never take" choices or having choices that completely invalidate other choices within the same book They are okay with combos that can make entire factions nonviable for play because they have no way to deal with them.

That's bad design, but without a fundamental shift in how GW writes rules (which we have been waiting almost 30 years for it to happen), there's no possible way that Warhammer can be balanced because there's no desire to. The crazy combos and units that are just better than other ones and emphasis on winning the game before it begins with an "uber list" are too prevalent across the player base and the design team.

This is why I point to a game like Warmachine MK2 as a good example of this, although it had some issues. There were very few units that were really "bad". Almost everything had *some* way to become viable or even good, you just had to put a certain level of effort into building the right synergies. But there was almost never a case like you see in Warhammer where someone would ask "I like Unit X, how do I make it work" and the answer was "You don't. Take Unit Y instead." You almost always had a way to make Unit X work decently enough for the majority of play (except for major tournaments) if you took things that worked with it.


AoS Balancing Thread @ 2019/03/08 08:29:50


Post by: lord_blackfang


The real core issue here is that GW games gameplay is so shallow that list building is rarely more involved than just finding stuff with the best damage output/soak ratio for the points. When that is your only consideration, of course there will be a most efficient unit.

One half of the problem is the unified way units are treated, where there's little functional difference between a dragon and a mob of grots of equal points. They're going to deal similar damage, soak similar damage and degrade at a similar rate no matter what you hit them with. About the only other factor in a unit's statline is speed, which feeds into the second half of the problem:

All the scenarios are about standing on points and preventing your enemy from standing on points. This feeds back into damage/soak being the only meaningful measure of a unit after the initial scramble to reach those points, which is usually decided by who goes first.

Bottm line, the game has no battlefield roles besides "be killy" and "be tanky". If you needed different types of units to accomplish different things then there would be a bigger requirement to make a varied, yet coherent, army list, rather than just taking the most undercosted unit since they all do the same thing anyway.


AoS Balancing Thread @ 2019/03/08 08:51:18


Post by: Eldarsif


All the scenarios are about standing on points and preventing your enemy from standing on points.


You don't always have to stand on points in Age of Sigmar after you claim it. Depends on the mission. Very often you can claim an objective and then move out from it to both defend from incoming forces or attack other objectives.


Automatically Appended Next Post:
Bottm line, the game has no battlefield roles besides "be killy" and "be tanky". If you needed different types of units to accomplish different things then there would be a bigger requirement to make a varied, yet coherent, army list, rather than just taking the most undercosted unit since they all do the same thing anyway.


You also need mobility. That is a role in itself. You really don't take Khinerai for their damage output, but you do take them for the mobility and deep-strike ability.


Automatically Appended Next Post:
Don't give us garbage factions that can't do either and just lose by virtue of showing up.


I assume you are referring Kharadron Overlords. Many of the older tomes are losing out on old design principles and KO probably suffer the most there. The big problem GW has always had is that when they go on a release schedule they often take years to finish their cycle and in that time designers may get new ideas, new ambitions, or get new writers, and this always creates a mismatch between factions. It's also why some people like the index idea of Warhammer 40k as it is one time where it appeared GW approached all factions at the same time.


Automatically Appended Next Post:
Last on summoning, if the community and designers are going to insist on this vapid direction of free summoning, then all armies need some form of free summoning and all factions should be comparable at it


Summoning is weird and I feel it was a mistake for GW to approach summoning like this. Free points means armies must be balanced with those "free" points in mind which in turn makes summoning a requirement for a matched army. It's an approach that kinda locks factions into very singular approaches.


AoS Balancing Thread @ 2019/03/08 11:02:55


Post by: Jackal90


I think summoning as a whole causes potentially the most balance changes.

We've had free, reserving points for it, summoning that Is "not summoning" etc.
Then, only certain armies can summon and all to a differing degree.

It's always been a core part of the game and mostly with the old undead, so it's really not going to go anywhere any time soon.
The issue is, it's a huge aspect of the game that causes endless balance issues.

The original free summoning was just a mess.
The second someone took Nagash you knew that by turn 3 the army you were fighting, despite damaging it is now 3 times larger than at the start.

I personally liked the idea of having to reserve points to summon.
It allowed some flexibility in an army and made it different.

This however all died when we got summoning that wasn't counted as summoning.
This meant some armies were returning dead models endlessly while some had to use points and other just simply couldn't do either.



Now I understand there are alot of rules issues, but I feel summoning is potentially the biggest for causing imbalance.
I'd like to see the reserve points system again and none of the free crap.
All the time summoning is free, it will simply be abused and push up the power level of that army.


AoS Balancing Thread @ 2019/03/08 12:22:31


Post by: auticus


The summoning in whfb is about 1/10th of what AOS summoning is.

Summoning in whfb could be dispelled. AOS summoning cannot be stopped at all.

Summoning in whfb scaled up with difficulty. You were adding d6, 2d6, or 3d6 models but to cast those spells they got progressively harder to cast.

AOS summoning you get full strength units or bring back entire dead units at full strength. By drawing air into your lungs and stating you are going to do it.

Summoning is indeed one of the biggest issues in today's game as far as balance is concerned. Apparently not at the powergamer tournament level, but definitely in the casual for fun campaign level.


Automatically Appended Next Post:
I assume you are referring Kharadron Overlords


There are many factions that fall into that category. Khorne mortals fall into that as well and their book is not super old. Any faction that does not have a book is this.


AoS Balancing Thread @ 2019/03/08 12:46:26


Post by: Jackal90


auticus wrote:
The summoning in whfb is about 1/10th of what AOS summoning is.

Summoning in whfb could be dispelled. AOS summoning cannot be stopped at all.

Summoning in whfb scaled up with difficulty. You were adding d6, 2d6, or 3d6 models but to cast those spells they got progressively harder to cast.

AOS summoning you get full strength units or bring back entire dead units at full strength. By drawing air into your lungs and stating you are going to do it.

Summoning is indeed one of the biggest issues in today's game as far as balance is concerned. Apparently not at the powergamer tournament level, but definitely in the casual for fun campaign level.



Having it count as magic would go a long way.
As it's then able to be dispelled, it makes it alot harder to fire off 5 summons a turn or so.
But I agree, WHFB summoning was very minor in comparison and could easily be controlled.
AoS summoning has just gone to the point of insanity.
How can you balance something when it gives free points to an army and isn't available to all?


AoS Balancing Thread @ 2019/03/08 12:55:44


Post by: auticus


How can you balance something when it gives free points to an army and isn't available to all?


You don't. The populate myth is that GW has baked in extra points to these units to make them more expensive than they should be to make up for it.

But that is laughable. It is mathematically and objectively laughable. I can take say a FEC Adepticon army and get its overall score based on its average damage and average defensive ability, and compare that to my blood bound mortal army, or a beastman army, or a slaves of darkness army, or a bunch of any other army, and without summoning the two armies are still not in the same league really. Its somewhat playable but there's already a schism between the two scores. Now add FEC summoning into the mix and that score goes into the stratosphere. At that point in the playtesting cycle I would stop and say "hold on, this is not just a little bit OP, this is game breaking OP." As opposed to what GW does which is "ship it!" and the community goes "oh come on its not THAT bad, git gud!"

Some units indeed like horrors this is a true statement. And you will also notice no one takes them. Because for summoning to be used people have to feel its free or at a very low cost.

Now how it works at the powergamer level is that armies that aren't summoning also do hideous and obscene amounts of damage so they are killing a whole slew of models and the summoning player is basically trying to replace those.

So at that level "its not that bad".

A casual or for fun army is not going to have hideous and obscene amounts of damage, so the summoning is quickly oppressive and a game-ender.

If I were the one doing that ruleset there would be no free summoning on that level #1. It would be something you had to earn (kind of like blood tithe) and what you could summon would be very small utility units. Not free blood thirsters.

Recycling dead units would also come with a cost somewhere.

#2 because I would have the output list of every unit in the game in front of me, I would make it a mission to stick to the bell curve of output and also point things appropriately. There would be none of this spamming mortal wounds garbage.

Those two things by themselves would start reigning in the extreme ends of the system and by default bring factions on the other end of the spectrum (the garbage spectrum) into playability again.

OR

I would have my team write a book for every faction in the game that did not have current rules so that everyone was up to date and release that. If spamming mortal wounds and loads of free summoning is the hill that they want to die on, then fine. Give every faction the same ability in some fashion.

The staggered release that they do is definitely something they do to maximize their business, which I understand, but its also the #1 reason why their games are a joke in terms of balance and why you have to just accept chasing the meta around.


AoS Balancing Thread @ 2019/03/08 13:06:42


Post by: Eldarsif


There are many factions that fall into that category. Khorne mortals fall into that as well and their book is not super old. Any faction that does not have a book is this.


It's not super old, but it is 2 years old and belongs to an older edition, same as Kharadron. I've said it before but there is an evident design paradigm shift from Maggotkin and up. With factions that haven't gotten a book you can't really count them as they've never been properly addressed and can barely be considered legit factions at this point. For all we know these factions could be squatted any moment now.


Automatically Appended Next Post:
The staggered release that they do is definitely something they do to maximize their business


It is their approach as it allows them to meet quarterly earnings and whatnot. It's one of the imbalanced features of capitalism.

Personally I think they just need to move their entire thing to digital and charge subscription(like Azyr, but keep it full featured akin to a book). That way they can address things faster and just make a better game. FFG is kinda doing this already(except no subscription I think).


AoS Balancing Thread @ 2019/03/08 13:09:58


Post by: Jackal90


The staggering is a very good point.
By the time say book 12 is released, book 1 is severely under power by comparison.
I fear this will get worse the more they add factions aswell.
We have alot more books to come I'd say and this will only make that issue worse.

I think the core of it though is due to releases.
They want new models with these books, so design time plays a big part in it.
They don't have a dev team working on all armies at once so this will always be the case sadly.




On summoning, I'd like to see it costing points again.
Or, culled as you said so we aren't seeing a greater daemon pop up for free.
I'd also like to see points factored into units that can return dead models to make up for this, just as horrors have.


AoS Balancing Thread @ 2019/03/08 13:21:38


Post by: Wayniac


The issue with the staggering has existed forever, just back then it was you had to wait until a new edition and hope your book was on the schedule (see armies like Bretonnia, may they rest in peace, that had like what maybe 3 updates during their entire lifetime?).

But it is frustrating when the designers have a cool idea midway through, and never go back to retroactively apply it to older factions just add it to the new ones so the old ones get further and further behind and then you have to hope that they decide to update. Like how they are updating Blades of Khorne again to give them endless spells, but there are still battletomes from before even having army specific abilities that haven't even gotten a second book, let alone a third.


AoS Balancing Thread @ 2019/03/08 13:30:19


Post by: Eldarsif


But it is frustrating when the designers have a cool idea midway through, and never go back to retroactively apply it to older factions just add it to the new ones so the old ones get further and further behind and then you have to hope that they decide to update. Like how they are updating Blades of Khorne again to give them endless spells, but there are still battletomes from before even having army specific abilities that haven't even gotten a second book, let alone a third.


The question there is twofold: Do GW look at Blades of Khorne as an iconic army that needs a revisit, or are they just viewing it as a low-hanging fruit? Because if it is the latter they could be trying to organize something larger with other books in comparison whereas low-hanging fruits can be shot out to get a little money in the bank. Could also be that they consider Khorne such a large faction(because they were in the original starter) that they feel obligated to update it in fear of losing out all those who bought into AoS at original release.

Because of all the factions I think Destruction needs a lot of new units to bulk up their forces and if GW thinks the same they might want to make a bigger splash release out of it. We of course won't know until they do of course. I can't even remember many Destruction armies in the field except the new Gloomspites who got a large release.

There is also the thing we've all wondered(and feared) which is whether they want to continue certain armies or not due to how they want to build their AoS landscape. Greenskinz are currently out so one has to wonder who might be next.


AoS Balancing Thread @ 2019/03/08 13:37:49


Post by: Wayniac


On that last note, I suspect they have backtracked from having loads of tiny factions and we'll see more combined. Like I fully expect to see the remaining (A)elves rolled up into one, maybe with a Light/Dark style tome split. It's a possibility BCR will be rolled back into Ogor Kingdoms with Gutbusters. Duardin is likely as well, maybe incorporating Fyreslayers (but maybe not).


AoS Balancing Thread @ 2019/03/08 13:54:46


Post by: auticus


Now here is how I have addressed these balance issues in my campaigns, which are public events. I have 24-30 players in my campaigns on the regular, and while I have to combat the TFG powergamer guys that don't believe you should ever tone down, my numbers stay high BECAUSE I'm giving attention to something other than LVO or Adepticon power lists.

I don't like having to say "you can't do that". I don't like saying "you can't take those things in your army". So instead of saying no, I try to say "thats fine", and then have scenarios that enforce balance instead.

So I have implemented the sudden death system, which is part of the core rules actually so is not a house rule. I'm taking an existing rule and using it in my scenarios.

For my scenarios, if you at anytime summon or recycle or gain free units that exceed 25% of the game point value (500 points in 2000 points) your opponent gets a sudden death victory condition from the core rules.

If at any time you push out 20 or more mortal wounds in one turn, your opponent gets a sudden death victory condition from the core rules.

If at any time a player has a sudden death victory condition AND THEN also summons 500 or more points or does 20 or more mortal wounds, they lose the sudden death condition.

What this does is at least give players playing a book or faction that is garbage a fighting chance to win scenarios.

Now this has in my powergamer meta about a 75% approval rating. About a quarter of the players that play AOS hate this because they feel I'm invalidating their power army and they don't feel that should ever happen, but I'm ok with that because it does make the lists in our campaigns more diverse and people have honestly had a lot more fun with it, without pushing house rules (I don't see playing narrative style mode to play incorporating existing rules structures in the core rulebook like sudden death as house ruling, its just not pure matched play which my events are not anyway)


AoS Balancing Thread @ 2019/03/08 14:04:52


Post by: Wayniac


As far as balance itself goes I really think it would require a fundamental change in mindset from GW which will never happen (it's had 30 years to happen and really never did already).

They just aren't interested in it. Why I couldn't say. Whether it's sales based or just ignorant/incompetent or the idea that it actually makes the game more interesting I don't know but it's as much a part of Warhammer as anything else.


AoS Balancing Thread @ 2019/03/08 14:10:37


Post by: auticus


No they, and the people that love AOS and 40k, are not really interested or care about balance. However if you care about balance, you're going to have to take some matters into your own hands, so this is a good discussion on how to do that.



AoS Balancing Thread @ 2019/03/08 14:42:40


Post by: Eldarsif


Ultimately I'd just like to see summoning reigned in a bit and certain things(like Endless spells) banned/limited under certain point costs. I have seen some brutal battles where one player wins the game on the first round because of wonky Endless Spells on the first round. We have an escalation league that only allowed certain things on a higher point level, but even then we had issues with some of the things at 1000 points.


AoS Balancing Thread @ 2019/03/08 14:49:33


Post by: Wayniac


 Eldarsif wrote:
Ultimately I'd just like to see summoning reigned in a bit and certain things(like Endless spells) banned/limited under certain point costs. I have seen some brutal battles where one player wins the game on the first round because of wonky Endless Spells on the first round. We have an escalation league that only allowed certain things on a higher point level, but even then we had issues with some of the things at 1000 points.


Well, part of the issue with summoning is that before when it cost points it was useless and you never really saw it.

What might work is allow you to recycle but not create new. So if you had a unit destroyed you could summon to bring it back, but not add points to your list over the cap. People would still complain, but I don't think it would be quite as broken.


AoS Balancing Thread @ 2019/03/08 14:49:54


Post by: auticus


Yeah scale has always been something of a joke. The game is pretty much written for 2000 points. Deviation from that brings problems.



AoS Balancing Thread @ 2019/03/08 14:51:03


Post by: DarkBlack


Future War Cultist wrote:I suppose I’m talking about both external balance (faction v faction) and internal balance (different builds within a faction). I want any faction within this game to stand a reasonable chance of defeating another in matched play. No one should suffer an inheriantly weak force that’s doomed to failure before the first unit is even deployed. It’s not right. And as for the second point, every faction should have multiple viable builds. Every unit deserves a decent look in.

That is a nice and workable definition. Props.

Wayniac wrote:
Warhammer players, perhaps more so than players of any other wargame, see to want almost 100% of the "skill" to be in list building and finding that broken combo or insane synergy that lets you just completely crush your opponent. Whether this is picking undercosted units so that your 2000 point list behaves like 3000 points or blatant min-maxing like stacking buffs to get some insane ability (pre-Wrath and Rapture Bloodletter Bomb springs to mind where it was something like you could do mortal wounds on a 3+ with the right buffs), Warhammer players and apparently the designers themselves seem to find nothing wrong with having "must take" and "never take" choices or having choices that completely invalidate other choices within the same book They are okay with combos that can make entire factions nonviable for play because they have no way to deal with them.

I think those players don't actually care about skill, they just say they do (to not look like donkey-caves and/or stroke their own egos). They care about winning before all, not the challenge of the game, not about their opponent enjoying the game; winning by as much as possible is what is important.
NOTE, not saying all or even many Warhammer players are like this, but poor balance in a game attracts that kind of player because they can win without having to do the hard part. They then add toxicity and their kind of "competitive play" to the community and make it difficult or even more unpleasant to not take part in at least a small degree and turn the whole apple crate bad.


That's bad design, but without a fundamental shift in how GW writes rules (which we have been waiting almost 30 years for it to happen), there's no possible way that Warhammer can be balanced because there's no desire to. The crazy combos and units that are just better than other ones and emphasis on winning the game before it begins with an "uber list" are too prevalent across the player base and the design team.

Mostly my take too. I don't think the design team is part of that though. I think their part is either naively believing that players will be nice and want their opponent to have fun (to be fair, the most balanced games of either Warhammer I ever played were no points AoS) or part GW's business practice.

lord_blackfang wrote:The real core issue here is that GW games gameplay is so shallow that list building is rarely more involved than just finding stuff with the best damage output/soak ratio for the points. When that is your only consideration, of course there will be a most efficient unit.

One half of the problem is the unified way units are treated, where there's little functional difference between a dragon and a mob of grots of equal points. They're going to deal similar damage, soak similar damage and degrade at a similar rate no matter what you hit them with. About the only other factor in a unit's statline is speed, which feeds into the second half of the problem:

All the scenarios are about standing on points and preventing your enemy from standing on points. This feeds back into damage/soak being the only meaningful measure of a unit after the initial scramble to reach those points, which is usually decided by who goes first.

Bottm line, the game has no battlefield roles besides "be killy" and "be tanky". If you needed different types of units to accomplish different things then there would be a bigger requirement to make a varied, yet coherent, army list, rather than just taking the most undercosted unit since they all do the same thing anyway.

Yes, more meaningful on table tactical decisions would help.
AoS is largely about big stompy things and epic abilities, which do make it significantly more difficult to balance. A system of stacking buff makes it even worse. Add a company that doesn't even seem to try and this is what you get.

auticus wrote:The staggered release that they do is definitely something they do to maximize their business, which I understand, but its also the #1 reason why their games are a joke in terms of balance and why you have to just accept chasing the meta around.

I would argue that the staggering itself isn't the issue, it's the powercreep. Each new thing is more powerful. It is difficult not to be cynical and explain it as a gakky business practice to sell more of the new releases to take advantage of people willing to chase the meta.
Corvus Belli releases new lists, with entirely new rules and concepts several times a year and they don't have this problem. With the exception of the handful of sectorials (subfactions) that have holdovers from last edition; any list can stand up to the newest thing and reasonably expect to win (baring the new stuff catching one off guard the first time ). Including the sectorials that are OOP! Those got a list update before the mini's were retired.

That balance thing combined with terrible rules writing (most rules arguments would go away if GW just defined and consistently used terms ), then re-actively changing rules to counter "broken lists" and then charging money for books that mostly throw the armies at the back of the powercreep a bone is why I just don't play GW games anymore.

Edit: Excuse me! That turned into a bit of a angry/salty rant. I am that disillusioned with GW though and I don't think GW is going to do better (i know, the next edition/battletome or FAQ will fix things; just like you thought the last one would). There I go again.

Will leave it up though; not sure it it's a glimmer of hope that GW might listen if enough of us speak up or if it's because I hope others will learn that there are other games produced by companies that don't do this gak.


AoS Balancing Thread @ 2019/03/08 14:55:03


Post by: auticus


Mostly my take too. I don't think the design team is part of that though. I think their part is either naively believing that players will be nice and want their opponent to have fun (to be fair, the most balanced games of either Warhammer I ever played were no points AoS) or part GW's business practice.


The GW design team for AOS are all tournament players that play in many tournaments a year, to include the big daddy ones in the UK. They know all about tournament player behavior because they themselves are tournament players and they know the iintent of tournaements is to break the game.

In fact a couple years ago it was postulated heavily that because the design team were all tournament players that this would usher in an era of balance never seen before and that the community efforts to comp were not needed. This was a massive talking point on twitter, on the tga forums before i got banned from them (as i participated heavily iin that conversation) and to an extent on dakka in these forums.

And to an extent they were right. The tournament scene sees a fairly diverse list of armies in the top 10. Which I have found is what they mean when they say balanced. When they and the community that love AOS and 40k say balanced what they are looking for is not game-wide balance, they are looking for tournament balance where the top 10 are diverse enough and not the same 2-3 armies. Its generally accepted by they and the community that you need to cycle your army out to whats strong to play the game. When we talk about all factions being balanced and having an equal viable foothold, that is waived off as naive, not possible, or not a priority.

In short, game-wide balance is not something that the tournament community, and therefore the design team, care much about, if at all and is not a metric that they use or even consider.


Automatically Appended Next Post:
I also wager most communities are competitive-bent and this is why it seems that only a few of us are standing on this mountain willing to die on it waving the balance flag, because the competitive-bent communities all understand that as long as tournaments are diverse, they are happy.

The casual campaign for fun players aren't on their radar or its not their problem.

I base that on many interactions daily for years with people from all over the world that all claim their areas are mostly competitive. My input is overwhelmingly in favor of that mindset.


AoS Balancing Thread @ 2019/03/08 15:23:57


Post by: Eldarsif


What might work is allow you to recycle but not create new. So if you had a unit destroyed you could summon to bring it back, but not add points to your list over the cap. People would still complain, but I don't think it would be quite as broken.


It would be better. It would at least give you breathing room to attempt to kill the hero before it resummons a dead unit.


AoS Balancing Thread @ 2019/03/08 15:39:37


Post by: Future War Cultist


Summoning is most definitely a major issue with the game.

If it was up to me, summonable units would be treated a bit like endless spells...you have to pay for them, and they can either be deployed as normal or be called in by successfully casting them, which also means that they can be dispelled. And they can also be ‘banished’...as in an enemy unit that can attempt dispells can roll against their casting value in place of casting a spell, and if they beat it, the unit takes mortal wounds. But if the unit is destroyed then you can always attempt to bring it back by casting them.

I suggest this because as powerful as endless spells are, they have never seemed op to me. And the fact that they are fully paid for might have something to do with it.


AoS Balancing Thread @ 2019/03/08 15:42:04


Post by: auticus


You are talking about the reserve system which GW already tried. Summoning used to go off of reserve points. And none of the players ever used it. Because to the community at large if summoning isn't free then it isn't really a bonus and that just means part of your army isn't deploying and you are smaller and therefore easier to kill.

Thats why the desiign team changed it. Because no one was using reserve points pretty much ever.

Or "its not FUN if it isn't also FREE"


AoS Balancing Thread @ 2019/03/08 15:46:43


Post by: Wayniac


auticus wrote:
You are talking about the reserve system which GW already tried. Summoning used to go off of reserve points. And none of the players ever used it. Because to the community at large if summoning isn't free then it isn't really a bonus and that just means part of your army isn't deploying and you are smaller and therefore easier to kill.

Thats why the desiign team changed it. Because no one was using reserve points pretty much ever.

Or "its not FUN if it isn't also FREE"


Which to be fair is not wrong. 40k still uses reinforcement points and you rarely, if ever, see summoning there as well.


AoS Balancing Thread @ 2019/03/08 15:51:26


Post by: Jackal90


auticus wrote:
Mostly my take too. I don't think the design team is part of that though. I think their part is either naively believing that players will be nice and want their opponent to have fun (to be fair, the most balanced games of either Warhammer I ever played were no points AoS) or part GW's business practice.


The GW design team for AOS are all tournament players that play in many tournaments a year, to include the big daddy ones in the UK. They know all about tournament player behavior because they themselves are tournament players and they know the iintent of tournaements is to break the game.

In fact a couple years ago it was postulated heavily that because the design team were all tournament players that this would usher in an era of balance never seen before and that the community efforts to comp were not needed. This was a massive talking point on twitter, on the tga forums before i got banned from them (as i participated heavily iin that conversation) and to an extent on dakka in these forums.

And to an extent they were right. The tournament scene sees a fairly diverse list of armies in the top 10. Which I have found is what they mean when they say balanced. When they and the community that love AOS and 40k say balanced what they are looking for is not game-wide balance, they are looking for tournament balance where the top 10 are diverse enough and not the same 2-3 armies. Its generally accepted by they and the community that you need to cycle your army out to whats strong to play the game. When we talk about all factions being balanced and having an equal viable foothold, that is waived off as naive, not possible, or not a priority.

In short, game-wide balance is not something that the tournament community, and therefore the design team, care much about, if at all and is not a metric that they use or even consider.


Automatically Appended Next Post:
I also wager most communities are competitive-bent and this is why it seems that only a few of us are standing on this mountain willing to die on it waving the balance flag, because the competitive-bent communities all understand that as long as tournaments are diverse, they are happy.

The casual campaign for fun players aren't on their radar or its not their problem.

I base that on many interactions daily for years with people from all over the world that all claim their areas are mostly competitive. My input is overwhelmingly in favor of that mindset.



In regards to the last points there, players can be both.
I attend a fair few tournaments each year, but I also love casual play.
Some sadly can't differentiate between the 2.
My local meta isn't too bad, but that's because there's a general understanding that it's casual lists unless we have a tournament, then it's just pure brutality.

I'd love to be able to run a fluffy list in tournaments, but most fluffy lists are going nowhere.
Kind of annoyed as my skryre were my pride and joy and I played them a ton, and then the 1st GHB happened and they became broken and no fun to use casually.
Even a poorly built skryre army caused heavy damage.

Then on the flipside, I'm now building a moulder army and even in casual play, it will struggle alot.


The issue with going for as best balance as possible is that you do away with competitive and casual play, it just becomes a game.
So I can see that too muchbalance e can hamper it to a degree, but it currently needs alot more.


AoS Balancing Thread @ 2019/03/08 15:56:52


Post by: auticus


For my money, there shouldn't be a "tone down" at all. The rules should indicate what a valid list is and you should operate within those confines.

Thats how I play kings of war, battletech, warlords, and any other game I've ever played and its largely been ok.


AoS Balancing Thread @ 2019/03/08 15:58:06


Post by: Future War Cultist


Thing is though, I the old system, did you have to pay points for a single unit and that’s that? Because in my system you pay the points for the unit, but you can keep bringing it back as many times as you want. Like an endless spell.

You pay 120pts for a unit of plague bearers, deploy it or summon it, it fights, it’s destroyed, you summon it again, and so on and so forth. Contagion points are used to return dead demons to the unit, even beyound it’s starting number. So it’s like a slight hybrid of the systems.


AoS Balancing Thread @ 2019/03/08 16:01:08


Post by: Jackal90


auticus wrote:
For my money, there shouldn't be a "tone down" at all. The rules should indicate what a valid list is and you should operate within those confines.

Thats how I play kings of war, battletech, warlords, and any other game I've ever played and its largely been ok.



That's the issue though.
Alot of people like that the same game can go from highly competitive to a beer and pretzels type of game just by altering lists.
If you remove any form of that and leave only a single way to play, alot of people will dislike it.

Now that's not because they are a WAAC power gamer or a casual only player, but it's because there is simply no variety in it anymore.
I think that's one reason GW has alot of success despite wonky rules.


AoS Balancing Thread @ 2019/03/08 16:38:45


Post by: minisnatcher


This game is not balanced and never will be. the closest you can get is by
a: create pre made lists for all players that are +- on par.

b: both players powerplay as hard as they can. This has given me the most interesting games and I would say pts cost is derived from ultra competitive play and often does not make any sense when certain combos are not present.

c:?

Just imagine that you have a chess game where you could bring what you wanted. even with an attached pts cost, you would never see a standard start game, and you would have very unbalanced games even if the pts are even. This is basically what warhammer is doing, and then not even giving both sides access to the same stuff or kind of stuff, inventing mind blowing abilities that are next to impossible to put pts on, combinations that should cost more but if not put together should cost less.. etc...

Saying that summoning is broken, I agree, but I also have to say all new armies are getting a lot of broken combos to do something about it (skaven, IDK eel spam, DoK) also seeing the new FEC I would say summoning is getting nerfed next GHB, last summoning rules update were in the last GHB after all and not in the core rules.


AoS Balancing Thread @ 2019/03/08 17:00:24


Post by: auticus


In a more balanced system, you have more viable builds thus more viable ways to play, not a single way to play.

I don't personally understand the difference between highly competitive and beer & pretzels. Its still about fielding a force and trying to win with it.

There is a ton of variety if you have a balanced system.


AoS Balancing Thread @ 2019/03/08 17:22:39


Post by: Wayniac


auticus wrote:
In a more balanced system, you have more viable builds thus more viable ways to play, not a single way to play.

I don't personally understand the difference between highly competitive and beer & pretzels. Its still about fielding a force and trying to win with it.

There is a ton of variety if you have a balanced system.


I don't know about "tons" but certainly more than Warhammer's "one build to rule them all" in tournaments and most units being completely outclassed such that you actively reduce your chance of winning just for not picking them.

Not AOS related but slightly balance related GW today put up a community article about how to expand the new 40k Shadowspear box for Matched Play. They suggested taking 3x10 squads of Chaos Space Marines (CSM are in the "barely playable" category right now in 40k). They were lambasted on Facebook for giving such terrible advice and promptly started to delete negative comments (surprise, surprise). This is sort of what is happening, and the opposite is what should: There shouldn't be a situation like this where if you like Chaos Space Marines (feel free to substitute with any nonperforming AOS unit instead) you will automatically be at a disadvantage simply because of liking that unit. And yet, this is way too common in Warhammer as a whole. A small fraction of each book is actually viable and, perhaps worst of all, these glaring inconsistencies and imbalances are often found within hours of a book release, if not before it even releases when leaks inevitably come. That questions just what GW is doing to playtest if people are discovering pretty basic issues immediately yet a team of "professional" designers haven't discovered them during playtesting. Most of the things discovered aren't even hidden gems or require comparing many different things, they are very basic that even an inexperienced player could see.

That's bad balance.


AoS Balancing Thread @ 2019/03/08 17:39:08


Post by: Jackal90


auticus wrote:
In a more balanced system, you have more viable builds thus more viable ways to play, not a single way to play.

I don't personally understand the difference between highly competitive and beer & pretzels. Its still about fielding a force and trying to win with it.

There is a ton of variety if you have a balanced system.



Then I think that's the issue.
GW is a successful company and AoS has done insanely well despite it's poor start - This is pure facts based on sales.

However, alot of that is because it's not just a so gel way of playing.
Fielding a force multiple ways is not the same as a tournament list compared to a casual game list.


I'm happy to take the most broken crap I can to a tournament because that's the setting there.
You expect stupid lists that abuse the system as heavily as possible.

If I go into my local GW for a pickup game though, I'm not going to run a list anywhere near similar.
I'll be running something more based around fluff and looks than sheer effectiveness.


Now, this is in no way an insult towards you, but not being able to see the difference kind of makes this discussion pointless.
For alot of people, the draw to it is that they can either have fun casual games or hard hitting tournaments.
This way it appeals to far more of the players than a single strict way of playing.

As I said, this is in no way an insult to you, I'm just trying to explain it the best I can.
From your statement about playing to win, I'd say that's more of the tournament style than the typical beer and pretzels type of play.


AoS Balancing Thread @ 2019/03/08 17:53:41


Post by: auticus


I've played in casual campaigns most of my life. Despite the players there not being tournament players, no one is playing to lose. Thats why I don't understand the difference.

The biggest fundamental difference I note is that casual for fun recognizes that there are X number of ways to build a list, but tournament player only uses X(.1) or 10% of the game and casual for fun player wants a larger diversity of builds to keep their attention, not see the same .1 of the game every day untiil burn out happens and they find something else to do.

The most fundamental flaw in designing a game where you expect people to tone down is there is nothing making someone tone down. Nothing stops someone from making a jacked up list, so long as it is in the rules that lets them do it.

And when I say "please tone down", what does that mean?

You can ask 20 people that question and get 20 different answers.

Breaking your statement down further "for a lot of people the draw is that they can either have fun casual games or hard hitting tournaments"

This denotes you have List A and List B. List A iis hard hitting tournament. List B iis fun casual game.

Now if the game were actually balanced, you could field List A or List B in either hard hiitting tournament OR fun casual game. You are literally losing nothing here. You would still be able to field either List A or List B, iin both environments, as opposed to needing to filter it out iin one or the other.

With the added benefit that you no longer have to negotiate what "toning down" means or have to deal with 20 interpretations of "toning down" on game night. Everyone can just buiild a list and play.

You can still play the same in tournaments OR in casual for fun games. Nothing is lost. Other than it would be impossible to go teabag the casuals and let them nom nom on the sweaty stank of the powerlist's taint any longer (and people would be losiing games on the merit that they are inferior players as opposed to them liking the inferior models)

Why would it be superior and a draw to a game to have environments where you should have to take certain types of lists as opposed to more viable lists on even ground? Why is it superior and a draw to say that thiis game requires you to bring a power list to tournament and thiis game requires you to play a nebulous "toned down" liist somewhere else? I don't see how that is a draw. What I see that doing is attracting tournament players and powergamers and running off casual players or campaign players to other games (this is where someone steps in and says they are a casual gamer and they love it, which iis fine, but I don't think that that is a majority) because running a power list is an easy standard, whereas "toned down" is a nebulous subjective term that can mean taking a list that does 1% less mortal wounds to someone so thats "toned down" (when in reality its still just as filthy)


AoS Balancing Thread @ 2019/03/08 17:54:22


Post by: Wayniac


It's not about the difference between it, it's that a game as unbalanced Warhammer the list you bring to your local GW for a pickup game might be head and shoulders better than anything your opponent can field, simply because you happened to choose an army that has/had a good release.

Case in point, my primary army is Flesh-Eater Courts. I started them right around when the first General's Handbook came out, and (IMHO) they were very poor at the time so much that my army was considered a joke and the sort of army you played against for an "easy win"

Now though, FEC got a major boost. If I were to bring even a casual list to the GW, I could end up curbstomping someone because my army is now considered very powerful, if not "OP" through no fault of my own.

That's the danger of an unbalanced system like Warhammer. What's casual today might be OP tomorrow, regardless of if you're playing a tournament list or a casual one, and you could be ruining someone's fun because you like Unit X and it just so happens the latest release made Unit X very good.


AoS Balancing Thread @ 2019/03/08 18:32:13


Post by: Jackal90


auticus wrote:
I've played in casual campaigns most of my life. Despite the players there not being tournament players, no one is playing to lose. Thats why I don't understand the difference.

The biggest fundamental difference I note is that casual for fun recognizes that there are X number of ways to build a list, but tournament player only uses X(.1) or 10% of the game and casual for fun player wants a larger diversity of builds to keep their attention, not see the same .1 of the game every day untiil burn out happens and they find something else to do.

The most fundamental flaw in designing a game where you expect people to tone down is there is nothing making someone tone down. Nothing stops someone from making a jacked up list, so long as it is in the rules that lets them do it.

And when I say "please tone down", what does that mean?

You can ask 20 people that question and get 20 different answers.

Breaking your statement down further "for a lot of people the draw is that they can either have fun casual games or hard hitting tournaments"

This denotes you have List A and List B. List A iis hard hitting tournament. List B iis fun casual game.

Now if the game were actually balanced, you could field List A or List B in either hard hiitting tournament OR fun casual game. You are literally losing nothing here. You would still be able to field either List A or List B, iin both environments, as opposed to needing to filter it out iin one or the other.

With the added benefit that you no longer have to negotiate what "toning down" means or have to deal with 20 interpretations of "toning down" on game night. Everyone can just buiild a list and play.

You can still play the same in tournaments OR in casual for fun games. Nothing is lost. Other than it would be impossible to go teabag the casuals and let them nom nom on the sweaty stank of the powerlist's taint any longer (and people would be losiing games on the merit that they are inferior players as opposed to them liking the inferior models)

Why would it be superior and a draw to a game to have environments where you should have to take certain types of lists as opposed to more viable lists on even ground? Why is it superior and a draw to say that thiis game requires you to bring a power list to tournament and thiis game requires you to play a nebulous "toned down" liist somewhere else? I don't see how that is a draw. What I see that doing is attracting tournament players and powergamers and running off casual players or campaign players to other games (this is where someone steps in and says they are a casual gamer and they love it, which iis fine, but I don't think that that is a majority) because running a power list is an easy standard, whereas "toned down" is a nebulous subjective term that can mean taking a list that does 1% less mortal wounds to someone so thats "toned down" (when in reality its still just as filthy)



Wait, so this game isn't for casual players?
You realise that the majority of people that buy GWs products are causal, right?
Some don't even play atall.
If you removed the casual players GWs yearly profits suddenly wouldn't look so great.

Alot of players play this game for the setting and the background of armies aswell.
People don't literally just think "I must always win"
And no, people don't only play the game to win.
People play the game to have fun and enjoy themselves.
While to some, winning is the fun part, that doesn't apply to everyone.

I've picked bottom of the barrel armies before to take to tournaments.
Did I expect to win it? Hardly.
I did it because I found alot of fun in using an army that no one else there had taken and it was different.



Essentially, your saying it should only be a tournament style game and nothing else.
I think if that's how GW went with it, alot of people would just stop playing.
Not everyone wants dead serious games all the time where they strive to win, no matter what.

I've known quite a few clubs to have AoS nights where you simply go along for some fun games, grab a pizza and have a few drinks.
While I love the tournament setting and atmosphere, nights like that really are good fun.


AoS Balancing Thread @ 2019/03/08 19:02:53


Post by: auticus


I'm still not understanding how if the game is a lot better balanced and there are more viable armies that suddenly going to club night to have pizza and drinks and having fun games is suddenly not possible.

Nor do I understand how if the game has a lot better balance that that is the same as being dead serious all the time. I don't understand how needing the game to be this lopsided promotes fun and pizza and drinks and being less serious or how you cannot do any of those things if the game was more balanced.

The last tournament I played in was in 2007. I am the last person on earth that wants the game to be nothing but a tournament game.


AoS Balancing Thread @ 2019/03/08 19:07:33


Post by: Jackal90


auticus wrote:
I'm still not understanding how if the game is a lot better balanced and there are more viable armies that suddenly going to club night to have pizza and drinks and having fun games is suddenly not possible.

Nor do I understand how if the game has a lot better balance that that is the same as being dead serious all the time. I don't understand how needing the game to be this lopsided promotes fun and pizza and drinks and being less serious or how you cannot do any of those things if the game was more balanced.



Because the second you make everything 100% serious it does kill the fun for some people.
As you said in the previous post, you play just to win.
That's not everyone else's mindset.
You said yourself you had was it 350 complaints because it was too balanced? I'd wager alot of those were casual players.

Tournament players love it and hell, the second I saw your comp I managed to push it into my groups tournaments with ease as it was perfect for that.
I'm not saying that armies should be poorly balanced, I'm saying that it shouldn't have to be deadly serious made to win armies the whole time


AoS Balancing Thread @ 2019/03/08 19:17:22


Post by: DarkBlack


auticus wrote:
Mostly my take too. I don't think the design team is part of that though. I think their part is either naively believing that players will be nice and want their opponent to have fun (to be fair, the most balanced games of either Warhammer I ever played were no points AoS) or part GW's business practice.


The GW design team for AOS are all tournament players that play in many tournaments a year, to include the big daddy ones in the UK. They know all about tournament player behavior because they themselves are tournament players and they know the iintent of tournaements is to break the game.

In fact a couple years ago it was postulated heavily that because the design team were all tournament players that this would usher in an era of balance never seen before and that the community efforts to comp were not needed. This was a massive talking point on twitter, on the tga forums before i got banned from them (as i participated heavily iin that conversation) and to an extent on dakka in these forums.

I stand corrected. Thats even worse than I thought.
And to an extent they were right. The tournament scene sees a fairly diverse list of armies in the top 10. Which I have found is what they mean when they say balanced. When they and the community that love AOS and 40k say balanced what they are looking for is not game-wide balance, they are looking for tournament balance where the top 10 are diverse enough and not the same 2-3 armies. Its generally accepted by they and the community that you need to cycle your army out to whats strong to play the game. When we talk about all factions being balanced and having an equal viable foothold, that is waived off as naive, not possible, or not a priority...

Yet other games manage.

Future War Cultist wrote:Summoning is most definitely a major issue with the game.

If it was up to me, summonable units would be treated a bit like endless spells...you have to pay for them, and they can either be deployed as normal or be called in by successfully casting them, which also means that they can be dispelled. And they can also be ‘banished’...as in an enemy unit that can attempt dispells can roll against their casting value in place of casting a spell, and if they beat it, the unit takes mortal wounds. But if the unit is destroyed then you can always attempt to bring it back by casting them.

I suggest this because as powerful as endless spells are, they have never seemed op to me. And the fact that they are fully paid for might have something to do with it.

The only times I've seen summoning be remotely balanced (kinda) is in games with action economy, like Malifaux. So summoning comes with an opportunity cost.

auticus wrote:For my money, there shouldn't be a "tone down" at all. The rules should indicate what a valid list is and you should operate within those confines.

Thats how I play kings of war, battletech, warlords, and any other game I've ever played and its largely been ok.

That's the thing. The casual vs competitive problem is only a problem if a game isn't balanced. I can bring the same list KoW list to a tournament or a casual game and not crush or be crushed because one of us misjudged what the other guys army is capable of (or someone decides to be an donkey-cave).
One of the worst games of Warhammer that I ever had I steamrolled a guy because his army simply couldn't deal with mine, I wasn't even trying.

Jackal90 wrote:
auticus wrote:
In a more balanced system, you have more viable builds thus more viable ways to play, not a single way to play.

I don't personally understand the difference between highly competitive and beer & pretzels. Its still about fielding a force and trying to win with it.

There is a ton of variety if you have a balanced system.


Then I think that's the issue.
GW is a successful company and AoS has done insanely well despite it's poor start - This is pure facts based on sales.

However, alot of that is because it's not just a so gel way of playing.
Fielding a force multiple ways is not the same as a tournament list compared to a casual game list.

I'm happy to take the most broken crap I can to a tournament because that's the setting there.
You expect stupid lists that abuse the system as heavily as possible.

If I go into my local GW for a pickup game though, I'm not going to run a list anywhere near similar.
I'll be running something more based around fluff and looks than sheer effectiveness.

Now, this is in no way an insult towards you, but not being able to see the difference kind of makes this discussion pointless.
For alot of people, the draw to it is that they can either have fun casual games or hard hitting tournaments.
This way it appeals to far more of the players than a single strict way of playing.

As I said, this is in no way an insult to you, I'm just trying to explain it the best I can.
From your statement about playing to win, I'd say that's more of the tournament style than the typical beer and pretzels type of play.

You've entirely missed the point. How weak is a "fun casual list" exactly? Chances are someone is losing that game because their fluffy stuff is weaker or one player didn't tone it down as much as the other.
If your game is balanced though, you both bring an army and you know they're quite close to equal in power because they are the same number of points (shocking, right!? Who would have imagined?), then you can both take it seriously and try to test your skills or have a beer and a laugh and not think too hard.
People try to win even casual games, even if it's secondary. If you want to insist that you sometimes don't, then please explain what the feth you do? Grow turnips? Pretend your models are having a conversation? Trying to get objectives or destroy the other army is trying to win, even if you're not too fussed.

Jackal90 wrote:
Wait, so this game isn't for casual players?
You realise that the majority of people that buy GWs products are causal, right?
Some don't even play atall.

Those wouldn't be players, now would they?
If you removed the casual players GWs yearly profits suddenly wouldn't look so great.

Citation needed.

Alot of players play this game for the setting and the background of armies aswell.
People don't literally just think "I must always win"
And no, people don't only play the game to win.
People play the game to have fun and enjoy themselves.
While to some, winning is the fun part, that doesn't apply to everyone.

See above. It's not much of a game if no one goes for the scenario.

I've picked bottom of the barrel armies before to take to tournaments.
Did I expect to win it? Hardly.
I did it because I found alot of fun in using an army that no one else there had taken and it was different.

Essentially, your saying it should only be a tournament style game and nothing else.
I think if that's how GW went with it, alot of people would just stop playing.
Not everyone wants dead serious games all the time where they strive to win, no matter what.

I've known quite a few clubs to have AoS nights where you simply go along for some fun games, grab a pizza and have a few drinks.
While I love the tournament setting and atmosphere, nights like that really are good fun.

That's not what he's saying. Casual gaming is just as possible and more fun when some of the armies don't happen to be more powerful for no good reason.
Also helps if that guy can't abuse the game easily.

Final note. A lot is two words. Do you say alittle, abit, aspacemarine, apoint or aporkchop? (yep, credit to The Oatmeal)
"Your" means that you are about to mention a thing that belongs to the person you are talking to. If you are too lazy to type out or say "you are" then your're going to use a ' to show that you left stuff out.

Edit: Warhammer threads bring out the worst in me, I will stop now.


AoS Balancing Thread @ 2019/03/08 19:18:22


Post by: Wayniac


Fair points but who plays a game to LOSE?

Aren't we all playing to win in some way, even if it's not serious business tournament play? Do people really go to play a game and not care if they get their teeth kicked in game after game after game?


AoS Balancing Thread @ 2019/03/08 19:31:04


Post by: auticus


As you said in the previous post, you play just to win.


I have never said I play just to win. I said I don't play to lose.

Additionally I don't see how having a ruleset that is balanced has anything to do with serious or not serious. I can have just as much a siilly time with a balanced ruleset as I can with a lopsided GW ruleset. I have casual games with Kings of War and wiith Middle Earth. Those have much tighter rulesets.

I don't think if GW had a more balanced ruleset where there were more viable options that people would be like "woah. hold on guys... this is a little too serious for my liking".

What it would accomplish however is to narrow the gap between "competitive players and casual players". Because competitive player is just another word for player that min/maxes and casual player is just another word for player that does not min/max.


AoS Balancing Thread @ 2019/03/08 19:34:39


Post by: Jackal90


Spoiler:

 DarkBlack wrote:
auticus wrote:
Mostly my take too. I don't think the design team is part of that though. I think their part is either naively believing that players will be nice and want their opponent to have fun (to be fair, the most balanced games of either Warhammer I ever played were no points AoS) or part GW's business practice.


The GW design team for AOS are all tournament players that play in many tournaments a year, to include the big daddy ones in the UK. They know all about tournament player behavior because they themselves are tournament players and they know the iintent of tournaements is to break the game.

In fact a couple years ago it was postulated heavily that because the design team were all tournament players that this would usher in an era of balance never seen before and that the community efforts to comp were not needed. This was a massive talking point on twitter, on the tga forums before i got banned from them (as i participated heavily iin that conversation) and to an extent on dakka in these forums.

I stand corrected. Thats even worse than I thought.
And to an extent they were right. The tournament scene sees a fairly diverse list of armies in the top 10. Which I have found is what they mean when they say balanced. When they and the community that love AOS and 40k say balanced what they are looking for is not game-wide balance, they are looking for tournament balance where the top 10 are diverse enough and not the same 2-3 armies. Its generally accepted by they and the community that you need to cycle your army out to whats strong to play the game. When we talk about all factions being balanced and having an equal viable foothold, that is waived off as naive, not possible, or not a priority...

Yet other games manage.

Future War Cultist wrote:Summoning is most definitely a major issue with the game.

If it was up to me, summonable units would be treated a bit like endless spells...you have to pay for them, and they can either be deployed as normal or be called in by successfully casting them, which also means that they can be dispelled. And they can also be ‘banished’...as in an enemy unit that can attempt dispells can roll against their casting value in place of casting a spell, and if they beat it, the unit takes mortal wounds. But if the unit is destroyed then you can always attempt to bring it back by casting them.

I suggest this because as powerful as endless spells are, they have never seemed op to me. And the fact that they are fully paid for might have something to do with it.

The only times I've seen summoning be remotely balanced (kinda) is in games with action economy, like Malifaux. So summoning comes with an opportunity cost.

auticus wrote:For my money, there shouldn't be a "tone down" at all. The rules should indicate what a valid list is and you should operate within those confines.

Thats how I play kings of war, battletech, warlords, and any other game I've ever played and its largely been ok.

That's the thing. The casual vs competitive problem is only a problem if a game isn't balanced. I can bring the same list KoW list to a tournament or a casual game and not crush or be crushed because one of us misjudged what the other guys army is capable of (or someone decides to be an donkey-cave).
One of the worst games of Warhammer that I ever had I steamrolled a guy because his army simply couldn't deal with mine, I wasn't even trying.

Jackal90 wrote:
auticus wrote:
In a more balanced system, you have more viable builds thus more viable ways to play, not a single way to play.

I don't personally understand the difference between highly competitive and beer & pretzels. Its still about fielding a force and trying to win with it.

There is a ton of variety if you have a balanced system.


Then I think that's the issue.
GW is a successful company and AoS has done insanely well despite it's poor start - This is pure facts based on sales.

However, alot of that is because it's not just a so gel way of playing.
Fielding a force multiple ways is not the same as a tournament list compared to a casual game list.

I'm happy to take the most broken crap I can to a tournament because that's the setting there.
You expect stupid lists that abuse the system as heavily as possible.

If I go into my local GW for a pickup game though, I'm not going to run a list anywhere near similar.
I'll be running something more based around fluff and looks than sheer effectiveness.

Now, this is in no way an insult towards you, but not being able to see the difference kind of makes this discussion pointless.
For alot of people, the draw to it is that they can either have fun casual games or hard hitting tournaments.
This way it appeals to far more of the players than a single strict way of playing.

As I said, this is in no way an insult to you, I'm just trying to explain it the best I can.
From your statement about playing to win, I'd say that's more of the tournament style than the typical beer and pretzels type of play.

You've entirely missed the point. How weak is a "fun casual list" exactly? Chances are someone is losing that game because their fluffy stuff is weaker or one player didn't tone it down as much as the other.
If your game is balanced though, you both bring an army and you know they're quite close to equal in power because they are the same number of points (shocking, right!? Who would have imagined?), then you can both take it seriously and try to test your skills or have a beer and a laugh and not think too hard.
People try to win even casual games, even if it's secondary. If you want to insist that you sometimes don't, then please explain what the feth you do? Grow turnips? Pretend your models are having a conversation? Trying to get objectives or destroy the other army is trying to win, even if you're not too fussed.

Jackal90 wrote:
Wait, so this game isn't for casual players?
You realise that the majority of people that buy GWs products are causal, right?
Some don't even play atall.

Those wouldn't be players, now would they?
If you removed the casual players GWs yearly profits suddenly wouldn't look so great.

Citation needed.

Alot of players play this game for the setting and the background of armies aswell.
People don't literally just think "I must always win"
And no, people don't only play the game to win.
People play the game to have fun and enjoy themselves.
While to some, winning is the fun part, that doesn't apply to everyone.

See above. It's not much of a game if no one goes for the scenario.

I've picked bottom of the barrel armies before to take to tournaments.
Did I expect to win it? Hardly.
I did it because I found alot of fun in using an army that no one else there had taken and it was different.

Essentially, your saying it should only be a tournament style game and nothing else.
I think if that's how GW went with it, alot of people would just stop playing.
Not everyone wants dead serious games all the time where they strive to win, no matter what.

I've known quite a few clubs to have AoS nights where you simply go along for some fun games, grab a pizza and have a few drinks.
While I love the tournament setting and atmosphere, nights like that really are good fun.

That's not what he's saying. Casual gaming is just as possible and more fun when some of the armies don't happen to be more powerful for no good reason.
Also helps if that guy can't abuse the game easily.

Final note. A lot is two words. Do you say alittle, abit, aspacemarine, apoint or aporkchop? (yep, credit to The Oatmeal)
"Your" means that you are about to mention a thing that belongs to the person you are talking to. If you are too lazy to type out or say "you are" then your're going to use a ' to show that you left stuff out.

Edit: Warhammer threads bring out the worst in me, I will stop now.




I'll start by answering your last point.
I'm currently at work and using my phone to post, which also has a cracked screen.
While I do check through it, auto-correct likes to change it as I go.
So it's not so much lazy as it is having a beaten to death phone and a small screen.




In regards to citation needed, why? It's common sense.
If casual players stopped then GW would lose profit.
That's not something that needs any proof as it's quite simply common sense.
Now, if I said they would lose X% amount each year, then I would need to show how I worked that out.


In regards to playing to win, no, I play to socialise with people and have fun, winning isn't always the primary reason for playing.


I'm guessing by your further comments there that you maybe don't get out much around other humans, I'd work on those social skills a bit, it will go a long way.
If warhammer threads bring out the worst in you then it's an issue with you and no one else.
The fact you know that then wander through them by choice is down to you.


Before I offend you further by not quoting and answering in blocked sections as you have, I'm using a phone.
Breaking it into sections will have me here all night.


AoS Balancing Thread @ 2019/03/08 19:38:22


Post by: Future War Cultist


Wayniac wrote:
Fair points but who plays a game to LOSE?

Aren't we all playing to win in some way, even if it's not serious business tournament play? Do people really go to play a game and not care if they get their teeth kicked in game after game after game?


As someone who gets their teeth kicked in regularly (I can count the number of games of aos I’ve won on one hand...literally) in both tournaments and casual play I can tell you, it gets really grating after a while. It really does sap your enjoyment for the game because you spend more time setting up and watching your opponent rolling dice than you do actually playing.

Everyone else has an ‘easy’ mode that literally just deletes units on the trot. By circumstance, I never have these options, and what’s more, they insist upon bringing these options out for every single game. “Causal game you say? No matter, I’m summoning Riperdactyls within 3” of you anyway, to destroy whatever my twin star engines leave behind.”

Even if they didn’t, they could argue that by not bringing that option, anything I do will be a hollow victory because they ‘threw’ the game. And this is the kicker. I shouldn’t have to shelf my armies and start over with a faction I don’t care about just to stand a chance of actually winning for once. Even in bloody “casual’ games.


AoS Balancing Thread @ 2019/03/08 19:48:35


Post by: Eldarain


And therein lies the madness of GW's rulesets (LotR a notable exception) A balanced game benefits all levels of play.

This artificial Casual vs Competitive nonsense is just a construct to excuse terrible rules (Some of the nastiest balance travesties have been the most lore accurate forces many times).

A side effect of the almost insurmountable lead GW has from being the biggest show in town from the beginning. As the most played game we forgive/excuse the quality as it's the easiest to find opponents for wherever you go.


AoS Balancing Thread @ 2019/03/08 20:07:49


Post by: DarkBlack


auticus wrote:
As you said in the previous post, you play just to win.


I have never said I play just to win. I said I don't play to lose.

Additionally I don't see how having a ruleset that is balanced has anything to do with serious or not serious. I can have just as much a siilly time with a balanced ruleset as I can with a lopsided GW ruleset. I have casual games with Kings of War and wiith Middle Earth. Those have much tighter rulesets.

I don't think if GW had a more balanced ruleset where there were more viable options that people would be like "woah. hold on guys... this is a little too serious for my liking".

What it would accomplish however is to narrow the gap between "competitive players and casual players". Because competitive player is just another word for player that min/maxes and casual player is just another word for player that does not min/max.

^This

Jackal90 wrote:
I'm guessing by your further comments there that you maybe don't get out much around other humans, I'd work on those social skills a bit, it will go a long way.

That's just gakky of you.
I said I would stop and I'm basically just agreeing with auticus.


AoS Balancing Thread @ 2019/03/08 20:11:55


Post by: NinthMusketeer


The compromise between free summoning and reserve points is players dedicating X points of their list as reserve, which allows one to summon in 2X points during the game. That is still strong and IMO could be implimented right now with no other changes and would improve balance dramatically without over-nerfing anyone.

As for MW spam, I feel the best way would be to simply stop giving them out so easily. IMO, way too many things do d3 mortal wounds when it should just be 1, and way too many things do d6 when it should be d3. And nothing should be dealing flat increments of 6 MWs unless it is from a demigod-level character like Skarbrand, Morathi, Nagash, etc. Why do spells always need to deal MWs? Why to so many '6 to hit' mechanics need to deal MWs? Make a 6 to hit wound automatically. Make a spell inflict X wounds at rend -3, Y damage. There is so much room for 'in between' mechanics that is not used at all and the game would be better if it were.

The easy house rule solution would be to, say, make all MWs in excess of 1% the points value (so 20 for 2000 points) become regular wounds at rend X, 1 damage. The problem I have with auticus' method is that a player with reasonable MW output could just happen to roll well in a given turn, do 21 mortal wounds, and get unjustifiably screwed when his army was not overpowered in the first place.


AoS Balancing Thread @ 2019/03/08 20:17:15


Post by: Jackal90


 DarkBlack wrote:
auticus wrote:
As you said in the previous post, you play just to win.


I have never said I play just to win. I said I don't play to lose.

Additionally I don't see how having a ruleset that is balanced has anything to do with serious or not serious. I can have just as much a siilly time with a balanced ruleset as I can with a lopsided GW ruleset. I have casual games with Kings of War and wiith Middle Earth. Those have much tighter rulesets.

I don't think if GW had a more balanced ruleset where there were more viable options that people would be like "woah. hold on guys... this is a little too serious for my liking".

What it would accomplish however is to narrow the gap between "competitive players and casual players". Because competitive player is just another word for player that min/maxes and casual player is just another word for player that does not min/max.

^This

Jackal90 wrote:
I'm guessing by your further comments there that you maybe don't get out much around other humans, I'd work on those social skills a bit, it will go a long way.

That's just gakky of you.
I said I would stop and I'm basically just agreeing with auticus.



His very 1st post at the top of the page states you play to win.

I never denied there were balance issues.
The new FeC push these issues even further, I really feel sorry for any player running an army like overlords against them.

It wouldn't however narrow the gap as such, it would remove it altogether if everything was purely set to a complete balance (or atleast best possible)



So you drop constant gakky comments towards me in your post then say it was gakky of me?
My apologies if any feelings were hurt in the process of reading that then, good sir.


AoS Balancing Thread @ 2019/03/08 20:23:08


Post by: NinthMusketeer


If it was wrong of him to be gakky, it was wrong of you to be gakky.


AoS Balancing Thread @ 2019/03/08 20:25:32


Post by: Jackal90


 NinthMusketeer wrote:
If it was wrong of him to be gakky, it was wrong of you to be gakky.


I simply treat others how they treat me.
While it was wrong (and 2 wrongs don't make a right and all that) I'm still going to dig back.
Its all in jest anyway.


AoS Balancing Thread @ 2019/03/08 20:58:32


Post by: auticus


The problem I have with auticus' method is that a player with reasonable MW output could just happen to roll well in a given turn, do 21 mortal wounds, and get unjustifiably screwed when his army was not overpowered in the first place.


We are implementing a new piece for that actually where after the 20th MW you can choose to make the remainder just be regular wounds that get regular saves.


AoS Balancing Thread @ 2019/03/08 21:14:33


Post by: EnTyme


To my great surprise, it took a full page and a half before this thread degenerated into name calling and insults directed at people for playing the game for other reasons than you do.

So do most people only have one list they play at all times regardless of what kind of game their playing? auticus mentioned a List A for match play and List B for casual. I have about 2500 points of Khorne Bloodbound and at least that much in Slaves to Darkness to run with them at this point along with few Khorne Daemons for good measure. I do that because I like the models, and it's nice to be able to tailor my list to my opponent. If someone brings in a tournament-caliber list, the Bloodthirsters come out. If they're bringing in their old Dwarf army they've had since 5th edition, I'll use mostly Chaos Warriors of Khorne with a Bloodsecrator and Mighty Lord. Toning down a list doesn't mean you're "playing to lose", it means you're bringing a list that your opponent has a chance against.


AoS Balancing Thread @ 2019/03/08 21:17:59


Post by: Future War Cultist


I often wonder if true balance can be achieved with the current mechanics of the game. The whole IGYG system the game currently uses as opposed to alternating unit actions. For the record, I think IGYG is out of date, but it’s currently entrenched and changing it is a whole new area of discussion.

Also, mortal wounds are thrown out way too often. Way way way too often. But also mortal wound cancelling effects also seem too common. It’s a pain in the ass watching all your hard earned damaged blocked by saves upon saves upon saves.

Question; what gives DoK their extra saves (name and fluff reason), and does anyone else agree that they need big point hikes to offset their op abilities? It really really really bugs the hole off of me when the DoK outnumber me 2 to 1 despite the fact that they’re also roughly 2 to 3 times as powerful as my units on an individual basis. In effect, it feels like you’re playing an army that’s literally triple your points. And it’s...it’s gak.

Now again, I don’t believe in nerfs. Just fair points cost. You know 10 wytch elves are cheaper than 10 arkanauts, despite being superior in damn near every single way. That’s bs.


AoS Balancing Thread @ 2019/03/08 21:41:15


Post by: NinthMusketeer


Jackal90 wrote:
 NinthMusketeer wrote:
If it was wrong of him to be gakky, it was wrong of you to be gakky.


I simply treat others how they treat me.
While it was wrong (and 2 wrongs don't make a right and all that) I'm still going to dig back.
Its all in jest anyway.
Ah, you have me there.


Automatically Appended Next Post:
 Future War Cultist wrote:
I often wonder if true balance can be achieved with the current mechanics of the game. The whole IGYG system the game currently uses as opposed to alternating unit actions. For the record, I think IGYG is out of date, but it’s currently entrenched and changing it is a whole new area of discussion.
Alternate unit activation would change how the game functions on a fundamental level though, it would not be 'AoS but with X change' it would be a completely different game entirely. For me personally it is also incredibly non-immersive. I can get behind the idea of one army surging forward and doing a bunch of stuff while the other is on the backfoot, then retaliates. But one unit running up and doing stuff while everyone waits?

Alternate by phase on the other hand works extremely well with the changes needed being much smaller. There needs to be two combat phases (since you fight twice per round) and abilities that expire on the end of turn/are used once per turn need to be tweaked (we do it by calling the second combat phase a separate 'turn' for purposes of ability use). A number of movement tactics not otherwise in place open up and that changes the game, and some per-battleshock-phase abilities are trickly to re-balance. But it still plays like AoS and still feels like AoS.


AoS Balancing Thread @ 2019/03/08 21:53:50


Post by: Jackal90


 NinthMusketeer wrote:
Jackal90 wrote:
 NinthMusketeer wrote:
If it was wrong of him to be gakky, it was wrong of you to be gakky.


I simply treat others how they treat me.
While it was wrong (and 2 wrongs don't make a right and all that) I'm still going to dig back.
Its all in jest anyway.
Ah, you have me there.


Automatically Appended Next Post:
 Future War Cultist wrote:
I often wonder if true balance can be achieved with the current mechanics of the game. The whole IGYG system the game currently uses as opposed to alternating unit actions. For the record, I think IGYG is out of date, but it’s currently entrenched and changing it is a whole new area of discussion.
Alternate unit activation would change how the game functions on a fundamental level though, it would not be 'AoS but with X change' it would be a completely different game entirely. For me personally it is also incredibly non-immersive. I can get behind the idea of one army surging forward and doing a bunch of stuff while the other is on the backfoot, then retaliates. But one unit running up and doing stuff while everyone waits?

Alternate by phase on the other hand works extremely well with the changes needed being much smaller. There needs to be two combat phases (since you fight twice per round) and abilities that expire on the end of turn/are used once per turn need to be tweaked (we do it by calling the second combat phase a separate 'turn' for purposes of ability use). A number of movement tactics not otherwise in place open up and that changes the game, and some per-battleshock-phase abilities are trickly to re-balance. But it still plays like AoS and still feels like AoS.


Getting jabbed at in an online forum really is nothing to worry about, my skin is far to thick to be irritated by it.



The alternating activation worked well for epic I feel.
However, that was very different and revolved mainly around shooting.
I also think there are far too many mechanics in play to let it run smoothly.
The average game would drag on alot longer.

Epic is still a solid game though, but the rules for it were simple and to the point.


AoS Balancing Thread @ 2019/03/08 21:57:58


Post by: auticus


We use alt activation. By overwhelming vote wanting that because the hate for double turn is strong where I am.


AoS Balancing Thread @ 2019/03/08 22:04:43


Post by: EnTyme


A agree the Ninth on alternating activations. I think it changes too much about the game to just be thrown in on top of existing rules. I also fully agree on the immersion factor. It feels very "game-y" to me. Alternating phases has been pretty successful around here.


AoS Balancing Thread @ 2019/03/08 22:18:58


Post by: NinthMusketeer


auticus wrote:
We use alt activation. By overwhelming vote wanting that because the hate for double turn is strong where I am.
What kind of alternating activation? In regards to double turn it is as simple as putting objective control to the end of the round then alternating turns.


Automatically Appended Next Post:
 EnTyme wrote:
A agree the Ninth on alternating activations. I think it changes too much about the game to just be thrown in on top of existing rules. I also fully agree on the immersion factor. It feels very "game-y" to me. Alternating phases has been pretty successful around here.
Something my mind drifts to first when considering alternate unit activation is my Nurgle army. The very core of the strategy is a consistent line of units next to each other, advancing together such that no one part can be engaged separately. Alternate by unit I cannot do that. I go with one unit first and that unit can get jumped and engaged before my other units move up. If I run with one unit and get a good roll, I do not know how far to move up because the other units may not roll as high. It takes my entire turn to get what is supposed to be a steadily advancing line of troops up to where I want them, piecemeal, with my enemy getting a chance to disrupt that after every move.

That is strictly tactical stuff, without getting into abilities like, say, a Beastlord. He has a command ability that can be triggered when he kills a enemy model, granting an AoE buff around him. The use is that he charges alongside some other units, goes first and kills something, then triggers the ability. But in alternate unit activation this means he must charge in, by himself, then trigger the ability to buff units that may or may not be in range and/or in combat, assuming he does not get immediately ganked and slain for being a 5-wound character that just charged in by himself.

There is also listbuilding. 3 units of 3 jezzails is suddenly much worse than 1 unit of 9 jezzails, because that unit gets to activate all at once and thus six of them will be shooting earlier in the phase than they would otherwise. Death star shooting units in general become incredibly strong because of that.


AoS Balancing Thread @ 2019/03/08 23:41:21


Post by: Eldarsif


I think alternating activation works better for AoS than 40k as AoS tends to have fewer but larger blobs due to its Warhammer Fantasy roots, or rather, a MSU squad that costs 45-50 points isn't as common in AoS.

Regarding general balance I do think that if people wanted balance the game would have to be toned down as currently we have such a level of lethality(40k suffers from this even moreso) that if you happen on a bad turn you could have lost half your army to one of those epic turns where your opponent gets nothing but 6.

Interestingly enough I have been playing Batman miniature game of late and I have found the system to be an interesting alternative. Although I don't foresee AoS work in a skirmish-like manner like Batman there is a different level of lethality and scoring tends to be different. I am especially fan of how differing scores can result in a tie as long as the score between player A and player B isn't too different. So if I were to score 29 points whereas my opponent scores 33 points it would result in a tie. This tends to force people to play harder for objectives instead of going for the kill as you need a proper lead on the score to actually win a match.


AoS Balancing Thread @ 2019/03/08 23:55:38


Post by: NinthMusketeer


I once got tabled but won on objectives, pretty fun and I'm very glad that is a thing in AoS. Like... If there's an objective, that's the objective. I shouldn't be able to win by doing something else.


AoS Balancing Thread @ 2019/03/09 01:28:30


Post by: auticus


What kind of alternating activation? In regards to double turn it is as simple as putting objective control to the end of the round then alternating turns.


Double turn isn't simple, its infuriating. Its you standing there for two turns doing nothing but removing models. It is the single worst mechanic I have ever encountered in wargaming ever.

Alternating action as in the form you don't like much. We voted on keeping turns the AOS way (double turn), alternating phases, or alternating action on a unit (unit completely activates from hero phase down to end of combat phase) and then roll off to see who activates next unit (so kind of double turn but not an entire turn)

The unit activation won by a landslide. When I finish the campaign packet I'll post it, you can check it out. I know you aren't a fan of that but it'll explain better.

Have used it now two years in a row and I find it works great. The game is a lot of fun and it even handles the alpha strike love that GW has by lessening its impact (since you aren't standing there with your hand on your **** watching as you are getting uppercut by a unit you can't do anything about since it just showed up and charged wherever it wanted)


AoS Balancing Thread @ 2019/03/09 01:45:49


Post by: NinthMusketeer


Sorry I meant fixing it is as simple as...

And I really cannot imagine how alternate unit activation works without changing the game completely. For example, how would you deal with any.of the examples I gave?


AoS Balancing Thread @ 2019/03/09 02:01:08


Post by: auticus


It doesn't change the game at all other than the flow.

You activate the unit. It does its hero phase. It does its movement phase. it does its shooting phase. It charges in. It fights.

Your units can respond to one charge per turn to fight back (allowing them to both charge and counter fight, essentially fighting twice in a turn just like normal AOS).

After that is done you roll to see who activates again. Then that continues.

At the end of it all you do one battleshock instead of two. Thats the primary difference.

It does make it a different game. For us - a vastly more desirable game that is more than just overwhelming someone else with math and mortal wounds. It play similarly to bolt action and warlords and battletech which have similar structures.

I only bring it up because someone brought up alternate activation, its not a balance thing. Its a gameflow thing that is much more engaging. No one stands there for an hour getting double turned.



Automatically Appended Next Post:
It is true that you don't get your 100% steady line of troops moving together and guaranteed synergized together. But thats intentional and intended. It introduces risks that you have to decide are worth it or not instead of knowing it will always work how you want it.


AoS Balancing Thread @ 2019/03/09 02:23:03


Post by: NinthMusketeer


Ah, I see. That makes much more sense. For me personally, and my community, that would change the dynamic more than we like, but there is no wrong way to play things.

No one here likes the double turn, but that is generally fixed by simply not using it (usually do it WHFB style where you roll off at the start, person who finished first gets +1, then alternate turns from there). That does give an advantage to the player who goes first but it is a pittance compared to what the double does.

Come to think of it the only time I use normal AoS initiative is if it is a tourney/league where that is the rule. Even in PtG we push the first initiative roll to round 3 when doing 1v1s (more players than that we go by phase).

Come to think further I have never met someone in person who actually likes the double turn mechanic. Encountered a handful online but that is it.

I hate when I go second, win initiative round 2, and the rest of the game becomes a formality.


AoS Balancing Thread @ 2019/03/09 02:28:50


Post by: auticus


It is a different form of the game using alt activation. Thats why I put it to a vote. It actually wasn't my idea to do it this year, I was just going to go with a traditional IGO-UGO with no double turn but it was asked to put to a vote.


AoS Balancing Thread @ 2019/03/09 03:37:52


Post by: Future War Cultist


I’ve come to hate the double turn with a passion. It’s cost me dozens of games. I really don’t need the whole game going down the toilet for me just because I rolled poorly on a single dice roll. And I always roll poorly.

Also, Alternative unit activation would be a massive upheaval to the game at every level. I kinda regret mentioning it because it’s so huge it really is a whole other discussion. I’m just curious if the game can be balanced in its current form. Except for double turns. I’d get rid of that and use 40k’s system if I could.

One other thing; how do people feel about jacking up the cost of god teir characters like Morathi, Nagash etc. so that they don’t fit comfortably into a 1k list and aren’t an auto include in 2k lists either. I just think that there’s so many horribly undercosted units in the game, and it’s a good starting point to fix that.


AoS Balancing Thread @ 2019/03/09 04:54:31


Post by: NinthMusketeer


The game can absolutely be balanced as is, provided the double turn is not in play. The fan comps did it, and did it well. I did work point costing battalions for some time so when a battletome comes out I can go through and pretty consistently get things right on which battalions are bad, decent, overpowered. Auticus can do the same for units. There are others out there who can do similar. The point being not only can AoS be balanced in its current state, but it is not even very hard.


Automatically Appended Next Post:
 Future War Cultist wrote:
One other thing; how do people feel about jacking up the cost of god teir characters like Morathi, Nagash etc. so that they don’t fit comfortably into a 1k list and aren’t an auto include in 2k lists either. I just think that there’s so many horribly undercosted units in the game, and it’s a good starting point to fix that.
There are a lot of undercosted units in the game. Some of the god tier options are in there, some are not. Stardrakes have a godlike statline but do not get abused because they are pointed like they have a godlike statline. Sequitors are a battleline option but so extremely undercosted they are the only battleline to show up in SCE tourney lists. OP units come from all walks of life!


AoS Balancing Thread @ 2019/03/09 14:51:49


Post by: minisnatcher


I have run something in 40k with alternate unit activation, coming from some guys that mixed konflikt 47 with 40k.

They used tokens in a bag, if one of your tokens gets pulled, you get to go with a unit, a hero activates 2 non hero units with it at the same time (if i remember correctly)

It is way better then the original. But the big problem comes that it is time consuming . Games take twice as long especially when playing against someone that likes to think things over before he does something.


Automatically Appended Next Post:
these were the rules in question:
https://drive.google.com/file/d/11YBeUrlhDRehsGc43W8jpdygPMlEeWVW/view


AoS Balancing Thread @ 2019/03/09 16:14:37


Post by: auticus


Thats how bolt action works, also how warlords works. I did timing tests a couple years ago because that was a common complaint. That it appeared to take longer.

However from my tests the time during a whole round was pretty similar.

Average AOS turn (core rules) turn 1 and turn 2 (the longest turns) averaged out at 48 minutes for a complete turn (both players) and turn 3 and on averaged out at 37 minutes.

Alt activation turn 1 and 2 averaged out at 51 minutes and turn 3 and on averaged out at 40 minutes.

Those are from my playtest notes from two years ago where we timed turns to check durations.


Automatically Appended Next Post:
Caveat it will always depend on your game group. That was with mine and the time difference was negligible. I feel that it feels faster when you are doing your whole turn because you are engaged your entire turn so it seems to go faster.

Just like when you are sitting htere waiting a turn it is slow and sucks, and double turn is literally almost an hour of sitting there doing nothing but scooping models of the table and congratulating your opponent on his tactical mastery.


AoS Balancing Thread @ 2019/03/09 16:49:13


Post by: NinthMusketeer


I wonder, if someone just went through available batreps and checked only win-loss and round 1-2 initiative, what is the % win rate of players who get a round 1-2 double?

"Win 75% of your games with one weird trick!"


AoS Balancing Thread @ 2019/03/09 17:31:58


Post by: auticus


In my experience its a solid 35% of games that end in turn 2 due to that.


AoS Balancing Thread @ 2019/03/09 17:53:32


Post by: Future War Cultist


I was once tabled in 20 minutes by a double turn. I went first, moved my KO ships into position, fired off a couple of rounds, dropped a few stormcast, then I just had to watch as my opponent double turned me to annihilation. And this was after they said they’d go easy because it was a supposedly friendly game. I haven’t played against them since...I think they know they fethed up too.

The way I see it, there will always be people who will play to break the game because they have to win at all costs, and as quickly as possible. The ones who don’t have a power army, and who actually want to play the game for at least a few turns, won’t stand a chance unless the very worst excesses of the game are reigned in.

Let’s get rid of the double turn for starters. I know that’s luck not skill, but when people are spamming teleporting mortal wound tossing units, it’s just too unfair.


AoS Balancing Thread @ 2019/03/09 20:53:04


Post by: Eldarsif


One other thing; how do people feel about jacking up the cost of god teir characters like Morathi, Nagash etc. so that they don’t fit comfortably into a 1k list and aren’t an auto include in 2k lists either. I just think that there’s so many horribly undercosted units in the game, and it’s a good starting point to fix that.


Depends on the god tier unit in question really. Morathi is taken less and less these days which kinda indicates she is more appropriately costed than many other god tier units. To be fair I don't see many god tier units on the table except Nagash superheroes these days.


AoS Balancing Thread @ 2019/03/09 23:56:33


Post by: auticus


Most of the big models like nagash, and archaon... are costed close to the bell curve. Which is why you also dont' really see them taken very often. At least I don't ever and I don't read about them much either.


AoS Balancing Thread @ 2019/03/10 00:25:31


Post by: NinthMusketeer


Nagash is appropriately costed if realm rules are not in play. Once he has the extra spells to draw from he becomes totally OP.

Morathi is still a staple of DoK tourney lists. They are showing up less but that is hardly a good measure overall. Either way the balance between her regular and monster form is poor (she is always transformed immediately).


AoS Balancing Thread @ 2019/03/10 01:50:44


Post by: Future War Cultist


That’s a good point actually. Every time I’ve seen Morathi deployed, she immediately goes into snake mode. I don’t know what should be done about that though...or if anything even should be done about it really.

If Morathi is at the right cost, what about other DoK units? They definitely seem undercosted on account of the amount I see crammed into a typical list.


AoS Balancing Thread @ 2019/03/10 02:02:32


Post by: NinthMusketeer


I think Morathi's point cost should go up and her normal form buffed, or her cost should go down and the snake form nerfed.

In other news I played against a proper tourney FEC list today. He got turn choice, went second, doubled, and I was tabled round two.


AoS Balancing Thread @ 2019/03/10 03:05:51


Post by: auticus


Can you see my shocked face to gauge just how shocked I am?


AoS Balancing Thread @ 2019/03/10 04:14:27


Post by: NinthMusketeer


I had a good time of it. I knew going in I was going to get tabled (played with this guy tons, he was good with FEC back when they weren't) but there was entertainment value in seeing how quickly it would happen. I think I would have held out to round four before getting tabled, or round three if he had doubled then.


AoS Balancing Thread @ 2019/03/10 08:56:18


Post by: Eldarsif


I don't know if it has been mentioned before, but in the latest White Dwarf there is an article with Jervis where he goes into his process for assigning point costs.


AoS Balancing Thread @ 2019/03/10 12:07:17


Post by: minisnatcher


 NinthMusketeer wrote:
I wonder, if someone just went through available batreps and checked only win-loss and round 1-2 initiative, what is the % win rate of players who get a round 1-2 double?

"Win 75% of your games with one weird trick!"


still better then 40k that had (before last CA, don't know about after have not played the game since) 90% game wins on players that got to go first. due to alpha strike, and heavy shooting capable of taking out enough to not worry to much of the counter attack


Automatically Appended Next Post:
auticus wrote:
Thats how bolt action works, also how warlords works. I did timing tests a couple years ago because that was a common complaint. That it appeared to take longer.

However from my tests the time during a whole round was pretty similar.

Average AOS turn (core rules) turn 1 and turn 2 (the longest turns) averaged out at 48 minutes for a complete turn (both players) and turn 3 and on averaged out at 37 minutes.

Alt activation turn 1 and 2 averaged out at 51 minutes and turn 3 and on averaged out at 40 minutes.

Those are from my playtest notes from two years ago where we timed turns to check durations.


Automatically Appended Next Post:
Caveat it will always depend on your game group. That was with mine and the time difference was negligible. I feel that it feels faster when you are doing your whole turn because you are engaged your entire turn so it seems to go faster.

Just like when you are sitting htere waiting a turn it is slow and sucks, and double turn is literally almost an hour of sitting there doing nothing but scooping models of the table and congratulating your opponent on his tactical mastery.


Our playtests were 2h -3h30 for 2000 pts regular, 2h30-5 h for alternate unit activation. we have a few players that start rethinking there entire strategy each time they get an activation token where in regular 40k they would only do it at the start of there turn. These are the slow players in regular 40k and really become slowpokes in this konflikt version...


Automatically Appended Next Post:
 NinthMusketeer wrote:
I had a good time of it. I knew going in I was going to get tabled (played with this guy tons, he was good with FEC back when they weren't) but there was entertainment value in seeing how quickly it would happen. I think I would have held out to round four before getting tabled, or round three if he had doubled then.


Seeing these FEC rules i really think next GHB will seriously nerf summoning. These is running up to the next ghb period making you crave for it and making everyone say they made good decisions. they do this trick every time.


AoS Balancing Thread @ 2019/03/10 12:56:16


Post by: Wayniac


 Eldarsif wrote:
I don't know if it has been mentioned before, but in the latest White Dwarf there is an article with Jervis where he goes into his process for assigning point costs.


Boy oh boy. I definitely need to get this issue. I want to know what he says. I've always liked Jervis' approach to the game, but damn if it didn't piss a lot of people off when he dared to say that you don't need points to have an enjoyable game.

I'm curious if there's actual math behind it or just sort of random guessing. Because if there are math and actual formulae, it sure doesn't seem like it although they said once on a cast or WHTV or something that they did have formulas.


AoS Balancing Thread @ 2019/03/10 13:07:09


Post by: auticus


Ive seen the jervis article. Its now being used as proof by the aos super fans that balance is impossible because jervis said it was.

Now i agree with some of his points such as things like terrain change the value of a unit etc but again they can get infinitely more closer than their “attempt” today.


AoS Balancing Thread @ 2019/03/10 13:14:21


Post by: Wayniac


auticus wrote:
Ive seen the jervis article. Its now being used as proof by the aos super fans that balance is impossible because jervis said it was.

Now i agree with some of his points such as things like terrain change the value of a unit etc but again they can get infinitely more closer than their “attempt” today.


What I found most amusing was they had an article around when AOS 2.0 first came out that said the weird realmscape rules that everyone was slagging as being "not fair" was intended to be used for all levels of games including Matched Play as units were costed with them being in use in mind. This was summarily said to be total nonsense and those rules are horrible and have no place in matched play (despite the studio saying they were) and that nobody would ever bother to use them because they screw over certain armies. Lo and behold, you don't see those used.

So basically, the AOS "Super Fans" will cherry pick things that fit their narrative. Otherwise, they should all be using the realmscape rules because the studio said that's considered a core part of AOS and something they expect to be used and that point costs reflect those being in use.


AoS Balancing Thread @ 2019/03/10 13:39:29


Post by: auticus


Yeah. Thats people in general unfortunately.


Automatically Appended Next Post:
The positive I'm seeing is that less and less people are saying the game is perfectly fine from a balanced state. They are just saying the game is perfectly fine as an unbalanced game. So the illusion that its balanced has largely worn off or that matched play, despite what gw says, is a balanced form of the game.

Minus a couple guys that are adamant that you just need to git gud. But when pressed on how factions like mortal khorne or slaves to darkness or high elves or kharadron overlords are supposed to git gud the typical response is no response or "don't play that faction".


Automatically Appended Next Post:
A fun straw poll would be to query the community on how many care about balance and how many are fine with bad balance and just rotate armies to stay on top of the meta, and how many are fine with bad balance and don't mind getting their teeth kicked in and just want to lolz and throw dice.

I really am interested in that, but I don't think a dakka poll would serve very well because there are like eight of us that post and that seems to be a 4-4 split.


Automatically Appended Next Post:
Balancing poll:

https://www.dakkadakka.com/dakkaforum/posts/list/772628.page


AoS Balancing Thread @ 2019/03/10 15:59:32


Post by: Future War Cultist


The realmscape abilities and spells were a great idea on paper, but they went overboard and knocked everything out of porportion. I’ve got a particular beef with the Chamon ones; Steel Rain once cost me a game (destroyed a vital objective holding unit) and that other ability that cancels rend? Nerfed my overlords. And if there’s one army that doesn’t need a nerfing, it’s them.

@ auticus

That irks me, when people say just don’t play that faction. It’s like an insult. FYI, the people who argue against my suggestions for fixes to these factions are the same people who do not play them at all and who posess the broken ones. Unpainted armies bought on eBay btw. It just smacks of ‘protectionism’.

I know I sound quite bitter, but when GW almost deliberately makes a faction unplayable, it’s like they’re conning the people unfortunate enough to play them. That’s just how it feels.


AoS Balancing Thread @ 2019/03/10 19:13:36


Post by: auticus


Based on the input I have been getting in regards to balance, the community's stance on balance has not changed since I started posting questions and polls regarding balance in 2016.

That being: a huge chunk of the overall community likes some balance but its not a deal breaker for them. I know from having attended dozens of game dev convention/discussions over the past twenty odd years that single player games are definitely written imbalanced for the player. Most pvp style games (computer) they take balance seriously. The tabletop world, definitely not so much if at all.

Which explains the reactions you can get in balance discussions as well as how GW is making mad profit even though their system is so on its head.

Based off of concurrent results for the past three years that have more or less been identical, I feel that balance discussions are probably better left off dead or in game design forums.


AoS Balancing Thread @ 2019/03/10 19:22:37


Post by: Wayniac


Speaking of balance, or lack thereof, new Khorne is showcased and their version of endless spells aren't spells (because Khorne) so can't be dispelled at all and one can seemingly make wizards forget spells.

Seems totally fair and balanced to have hard counters and things that work similar but better.


AoS Balancing Thread @ 2019/03/10 19:48:56


Post by: Galas


Wayniac wrote:
Speaking of balance, or lack thereof, new Khorne is showcased and their version of endless spells aren't spells (because Khorne) so can't be dispelled at all and one can seemingly make wizards forget spells.

Seems totally fair and balanced to have hard counters and things that work similar but better.


Factions that only had priets before couldn't dispell endless spells either. Khorne, Fyreslayers, etc... so having factions WITHOUT priest not being able to dispell SOME "not-endless spells" isn't unfair if they are priced correctly.


AoS Balancing Thread @ 2019/03/10 21:10:39


Post by: NinthMusketeer


Honestly I am fine with some magic hate being tossed around since it is so dominant right now.


AoS Balancing Thread @ 2019/03/10 22:42:05


Post by: auticus


Looking at the game as a whole, I am also fine with khorne being very anti-magic, because a khorne army won't have a wizard and it does produce a hard counter to a powerful tool.

It gives khorne some use other than as an enhancement talent making their opponent look good.


AoS Balancing Thread @ 2019/03/11 00:21:10


Post by: NinthMusketeer


Something else too is that armies which really rely on magic, like Tzeentch or magic-heavy LoN, will still be able to power through some spells by virtue of their own bonuses & sheer number of them. And it is not like Khorne does not pay points for his anti-magic capability.

Of course now that I said that GW will decide anti-magic is not worth any points and it will become a free bonus that Khorne shuts it down without trying.


AoS Balancing Thread @ 2019/03/11 02:01:53


Post by: Future War Cultist


It all depends upon how it’s actually implemented, so I’ll reserve judgement until I actually see the rules. I’m not holding my breath though.

So what have we decided so far? Eliminate the double turn? What else? Reducing mortal wound output?


AoS Balancing Thread @ 2019/03/11 02:38:59


Post by: auticus


if you're going for balance then for me you eliminate double turn, reduce mortal wound output, cap summoning.

Do those things and the game then comes down to the point costs, which by itself is not great, but not as bad.



AoS Balancing Thread @ 2019/03/11 07:11:50


Post by: NinthMusketeer


auticus wrote:
if you're going for balance then for me you eliminate double turn, reduce mortal wound output, cap summoning.

Do those things and the game then comes down to the point costs, which by itself is not great, but not as bad.

Yeah those three points are the parts there is general agreement on; if those were addressed the game would be in a much better place.

Someone pointed out to me the other day that there are more units which deal MWs than units with rend -2.


AoS Balancing Thread @ 2019/03/11 09:21:22


Post by: Eldarsif


Someone pointed out to me the other day that there are more units which deal MWs than units with rend -2.


The designers are strangely afraid of two things: Giving -2 rend or better and giving a 3+ save or better. While at the same time they don't mind giving everyone and their grandmother a Mortal Wound output.


AoS Balancing Thread @ 2019/03/11 11:13:44


Post by: auticus


They have mentioned in the past they designed the game so that stuff dies in droves because when things dont die "thats not fun". So I would say that the mortal wound output thing is intentional.

Although obviously factions dealiing mortal wounds are at a great disparity overall. Some do it like breathing, others have to dig deep to do a half a dozen mortal wounds in a turn.


AoS Balancing Thread @ 2019/03/11 11:37:20


Post by: Future War Cultist


This is not a good trend at all. Ok yeah, you want your attacks to actually land and do something. But imo, units should be able to survive more than 1 round of attacks. And for armies that can’t throw out mortal wounds, they’re at a disadvantage.


AoS Balancing Thread @ 2019/03/11 11:47:13


Post by: auticus


Thats part of the balancing discrepancy and why I have a system to cap too many mortal wounds. Solely because not every faction can do it and the have-nots might as well not even come to the table.

I would consider an army that can spam mortal wounds on par with an army that can spam summoning as I see those two things as diametrically opposed. One does massive damage the other regenerates that massive damage.

Armies that can do neither of those things are trash against armies that can.


AoS Balancing Thread @ 2019/03/11 14:14:48


Post by: Wayniac


I liked Mortal Wounds when they were meant to be rare and the counter to things like 2+ rerolling 1s Stormcast or things that could ignore rend (Seraphon stuff springs to mind). But having everything dish out a ton of mortal wounds is just stupid.

Mortal Wounds, in general, are a "negative play experience" since there's usually nothing you can do about it, especially when it's mortal wounds on hit because it usually just removes these models.

The fact the AOS design team seems to be doubling down on them isn't a good thing IMHO.


AoS Balancing Thread @ 2019/03/11 14:56:05


Post by: Future War Cultist


Absolutely, 100% agree. Mortal wounds should have been special, and quite rare. Imo, they should have been limited to:

Magic
Artifacts
High level characters
The biggest monsters
The most elite units
Terrain effects

Not only that, but they should have been limited to 1 mortal wound 70% of the time, D3 mortal wounds 25% of the time, and D6 or higher should be as rare as hens teeth. But unfortunately they’re throwing them about like confetti...for some. And the ones who can’t are suffering bad.

I’ve been on the receiving end of deep striking star soul mace wielding paladins and the Sword Of Judgement...they suck.



AoS Balancing Thread @ 2019/03/11 18:29:14


Post by: Wayniac


Yeah. They never seem to be able to keep a good idea going, it always ends up with them going off the rails with it. Mortal Wounds were one case. Now we also have endless spells for everyone (except the factions that don't get it) and mandatory terrain for everyone.

It's still a completely backward design cycle where things are languishing because they have no reason to update it without new sculpts, but nobody is telling the model designers to make new sculpts for the factions that need them. I'm pretty sure the model designers decide on their own, without any input about the game, what to work on (possibly driven by management) and then *tell* the rules team to throw it in.

The result of this is if the model team has no incentive/desire to work on for example new Seraphon sculpts, they won't get any which reduces the chance for an updated tome because there are no models to go along with it, but if the design team suddenly decides oh it'd be really neat to have Stormcast golems they'll whip those up and then boom another Stormcast release when they don't need it.


AoS Balancing Thread @ 2019/03/11 18:42:32


Post by: Eldarsif


I'm pretty sure the model designers decide on their own, without any input about the game, what to work on (possibly driven by management) and then *tell* the rules team to throw it in.


If they are like many other game design teams on a long term project there is overwhelming chance it is something like:

- Artists make something, then ask the rules team to fit them in somehow. Some artists may also be more interested in updating old models. That in itself is most likely a slower churn which is probably why we'll get a revamp of older models every now and then.
- The rules team approaches them with ideas because they(rules team) want to add something. The artists then make something to what the rules team requested.

In short: It is a two-way street.


I really doubt management is driving anything because if they are then GW has cracked one of the greatest secret of the game industry: How to hold onto talent while giving them no creative freedom. However, if this is scrum driven like many game development stuiods, then the artists AND rule team must make a case why something should be done because management must accept projects and money people must calculate potential time and money spent on a project vs. potential earnings. This is why if an artists or a rule team suddenly comes up with an idea to make a High Elf Spearmen revamp, and management doesn't see how that would fit into any line, it will most likely not get greenlit. However, if someone comes up with an idea to consolidate one faction into a tome that will use existing models and add a few new ones(like DoK) then management will give it a greenlight because it is a well thought out project that have Objective Key Results(OKR) they can make a case for.


AoS Balancing Thread @ 2019/03/11 18:55:28


Post by: auticus


They have design sessions and what ifs with their playtest team, which are largely also the tournament uk guys that hang out and go to the pub together.

So when they float things like endless spells, the idea was pretty awesome and likely the internal playtest crew were excited about it.

The implementation itself of course was another thing.


AoS Balancing Thread @ 2019/03/11 19:31:55


Post by: Galas


I always laught when people complains about Mortal Wounds in 40k (And there they are actually much more needed because invulnerable saves are much more common), because they are like 1/10 of what you have in Sigmar.

And I actually like that. I don't quite like mortal wounds, specially in the way they are handled in AoS.


AoS Balancing Thread @ 2019/03/11 20:02:52


Post by: Requizen


Why is it that when people complain about aspects of the game, it's always stuff that isn't really a problem. Summoning isn't blowing up tournaments, neither are MW spam armies nor the double turn. They're all things that you learn to play around and stop really becoming an issue once you've experienced them a couple times.

The only possible outlier is Legion of Nagash resummoning Grimghasts, but that has a lot more to do with Nagash himself as a character and the addition of Grimghasts to LoN than the actual summoning mechanic. No one was complaining about resummoning Skeletons or Hexwraiths or whatever.

My only real complaint at the moment is armies whose books aren't up to date... and they've specifically said that their intent is to push out AoS books this year at a rate that they did 40k books last year, to get everyone on the same page asap rather than spread out across a decade.


AoS Balancing Thread @ 2019/03/11 20:09:41


Post by: NinthMusketeer


 Eldarsif wrote:
I'm pretty sure the model designers decide on their own, without any input about the game, what to work on (possibly driven by management) and then *tell* the rules team to throw it in.


If they are like many other game design teams on a long term project there is overwhelming chance it is something like:

- Artists make something, then ask the rules team to fit them in somehow. Some artists may also be more interested in updating old models. That in itself is most likely a slower churn which is probably why we'll get a revamp of older models every now and then.
- The rules team approaches them with ideas because they(rules team) want to add something. The artists then make something to what the rules team requested.

In short: It is a two-way street.


I really doubt management is driving anything because if they are then GW has cracked one of the greatest secret of the game industry: How to hold onto talent while giving them no creative freedom. However, if this is scrum driven like many game development stuiods, then the artists AND rule team must make a case why something should be done because management must accept projects and money people must calculate potential time and money spent on a project vs. potential earnings. This is why if an artists or a rule team suddenly comes up with an idea to make a High Elf Spearmen revamp, and management doesn't see how that would fit into any line, it will most likely not get greenlit. However, if someone comes up with an idea to consolidate one faction into a tome that will use existing models and add a few new ones(like DoK) then management will give it a greenlight because it is a well thought out project that have Objective Key Results(OKR) they can make a case for.
When you put it that way it sounds like a logical and effective way to produce great miniatures and fun factions. It would then follow that people are willing to put up with wild imbalance because the game is fun enough when it does work, and the miniatures good enough looking, that it compensates. One could further follow that this is the reason that the imbalance exists to such an extent, and seems to get worse with more popular wargames; because they do not HAVE to fix it to attract players. The other side of the coin being that balance is still obviously an attractive factor (else smaller games with less resources but a greater need to attract players would not bother) and so to some extent these popular wargames are allowing themselves to 'rest on their laurels' rather than really refine their product. This reasoning would of course need to come with the caveat that it is but one of multiple factors and not the whole explanation itself.

But this is the internet where nuance and critical thinking do not exist, and all things must be black or white so I must say NO! GW devs just circle jerk whatever ideas they want and draw up rules on napkins during lunch!!



AoS Balancing Thread @ 2019/03/11 20:15:35


Post by: auticus


Why is it that when people complain about aspects of the game, it's always stuff that isn't really a problem. Summoning isn't blowing up tournaments, neither are MW spam armies nor the double turn. They're all things that you learn to play around and stop really becoming an issue once you've experienced them a couple times.


As has been said many many many times, we're discussing the games as a whole, not solely at the tournament level. Because things are fine at the tournament level does not mean the game is in a great place unless you are primarily a tournament player.

If you are a tournament player you aren't fielding the casual for fun lists. You aren't fielding about 90% of the game.

It is objectively true that many of the factions in the game cannot have fun games against the power builds. Not certain builds... entire factions.

Mortal khorne armies aren't going to be having fun against tournament mortal wound spam or summon spam armies. Kharadron overlords aren't going to have fun against tournament mortal spam or summoning spam armies. Slaves to darkness aren't going to have fun against mortal wound spam or summoning spam armies. Free people aren't going to have fun against mortal wound spam or summoning spam armies. Slaanesh demons or mortals aren't going to have fun against mortal wound spam or summoning spam. High elves aren't going to have fun, dark elves aren't going to have fun, wood elves aren't going to have fun.

All kinds of factions not going to be able to have fun against those armies.

Regardless if the tournament scene is just fine and hokey dokey.

Git gud won't help those factions. If you feel git gud will help those factions then please, post about how you take one of those armies against a power build and not get rolled by virtue of just showing up with the wrong faction.

Double turn is just *$*$*@ing a fun killer. Regardless of if its hokey dokey status quo at tournaments.

The game as a whole is not solely dictated by how smoothly your tournaments run because tournament play is only one facet of the entire game of which GW endorses and supports people buying ALL of the factions available, but only a portion of which can be played without getting stomped by a tournament.

A tournament player is not going to give two flaming craps about the casual or campaign players getting crushed because they aren't fielding those types of armies, and if they were going to play in a casual or campaign environment, often will take their tourney power list anyway and tell people to git gud and learn how to work around it.

Either that or you are one of those people that really don't care if you are getting stomped on and just want to play for playing sake. Which is fair enough. But since you brought up tournaments and everything is fine at tournaments my guess is you are a tournament guy and the casual scene below the tournament guys is probably not visible. To which no, by any means, is mortal wound spam or summoning spam just fine and git gud will fix it. Those factions that can't keep up can't keep up because they don't have the mechanical backed by mathematics tools to deal with them.

So as the rebuttal I know is forthcoming, please share HOW those factions, in detail, deal with FEC spam summoning or stormcast teleporting mortal wound spamming, or legion of nagash or DOK tourney builds other than by saying an alternate form of git gud. If there are ways around it that are just lost to a bunch of people, then I ask that those hidden ways be revealed so that these topics don't come up ever again. A youtube battle report or something explaining it or showing it would be greatly appreciated. Because I can't find any out there, so I'm figuring they are on the dark web of aos or something that I just can't find.

And realize some of us in this conversation are current or past tournament players with high placing histories in past WHFB games or current AOS so we're not all clueless baby seals waiting to get clubbed that just don't git it.


AoS Balancing Thread @ 2019/03/11 20:27:25


Post by: Requizen


auticus wrote:
Why is it that when people complain about aspects of the game, it's always stuff that isn't really a problem. Summoning isn't blowing up tournaments, neither are MW spam armies nor the double turn. They're all things that you learn to play around and stop really becoming an issue once you've experienced them a couple times.


As has been said many many many times, we're discussing the games as a whole, not solely at the tournament level. Because things are fine at the tournament level does not mean the game is in a great place unless you are primarily a tournament player.

If you are a tournament player you aren't fielding the casual for fun lists. You aren't fielding about 90% of the game.

It is objectively true that many of the factions in the game cannot have fun games against the power builds. Not certain builds... entire factions.

Mortal khorne armies aren't going to be having fun against tournament mortal wound spam or summon spam armies. Kharadron overlords aren't going to have fun against tournament mortal spam or summoning spam armies. Slaves to darkness aren't going to have fun against mortal wound spam or summoning spam armies. Free people aren't going to have fun against mortal wound spam or summoning spam armies. Slaanesh demons or mortals aren't going to have fun against mortal wound spam or summoning spam. High elves aren't going to have fun, dark elves aren't going to have fun, wood elves aren't going to have fun.

All kinds of factions not going to be able to have fun against those armies.

Regardless if the tournament scene is just fine and hokey dokey.

Git gud won't help those factions. If you feel git gud will help those factions then please, post about how you take one of those armies against a power build and not get rolled by virtue of just showing up with the wrong faction.

Double turn is just *$*$*@ing a fun killer. Regardless of if its hokey dokey status quo at tournaments.

The game as a whole is not solely dictated by how smoothly your tournaments run because tournament play is only one facet of the entire game of which GW endorses and supports people buying ALL of the factions available, but only a portion of which can be played without getting stomped by a tournament.

A tournament player is not going to give two flaming craps about the casual or campaign players getting crushed because they aren't fielding those types of armies, and if they were going to play in a casual or campaign environment, often will take their tourney power list anyway and tell people to git gud and learn how to work around it.

Either that or you are one of those people that really don't care if you are getting stomped on and just want to play for playing sake. Which is fair enough. But since you brought up tournaments and everything is fine at tournaments my guess is you are a tournament guy and the casual scene below the tournament guys is probably not visible. To which no, by any means, is mortal wound spam or summoning spam just fine and git gud will fix it. Those factions that can't keep up can't keep up because they don't have the mechanical backed by mathematics tools to deal with them.


I participate in a lot of casual events and game nights as well, and of course certain factions are pretty bad at the moment... but it turns out faction rules > no faction rules, so I don't see how that's surprising. Instead of just giving the factions rules to catch up, you'd rather turn the game on it's head to try and balance it? Gitz, Nighthaunt, and Beasts of Chaos were considered almost joke factions before their books, now they're pretty darn good at both casual and competitive. But we need to completely restructure the game because Slaanesh and Free Peoples aren't on the same level? Patience is indeed a virtue, and the books and updates are coming.

(Not to mention KO losing against Summoning even casually is a joke with how good they are at killing Heroes and units that cause summoning. They're one of the best anti-summon armies in the game, their main issue is that they suck against fast melee and can't score certain missions to save their lives. Casually they're a fantastic army)


I think you're conflating some things, to be honest. You're essentially saying that a casual fun list can't play against the best stuff in the game. And that's true. But... why are you comparing a casual list on one side to a cutthroat list on the other? I could easily make a "try hard" Free People's list and a "casual" Stormcast list and then complain about Stormcast not being good enough to deal with the former. If one side is bringing all the best tools available and the other side is just there to have a good time... yeah it's not going to be fun. Is a random draft MTG deck going to do well against a honed Standard MTG deck that someone paid $3000 for? No, but that's not a problem of balancing, that's a mismatch of players.

If you're playing an army that's not yet up to par (say, Slaves) at a regular game night, and the opponent brings a netlist Daughters of Khaine army, it's going to feel like poo poo. But maybe one or both of you misjudged what the game night was supposed to be, rather than the game being problematic.


AoS Balancing Thread @ 2019/03/11 20:31:27


Post by: auticus


But maybe one or both of you misjudged what the game night was supposed to be, rather than the game being problematic.


Or perhaps the game is just grossly imbalanced, which is the topic of this thread, to discuss how and why the game is imbalanced.

If the game were balanced, or close to balance, then these situations where the powergamers bringing tournament lists everywhere wouldn't be as big a deal.

At the very minimum if every faction had tools to deal with it then it truly wouldn't be as big a deal. As it stands today, many if not most factions cannot stand against the grotesqueries that people bring, despite trying to say a social contract should prevent them from doing it (because in my experience the social contract doesn't mean anything and its go hard or don't bother showing up)

Hand waiving that as not a big deal is a big "eff you" to those people that bought in to the factions GW sells that weren't warned that those factions amount to flaming garbage unless a social contract is being observed.


AoS Balancing Thread @ 2019/03/11 20:33:26


Post by: Wayniac


In auticus' defense, he seems to play with people who will bring a netlist DoK army to a regular game night and say it's the other person's fault for not bringing a netlist and the should just git gud and play a real army. I recall someone, it may have been auticus or maybe not, who said something to the effect once that they saw a person do that and actually get insulted that the other player didn't bring a list "worthy of their time" or some sort of pretentious bullgak. Like they actually felt their opponent "wasted their time" because they didn't bring a tournament-caliber netlist to a game.


AoS Balancing Thread @ 2019/03/11 20:43:02


Post by: Requizen


auticus wrote:
But maybe one or both of you misjudged what the game night was supposed to be, rather than the game being problematic.


Or perhaps the game is just grossly imbalanced, which is the topic of this thread, to discuss how and why the game is imbalanced.

If the game were balanced, or close to balance, then these situations where the powergamers bringing tournament lists everywhere wouldn't be as big a deal.

Are you joking? That's extremely naive if not.

There's no list or deck building game in existence where a Timmy and a Spike can both bring what they want and have an equal chance at winning (other than crazy random heavy games like Hearthstone where you can RNG to a win). List building is part of the game, and learning what tools do well and synergize is always going to separatee a good list from a bad list. Heck, even in a game like chess, where there's it's completely equivalent on both sides, knowing opening plays can make a game feel unfun and non-game in the first 5 minutes.
auticus wrote:
At the very minimum if every faction had tools to deal with it then it truly wouldn't be as big a deal. As it stands today, many if not most factions cannot stand against the grotesqueries that people bring, despite trying to say a social contract should prevent them from doing it (because in my experience the social contract doesn't mean anything and its go hard or don't bother showing up)

Hand waiving that as not a big deal is a big "eff you" to those people that bought in to the factions GW sells that weren't warned that those factions amount to flaming garbage unless a social contract is being observed.

What things can't be dealt with? Other than actual Legacy armies like Orcs and Goblins/Tomb Kings/Brettonians which will never get balanced, I bet you I can write a list that does well against one thing or another.

Will they be fun for you specifically to play? Will they have all the cool toys? Probably not. But I've seen Mortal Khorne, Free Peoples, and Slaanesh go 4-1 or better at events. I've seen casual map campaigns completely dominated by Ironjawz. But you can't just take whatever boxes off the shelf and expect it to happen.

"Going hard" is a social contract. What the social contract is depends on area to area, play group to play group, event to event. If you want to bring your favorite models and not think about list building, synergies and hard counters, make sure the group doesn't do that either. GW (or any other game studio for that matter) isn't going to modify the game to only be for one type of player, it's up to your group to figure out what that social contract is going to be and if you don't like it... well, try to convince your group or start running events of your own.


Automatically Appended Next Post:
Wayniac wrote:
In auticus' defense, he seems to play with people who will bring a netlist DoK army to a regular game night and say it's the other person's fault for not bringing a netlist and the should just git gud and play a real army. I recall someone, it may have been auticus or maybe not, who said something to the effect once that they saw a person do that and actually get insulted that the other player didn't bring a list "worthy of their time" or some sort of pretentious bullgak. Like they actually felt their opponent "wasted their time" because they didn't bring a tournament-caliber netlist to a game.


How is that the game's fault? If someone shows up to play basketball and they dunk over your head and smack talk you, it's not Basketball's fault, they're being a dick. Don't change the game, change the players.


AoS Balancing Thread @ 2019/03/11 20:45:37


Post by: auticus


Good. Since you've stepped us to learn me, please craft a battle report showing a mortal khorne army with no demons stepping up to the plate against a FEC tournament army or a DOK tournament army and winning. Against a tournament level FEC or DOK player, not a newb.

I've been in game development and design for close to 30 years. While pure balance is impossible, as I've mentioned many many times, a balanced version of a game like AOS is definitely in the realm of possibility. Especially since the fan comps did exactly that, they produced a playable version of the game for all factions where all factions had a viable legit shot at playing.

Demonstrate and shut me up once and for all a legit battle report showing that happen. I promise you I'll never post another post in another AOS thread anywhere on the internet again if you can produce a legit non doctored battle report demonstrating to me how its done.

Hell you post that you will have successfully closed this thread down and showed us all that we just don't know anything about how to really play the game.

Talking about how you've seen those weak factions go 4-1 at a tournament means absolutely nothing because tournaments are ALL ABOUT matchups. I have played probably 1000 tournament games of WHFB in my life and every one of those was against a rainbow array of players and playstyles.

I took 5th in Chicago in the early 2000s because I got lucky against 5 of my 6 matchups. The year after I took 7th. That was two years top 10 placing because I got lucky in my placings. In 40k my eldar star cannon army took 3rd at Chicago in the late 90s. Again, armies made all the difference. I had a marine killer army and played 6 marine players. That doesn't prove nor disprove a balanced game, that proved that I had favorable matchups and got to have a top placing because of it. In 2007 in the height of matt ward mania with broken demons I placed like 28th with mortal chaos on foot. The game was busted as all hell, but I went 4-1-1. Because of my matchups. I played two hard opponents with two hard lists and drew one and got tabled by the other and played four sub par lists after to take 4-1-1. What does that prove balance wise? Not a thing, though anyone that played during 7th will tell you all about the balance of that edition and how it made AOS look like a great balanced game.

GOing 4-1 doesn't mean jack or that the game is balanced. It doesn't show what that player went against. He could have had 4 candy opponents with weak lists and 1 actual tournament list opponent.

The postulation is the game is grossly imbalanced. Your postulation is people just need to get good. So prove that. Demonstrate with a real legit game with a weak faction like mortals of khorne with no demon backup against a tournament FEC or DOK army against a tournament level player that you can win with them.

Its nowhere to be found on the internet. You'd have thunk if those scenarios you are saying exist truly existed that youtube would have some battle report for it, because there are certainly THOUSANDS of battle reports of power builds dominating.


AoS Balancing Thread @ 2019/03/11 20:53:51


Post by: Requizen


auticus wrote:
Good. Since you've stepped us to learn me, please craft a battle report showing a mortal khorne army with no demons stepping up to the plate against a FEC tournament army or a DOK tournament army and winning.

I've been in game development and design for close to 30 years. While pure balance is impossible, as I've mentioned many many times, a balanced version of a game like AOS is definitely in the realm of possibility. Especially since the fan comps did exactly that, they produced a playable version of the game for all factions where all factions had a viable legit shot at playing.

Demonstrate and shut me up once and for all a legit battle report showing that happen. I promise you I'll never post another post in another AOS thread anywhere on the internet again if you can produce a legit non doctored battle report demonstrating to me how its done.

Hell you post that you will have successfully closed this thread down and showed us all that we just don't know anything about how to really play the game.


Wait, so because no content creators specifically made a BatRep where a Mortal Khorne army beat a FEC army, I can't have a discussion with you? I guess I'll have to start my own channel just to talk on the internet anymore.

I was at an event last month where someone brought Brass Stampede, maxed out on as many Blood Crushers as they could, and went either 3-2 or 4-1. Granted this was pre-FEC book, but it beat a FEC list that had free summoning and iirc a Nurgle army which coincidentally also has free summoning. Leaning in on fast, high wound count models that have MW saves, he gained board control and hit specific characters and units with spearhead strikes, using the KLoJuggernaught CA + allied Wizards to boost their output. But I guess it didn't happen without video evidence.

Like I said above, yeah it's probably not what you imagine as a Khorne Mortal army - no Bloodreavers, no Blood Warriors, no Wrathmongers, but it was very much so a Mortal Khorne army (perhaps with one Daemon Prince? Hopefully that doesn't invalidate the whole thing.)


Automatically Appended Next Post:
auticus wrote:


The postulation is the game is grossly imbalanced. Your postulation is people just need to get good. So prove that. Demonstrate with a real legit game with a weak faction like mortals of khorne with no demon backup against a tournament FEC or DOK army against a tournament level player that you can win with them.

Its nowhere to be found on the internet. You'd have thunk if those scenarios you are saying exist truly existed that youtube would have some battle report for it, because there are certainly THOUSANDS of battle reports of power builds dominating.


Wait, why do I have to prove my point and you don't? If your postulate is that "Certain armies can never win no matter what", then have you tried? Have you played those armies at a dozen events? Can you give me a statistically relevant set of data that the game needs to be changed?

It works both ways. You can't claim that the game is broken when your whole thing is pretty darn subjective, and certain pieces can be refuted quite easily.


AoS Balancing Thread @ 2019/03/11 21:00:52


Post by: auticus


You have objectively stated that the game is fine, that people just need to play better.

Since there is no where on the internet that has demonstrated this to be true, and since I have never in my entire life of playing AOS have seen this be done, I am asking you to produce objective data to your argument.

You are throwing around records like that means anything. I have already expressed why I feel records mean nothing, because they don't express the quality of opponent or say who they played.

I am discussing the balance of this game, how it sucks, and why it sucks.

You're discussing a brass stampede army that is using allies, I'm discussing how factions are not balanced and that is the crux of this entire thread.

If I want to go ahead and show up at my local store with the power gamer roost with "mortal khorne" i can show up with a couple mortal units and then throw in blood thirsters and blood letter bombs and say "well I used a couple mortal units, good enough, but that is not what is being discussed here.

It is already common knowledge that powergamer lists are about 10% of a book usually. Thats not a balanced game. Thats crap. Thats imbalance.

I know all about git gud, I lived git gud for over a decade. Git gud runs off players.

This is a conversation about balance. You said that the game is perfectly fine. We already said back on page 1 that we weren't talking about the powergamer environment.

So demonstrate a casual list from a non represented faction getting good and beating a power list to demonstrate the balance that is just fine, so that I can be educated on how that works so I can shut up and help preach the gospel that AOS is in a great place and is perfectly fine for the people in my community that hate trying to play a game when our resident power gamers show up with their adepticon lists and I have to write house rules to keep those lists out of my events.

Because brother I have to tell you I would *LOVE* to be wrong about this and see things your way.


AoS Balancing Thread @ 2019/03/11 21:32:43


Post by: Requizen


auticus wrote:
You have objectively stated that the game is fine, that people just need to play better.

Since there is no where on the internet that has demonstrated this to be true, and since I have never in my entire life of playing AOS have seen this be done, I am asking you to produce objective data to your argument.

But you've said you won't listen do objective data, literally on the next line:

auticus wrote:
You are throwing around records like that means anything. I have already expressed why I feel records mean nothing, because they don't express the quality of opponent or say who they played.

You can literally just refute any win % as "well we don't know the matchups!" and then laugh all the way to the next page. Hell, even when you wanted a Battle Report, you stated "a non-doctored" battle report, insinuating that you would just call into question the legitimacy of any video you saw.

What evidence would you accept? Do you want a group of the highest winning players in the world, locked in a room together, playing the same matchup 100 times until statistically relevant data is reached? It's never going to be perfect data, especially in a game involving dice. It's pretty clear that you aren't actually looking to accept any differing opinions, only to smack them down by putting the burden of proof on the person trying to refute you, in a subject that is pretty much completely subjective.

PS: there is a place to look at some set of data: https://thehonestwargamer.com/aos-stats-5th-march/
Filtering out the random little subfactions and only looking at the 25 that GW considers "actual factions" + 2 FW Factions + the 4 GAs (so 31 factions), there are only 10 under a 45% win rate. So 2/3 of the armies in the game have an even or near-even win rate at tracked events, including some that you might consider bad. For instance, Free Peoples have a 46% win rate. Slaanesh has a 55% win rate. Pretty not bad for "armies that can't do anything about top lists".

auticus wrote:
I am discussing the balance of this game, how it sucks, and why it sucks.

Just saying "it sucks" doesn't actually discuss anything. Listing off mechanics you don't like doesn't actually make them bad mechanics. Double turn is contentious, but if it's not considered bad by at least half the people using it, and it hasn't gotten people to stop playing the game, is it really bad? Are MWs really that bad considering most armies have a way to ignore, dispel, or otherwise evade them? Some armies are weaker to MWs than others, and that includes a lot of "older" armies... but does that make the mechanic bad or does it just mean you don't like it?

Counterpoint - AoS might not be a game for you. There's plenty of games I don't play because the mechanics don't agree with me, but that doesn't make them bad games that need to be rewritten from the ground up.

auticus wrote:
You're discussing a brass stampede army that is using allies, I'm discussing how factions are not balanced and that is the crux of this entire thread.

I'm discussing an army that was literally 80%+ Brass Stampede with one allied Wizard on mount for thematic purpose. Allies are a base part of the game, and are considered in the balance of factions. To ignore them is to not actually be discussing the game. It was as much Mortal Khorne as a Gitz army is a Grot army even though it includes one unit of Trolls.

Besides, Mortal Khorne isn't even a faction. GW has made it very clear that they balance around Blades of Khorne, which is a faction, and if you're ignoring half the book then you're just limiting yourself.

"I can't make a good army out of only Saurus units and no Skink/Monster/Slann units!" well that doesn't mean anything to me, because Seraphon is still one of the best Factions out there. If you ignore half of it then that's a you problem.

auticus wrote:
It is already common knowledge that powergamer lists are about 10% of a book usually. Thats not a balanced game. Thats crap. Thats imbalance.

Subjective opinion. Also completely exaggerated because 10% of most books would be 2 units at most.

Counterpoint - most units are actually fine and have a place in lists or specific combos, but everyone netlists so you only see the same handful of units. There are very few units (perhaps ~5-10% of units in the game) that I would consider actively bad and not worth using in any list. Just because a unit isn't used doesn't mean it's imbalanced.

auticus wrote:
So demonstrate a casual list from a non represented faction getting good and beating a power list to demonstrate the balance that is just fine, so that I can be educated on how that works so I can shut up and help preach the gospel that AOS is in a great place and is perfectly fine for the people in my community that hate trying to play a game when our resident power gamers show up with their adepticon lists and I have to write house rules to keep those lists out of my events.

Because brother I have to tell you I would *LOVE* to be wrong about this and see things your way.


Literally what does this even mean? "Give me a bad list and then show me how it can beat a good list" It doesn't happen. You're playing the wrong metagame. A casual, slapdash list is never going to beat one designed to win, and wanting that is foolish. To go back to the chess example, it's like randomly jumping a Knight around the board while your opponent sets up a calculated checkmate and then complaining about tryhards.

If you don't want competitive players at your events, run them differently. Play different point values, or play narrative missions, or only have your events give out trophies for sports/paint/door prizes.

Are you running events where people want to win? Then people are going to bring good lists and try to win. And casual lists will never beat tryhard lists, no matter how you try to balance the game otherwise.

Certain factions of course conflate this. Free Peoples, Slaves to Darkness, and Ironjawz, for example, can have competitive lists, but their casual lists are going to feel even worse than other casual lists because they don't have faction rules (or at least, the GHB ones they have are way worse than an actual Battletome). That's expected, they have like half the rules. But again, they're getting books, so maybe wait before you start petitioning people to rewrite the game.


AoS Balancing Thread @ 2019/03/11 21:54:54


Post by: Thadin


So while you still have not shown any actual proof or, well any reasoning in favor of the game being in fact balanced, why should there be a massively disparate power level between 'casual' and 'tryhard' list building? Of course, there will be obvious optimization and fine tuning within the list building strategy layer of the game, but I believe and understand from you know, actually reading the thread, is that people wish for there to be balance between relative army capabilities, and having no duds or useless units within their army, or to just lose solely in the list-building phase.


AoS Balancing Thread @ 2019/03/11 22:11:24


Post by: Requizen


 Thadin wrote:
So while you still have not shown any actual proof or, well any reasoning in favor of the game being in fact balanced, why should there be a massively disparate power level between 'casual' and 'tryhard' list building? Of course, there will be obvious optimization and fine tuning within the list building strategy layer of the game, but I believe and understand from you know, actually reading the thread, is that people wish for there to be balance between relative army capabilities, and having no duds or useless units within their army, or to just lose solely in the list-building phase.

I just linked stats that show that most armies in the game, outside some outliers, have ~50% win rates at events. That's pretty darn balanced unless you specifically play Dispossessed or something.

Anyone who has spent any amount of time listbuilding can tell you the difference that one unit choice can make in overall efficiency. If you're complaining about internal balance, I would like an example of where you think an army has units that are basically completely unused vs units that are in any list, and I can tell you the reasoning behind it. As I said above, there are some units that are just stinkers, but most units that are perceived as "bad" can be quite strong with the right build, it's just that said build is not currently popular or doesn't fit well in the meta.

There's no way to make a game where any list is the same power level as any other list of the same point level. The list that thinks about synergies, builds combos in, takes tools to counter common threats, and/or builds around the current meta is always going to beat a list that is just a collection of models, or looks cool thematically. Full stop. I could link the Timmy/Johnny/Spike article, but I do hope most people have already read it or are aware of it.

Edit: also expecting a game with as many units as AoS has (easily in the hundreds, but I don't know the number off hand) to have each unit be balanced against all the others at the same point in time is the next closest thing to impossible. There's just not enough playtesting time in the world, and you can't do it based purely off math because synergies, combos, and random abilities throw those numbers off like nobody's business.


AoS Balancing Thread @ 2019/03/11 23:00:12


Post by: NinthMusketeer


The above seems like the classic discussion boiling down to debunking and re-hashing "those examples of imbalance don't count."


AoS Balancing Thread @ 2019/03/11 23:10:45


Post by: Eldarsif


When you put it that way it sounds like a logical and effective way to produce great miniatures and fun factions. It would then follow that people are willing to put up with wild imbalance because the game is fun enough when it does work, and the miniatures good enough looking, that it compensates. One could further follow that this is the reason that the imbalance exists to such an extent, and seems to get worse with more popular wargames; because they do not HAVE to fix it to attract players. The other side of the coin being that balance is still obviously an attractive factor (else smaller games with less resources but a greater need to attract players would not bother) and so to some extent these popular wargames are allowing themselves to 'rest on their laurels' rather than really refine their product. This reasoning would of course need to come with the caveat that it is but one of multiple factors and not the whole explanation itself.


I would add that it is apparent they do want balance, but since they are chasing their tail with analog - ie. hard copy book - releases I am not that optimistic they can properly do that. In digital game development we do have very strict staging dates. A build goes into a staging branch and we do final preparations for mass release. Now, because we are doing this digitally we can release hotfixes as needed, but this is not something you can do if you have a master that must be released to the printers at the beginning of staging where any delay can cost a lot of money. This is why Chapter Approved/General's Handbook will have less fixes than most people desire, and often followed with complaints that the books are not taking into account recent books.

This is why I kinda wish GW would embrace the digital revolution and have an app or something where they can update points on a monthly basis based on internal reviews of external data. I liked Jervis' interview about his approach to balancing, but I would also greatly prefer a more direct input from the developers of why they take certain approaches to their designs much like many digital game companies are doing these days. Sometimes a design decision is taken to directly address a certain meta. They did this with Overwatch when they wanted to address the GOATS meta and I would love if GW would explain their thoughts process better. The strange thing is that White Dwarf is the perfect place for these discussions if they do not want to make more videos than they are already making.


AoS Balancing Thread @ 2019/03/11 23:31:04


Post by: Requizen


NinthMusketeer wrote:The above seems like the classic discussion boiling down to debunking and re-hashing "those examples of imbalance don't count."

Or maybe it's more complicated than "I don't see the units so they must be bad/imbalanced". Again, there are very few units that are actually "bad" when it comes down to it, just don't mesh well with current builds or in the current meta. You see "forgotten" units pop up all the time.

Eldarsif wrote:
When you put it that way it sounds like a logical and effective way to produce great miniatures and fun factions. It would then follow that people are willing to put up with wild imbalance because the game is fun enough when it does work, and the miniatures good enough looking, that it compensates. One could further follow that this is the reason that the imbalance exists to such an extent, and seems to get worse with more popular wargames; because they do not HAVE to fix it to attract players. The other side of the coin being that balance is still obviously an attractive factor (else smaller games with less resources but a greater need to attract players would not bother) and so to some extent these popular wargames are allowing themselves to 'rest on their laurels' rather than really refine their product. This reasoning would of course need to come with the caveat that it is but one of multiple factors and not the whole explanation itself.


I would add that it is apparent they do want balance, but since they are chasing their tail with analog - ie. hard copy book - releases I am not that optimistic they can properly do that. In digital game development we do have very strict staging dates. A build goes into a staging branch and we do final preparations for mass release. Now, because we are doing this digitally we can release hotfixes as needed, but this is not something you can do if you have a master that must be released to the printers at the beginning of staging where any delay can cost a lot of money. This is why Chapter Approved/General's Handbook will have less fixes than most people desire, and often followed with complaints that the books are not taking into account recent books.

This is why I kinda wish GW would embrace the digital revolution and have an app or something where they can update points on a monthly basis based on internal reviews of external data. I liked Jervis' interview about his approach to balancing, but I would also greatly prefer a more direct input from the developers of why they take certain approaches to their designs much like many digital game companies are doing these days. Sometimes a design decision is taken to directly address a certain meta. They did this with Overwatch when they wanted to address the GOATS meta and I would love if GW would explain their thoughts process better. The strange thing is that White Dwarf is the perfect place for these discussions if they do not want to make more videos than they are already making.

Eh, tabletop games I don't think work with fast updates like that. I'd be all for going full digital, but monthly just wouldn't work. There's not enough data in short time frames, especially when most of their audience is getting probably 1-5 games in a month. They could nerf/buff serious outliers as they arise... but often what happens is that the community finds something they think is a broken outlier, and before it gets nerfed, there's a new build or release or something that makes it not so scary and it doesn't seem so bad anymore. You see this all the time - a new list smashes some tournament, there's much wailing and gnashing of teeth, but then a new counterbuild or meta shift happens and it's a non-issue.

4 months is maybe as fast as I'd want updates, enough time to gauge if something is really in need of a patch, but faster than the current turnaround.


AoS Balancing Thread @ 2019/03/11 23:35:45


Post by: NinthMusketeer


 Eldarsif wrote:
When you put it that way it sounds like a logical and effective way to produce great miniatures and fun factions. It would then follow that people are willing to put up with wild imbalance because the game is fun enough when it does work, and the miniatures good enough looking, that it compensates. One could further follow that this is the reason that the imbalance exists to such an extent, and seems to get worse with more popular wargames; because they do not HAVE to fix it to attract players. The other side of the coin being that balance is still obviously an attractive factor (else smaller games with less resources but a greater need to attract players would not bother) and so to some extent these popular wargames are allowing themselves to 'rest on their laurels' rather than really refine their product. This reasoning would of course need to come with the caveat that it is but one of multiple factors and not the whole explanation itself.


I would add that it is apparent they do want balance, but since they are chasing their tail with analog - ie. hard copy book - releases I am not that optimistic they can properly do that. In digital game development we do have very strict staging dates. A build goes into a staging branch and we do final preparations for mass release. Now, because we are doing this digitally we can release hotfixes as needed, but this is not something you can do if you have a master that must be released to the printers at the beginning of staging where any delay can cost a lot of money. This is why Chapter Approved/General's Handbook will have less fixes than most people desire, and often followed with complaints that the books are not taking into account recent books.

This is why I kinda wish GW would embrace the digital revolution and have an app or something where they can update points on a monthly basis based on internal reviews of external data. I liked Jervis' interview about his approach to balancing, but I would also greatly prefer a more direct input from the developers of why they take certain approaches to their designs much like many digital game companies are doing these days. Sometimes a design decision is taken to directly address a certain meta. They did this with Overwatch when they wanted to address the GOATS meta and I would love if GW would explain their thoughts process better. The strange thing is that White Dwarf is the perfect place for these discussions if they do not want to make more videos than they are already making.
As has been mentioned before, fan comps did it and got way better results. TBF much of that was prior to allegiance rules that undoubtedly complicate things, however there were still some that trailed on after that which still produced much better balance. I am willing to give GW some leniency because, as you say, they have a breakneck release pace and a ton of factors to manage. It can also be more difficult to balance the same things one is designing because the perspective is entirely different--like evaluating the quality of a book one wrote themselves. However, when players can tell literally within minutes that certain things are OP and give a pretty decent run-down of problem areas within a few days, that speaks to an effort not being made pre-release. Hell, balance would improve dramatically if they just asked Auticus for his formulas & spreadsheets then referenced them when point costing new/updated warscrolls. And that could easily be done before and between rounds of playtesting (though I strongly suspect their playtesting process is not done properly).


Automatically Appended Next Post:
Requizen wrote:
NinthMusketeer wrote:The above seems like the classic discussion boiling down to debunking and re-hashing "those examples of imbalance don't count."

Or maybe it's more complicated than "I don't see the units so they must be bad/imbalanced". Again, there are very few units that are actually "bad" when it comes down to it, just don't mesh well with current builds or in the current meta. You see "forgotten" units pop up all the time.
Can you quote where someone said just that without any further explanation? Can you explain how that accounts for imbalance of entire factions and game mechanics? Can you show stats that support a broad balance between both factions and units within a faction?


Automatically Appended Next Post:
Edit: To clarify, I do not think armies without allegiance 'count' as their own faction. But if it has a set of allegiance abilities it's fair game. And I did see the stats you posted earlier, but that came with the caveat of ignoring a good chunk of them to say things are balanced, which rubs me the wrong way.


AoS Balancing Thread @ 2019/03/12 01:14:17


Post by: auticus


I'm still waiting for objective battle report proof that the game is totally fine beyond the tournament level and casual or for fun lists are just fine in a power gamer environment, which would indicate a balanced or fine environment.

All I'm seeing is a circular discussion about how everything is just fine, people need to learn to play, and I'm asking for some proof or some solid examples, written, or video, that show that this is the case.

None have been presented.

I am not surprised because every - single - tournament - powergamer - that - has - claimed - that - the game - is just fine - has never been able to produce any evidence other than "well at these events some non normal list went 4-1 so that means the game is fine!" without really giving a run down of who they played, what armies they faced, what their roster consisted of, or even what the record of the people that they faced were.

Hell I can take my slaves of darkness trash list and go 4-1 down at the store if I'm playing newbs and guys that are just not that good. That doesn't make slaves to darkness a viable list when my good friend Tom the Powergamer shows up with his Adepticon list and rubs everyone's nose in their own feces with it because not only is he an ok player, his army is 10x more powerful. But I can say "hey I went 4-1 with slaves to darkness, that is PROOF that AOS is in a great place!" Because I read that on the daily on here, or twitter, or facebook without any context on who they played, or what lists they faced, or the actual skill level of their opponents. Only that they went 4-1. So its fine.

I've given years of math, been told that doesn't count, given years of examples, told those don't count, and now i'm asking for objective report to demonstrate how the game is just fine.

If that isn't going to happen, which we all know its not going to happen, then there's nothing more to discuss in those regards. You can't just say the game is fine and then not have any objective statistics and data to back that up short of non-provable anecdote.

It is objectively known that a solid half of the game is unplayable against power factions. And that, again, is the point of this thread. And not all of those factions "dont' have a modern book".

So its ok to say "i don't give a **** about balance and balance doens't exist but I'm ok with the game." Thats fine. Its ok to say "yeah power lists are going to **** all over your face if you don't take a power list too." And thats fine.

Its fullblown malarchy to say "yeah the game is just fine. Everyone is just fine. Every faction is finely balanced, you all just don't know how to play right."


AoS Balancing Thread @ 2019/03/12 02:11:18


Post by: Future War Cultist


@ auticus

Do you have your statistics for unit performance to hand? I may have missed it and I’m keen to see.

Also I had a quick glance through the malign sorcery book; on the whole, I think that the realm spells and artifacts are ok, but there’s a few that need dialled back. You probably know the ones...sword of judgement, I’m looking at you.


AoS Balancing Thread @ 2019/03/12 02:56:01


Post by: EnTyme


[redacted]

You know what? I'm done. I've realized that having a reasonable discussion about this game on this board is impossible. I hope you guys can find a game that you actually enjoy playing.



All good things,

EnTyme


AoS Balancing Thread @ 2019/03/12 04:31:18


Post by: Requizen


auticus wrote:
I'm still waiting for objective battle report proof that the game is totally fine beyond the tournament level and casual or for fun lists are just fine in a power gamer environment, which would indicate a balanced or fine environment.

All I'm seeing is a circular discussion about how everything is just fine, people need to learn to play, and I'm asking for some proof or some solid examples, written, or video, that show that this is the case.

None have been presented.

I am not surprised because every - single - tournament - powergamer - that - has - claimed - that - the game - is just fine - has never been able to produce any evidence other than "well at these events some non normal list went 4-1 so that means the game is fine!" without really giving a run down of who they played, what armies they faced, what their roster consisted of, or even what the record of the people that they faced were.


"I want game proof that things are fine."
"Not that proof, the right proof. By my boundaries on my specifics otherwise it's meaningless and I'll ignore it altogether."

You know what, you're right, clearly no one can refute you. And unlike everyone else in the world, you have no burden of proof of anything, despite having a pretty unsubstantial claim. Lucky!

Your game is indeed broken. Alas, you cannot fix it, so might as well stop playing.


AoS Balancing Thread @ 2019/03/12 06:14:37


Post by: NinthMusketeer


Requizen wrote:
auticus wrote:
I'm still waiting for objective battle report proof that the game is totally fine beyond the tournament level and casual or for fun lists are just fine in a power gamer environment, which would indicate a balanced or fine environment.

All I'm seeing is a circular discussion about how everything is just fine, people need to learn to play, and I'm asking for some proof or some solid examples, written, or video, that show that this is the case.

None have been presented.

I am not surprised because every - single - tournament - powergamer - that - has - claimed - that - the game - is just fine - has never been able to produce any evidence other than "well at these events some non normal list went 4-1 so that means the game is fine!" without really giving a run down of who they played, what armies they faced, what their roster consisted of, or even what the record of the people that they faced were.


"I want game proof that things are fine."
"Not that proof, the right proof. By my boundaries on my specifics otherwise it's meaningless and I'll ignore it altogether."

You know what, you're right, clearly no one can refute you. And unlike everyone else in the world, you have no burden of proof of anything, despite having a pretty unsubstantial claim. Lucky!

Your game is indeed broken. Alas, you cannot fix it, so might as well stop playing.
Where is your proof?


Automatically Appended Next Post:
 EnTyme wrote:
[redacted]

You know what? I'm done. I've realized that having a reasonable discussion about this game on this board is impossible. I hope you guys can find a game that you actually enjoy playing.



All good things,

EnTyme
Enjoying a game and being critical of its faults are not mutually exclusive. And throwing up your hands to say reasonable discussion is impossible when pushed to provide evidence is not itself very reasonable.


Automatically Appended Next Post:
For the record, here is a good piece of evidence to show the game is quite imbalanced. Requizen actually linked it last page to show the game is balanced, which I think says quite a lot.


AoS Balancing Thread @ 2019/03/12 09:23:52


Post by: Eldarsif


Eh, tabletop games I don't think work with fast updates like that. I'd be all for going full digital, but monthly just wouldn't work.


The monthly is more like a release cadence that would be optional rather than mandatory. Also, testing of various things takes time so if they are working with results of matches from Q1 then it could be spread over Q2/Q3 depending what QA they need to do. One month they could release point changes to Shining Spears and perhaps explain their reasoning, then next month they'd address Castellan and Dark Reapers. Just an example. I think we can all agree that yearly revisions are just way too slow and at this point they should probably aim for at least 6 month updates to keep things going.

As has been mentioned before, fan comps did it and got way better results. TBF much of that was prior to allegiance rules that undoubtedly complicate things, however there were still some that trailed on after that which still produced much better balance. I am willing to give GW some leniency because, as you say, they have a breakneck release pace and a ton of factors to manage. It can also be more difficult to balance the same things one is designing because the perspective is entirely different--like evaluating the quality of a book one wrote themselves. However, when players can tell literally within minutes that certain things are OP and give a pretty decent run-down of problem areas within a few days, that speaks to an effort not being made pre-release. Hell, balance would improve dramatically if they just asked Auticus for his formulas & spreadsheets then referenced them when point costing new/updated warscrolls. And that could easily be done before and between rounds of playtesting (though I strongly suspect their playtesting process is not done properly).


To be fair early AoS was a different beast. Ultimately I am beginning to suspect - based on some of the comments here and elsewhere - that the AoS team is balancing the game based on the meta which means they are approaching the army as a whole and not unit-wise. This means that if the army - warts and all - can face against the worst of the worst, and perhaps move the meta a bit, they might consider it a job well done. I am also suspicious that individual units can be balanced without doing a full on index rewrite like Warhammer 40k did as many units are just all over the place in regards to force multipliers and special cases.

There is also one thing I would love for GW to do is to start releasing Matched Maps. Basically layouts of battlefields they are playing with so we can at least play with something similar. I have tried a lot of different types of battlefields and have found the games(40k/AoS/KT) to change drastically with it. When I play Sector Imperialis with my friend who runs Ultramarines with a small Deathwatch ally and I play full-on Craftworld the game is suddenly a different beast. Different enough that at first I didn't really understand why people were complaining about the Space Marine Codex. It is these wild cards I would love to get more insight into when GW is working on these books. As I have probably said ad nauseum: I just want a bloody commentary on these tomes and related material from GW.


AoS Balancing Thread @ 2019/03/12 11:48:33


Post by: auticus


To be fair early AoS was a different beast.


I can promise you that the people involved with the fan comps before could do an equal job at balancing the game today.

ou know what, you're right, clearly no one can refute you. And unlike everyone else in the world, you have no burden of proof of anything, despite having a pretty unsubstantial claim. Lucky


Except that I've spent the past three years posting numbers and explaining those numbers to the point where repeating myself in every thread got to be pointless.

Your proof is posting tournament results. We've already rode that merry go round about how that isn't proof. Tournament results are not proof that the game as a whole is fine. Its proof that the tournament scene is fine.

I've already laid out a legit scenario to provide evidence for. A mortal khorne army, a faction on its current 2nd AOS book, cannot be viable against a current tournament level FEC or DOK army build.

Thats the postulation. Thats the argument. So my request is to prove that that is wrong. I even gave the caveat of just linking to some battle report somewhere on the internet that i missed showing in detail a weaker faction topping a tournament build.

The response I get is "well you don't have to prove it so ..."

We prove it every day by having to live it. You were the one that made the pointed assessment that the game is fine, we just don't know how to play right. The onus is on you at that point to prove your statement and show us how we're not playing right. So show me. Show me what I'm missing.
I sure as hell know if I was going to go up to someone's thread and tell them to git gud and that their claims were unsubstantial that I'd pretty quickly have a way to demonstrate how to git gud and show how their claims were unsubstantial.

You know what? I'm done. I've realized that having a reasonable discussion about this game on this board is impossible. I hope you guys can find a game that you actually enjoy playing.


You get cranky when people complain about the game. This is a thread specifically about balance. If you don't like talking about the balance in the game, this thread is pretty clear on what its subject matter is.

There is a general discussion thread for just general conversation. There are all kinds of things that can be discussed about the game. Avoid topics that you will find not interesting or that you strongly disagree with. Or prove that the game is just fine by linking a battle report showing that the game is just fine, so that I can be a believer too. I know your assertion is that the game is fine because the social contract means powergamers won't play casual players with power lists, and you already know that I disagree with you because it happens pretty much weekly all around me and because the powergamers won't tone down their lists, I have to write specific campaign rules barring those type of lists (ie houseruling) because they feel the game is just fine and we all need to just git gud.

If you feel the game is just fine as it is, then this isn't a thread that would interest you. That doesn't mean our stance on imbalance is unreasonable, there are plenty of components to back the game's balance at a faction level being bad. If you have some other nugget that is not beiing considered, by all means throw iit out there. Just as long as you aren't trying to use tournament placings as some proof that the game is great on all levels.


Automatically Appended Next Post:
Do you have your statistics for unit performance to hand? I may have missed it and I’m keen to see.


http://www.louisvillewargaming.com/AOSStats.aspx

Though it is about 18 months out of date so the data you will find there is currently not worth anything. I have a personal database on my gamedev machine that has up to date statistics but I don't publish them any more because I got tired of being told math is useless in balancing the game. It does not have your Kharadron Overlords on it, but on my version at home many of the units there are in the lower left quadrant ( meaning that for their point cost and for their damage output and their defensive capabilities, they are mostly trash, they need a massive point reallocation and a boost to their damage, which I am sure you already know lol)

I use it to develop my campaign books like Deus Vult though so that I can point cost things appropriately and not create some OP monstrosity that drives my players off (or create a wet napkin that no one wants to use)


AoS Balancing Thread @ 2019/03/12 12:12:32


Post by: Wayniac


I think what I find most obnoxioius is people pointing to event results as "proof" things are fine. This is the same line of horsegak that FLG uses to say the game is balanced "Look at the diversity!" when it's really no diversity at all.

"Joe Nobody won LVO with this army!" doesn't mean the army is fine and balanced and everyone who isn't curbstomping people need to just git gud and learn to play.

Now I will admit AOS has less balance issues than 40k but there's still a large (too large IMHO) disparity between casual lists and competitive lists; THIS is what GW consistently has failed to grasp. In virtually every other game, the gap is extremely smaller. In fact in Warmahordes it was often that you would see more casual lists beat the netlists in the hands of a skilled player or just by virtue of being something unexpected and therefore not prepared for. I can't think of any case where I've seen similar happen in any Warhammer game in the past 15 years at least.


AoS Balancing Thread @ 2019/03/12 13:20:46


Post by: auticus


I feel AOS is in better shape than 40k yes. 40k is... well... I haven't touched 40k in a few years now because of the imbalance over there.

Though people will argue its in the best shape of its life.


AoS Balancing Thread @ 2019/03/12 13:52:40


Post by: Eldarsif


auticus wrote:
I feel AOS is in better shape than 40k yes. 40k is... well... I haven't touched 40k in a few years now because of the imbalance over there.

Though people will argue its in the best shape of its life.


Well, considering the dumpster fire 7th was and the abomination 6th and end of 5th I would have to agree that it is in the best shape of its life. Of course, best shape is a relative term and does not exclude further improvements or new heights.


AoS Balancing Thread @ 2019/03/12 14:58:29


Post by: Requizen


auticus wrote:
Except that I've spent the past three years posting numbers and explaining those numbers to the point where repeating myself in every thread got to be pointless.

Your proof is posting tournament results. We've already rode that merry go round about how that isn't proof. Tournament results are not proof that the game as a whole is fine. Its proof that the tournament scene is fine.

I've already laid out a legit scenario to provide evidence for. A mortal khorne army, a faction on its current 2nd AOS book, cannot be viable against a current tournament level FEC or DOK army build.

Thats the postulation. Thats the argument. So my request is to prove that that is wrong. I even gave the caveat of just linking to some battle report somewhere on the internet that i missed showing in detail a weaker faction topping a tournament build.


That's not how it works. This thread, and you as one of the primary posters, put forth the argument that the game is broken. The burden of proof is on y'all as the conversation starters, to prove something. Not to put forth a random, subjective statement and assume you're right until someone proves you're wrong.

PS - Mortal Khorne still isn't a faction. Buy different models if you want to win.

auticus wrote:
The response I get is "well you don't have to prove it so ..."

We prove it every day by having to live it. You were the one that made the pointed assessment that the game is fine, we just don't know how to play right. The onus is on you at that point to prove your statement and show us how we're not playing right. So show me. Show me what I'm missing.
I sure as hell know if I was going to go up to someone's thread and tell them to git gud and that their claims were unsubstantial that I'd pretty quickly have a way to demonstrate how to git gud and show how their claims were unsubstantial.


el
oh
el

"I don't have to prove it, I LIVE IT. I don't need to listen to your data, facts, or statistics, my feelings tell me it's true." This line of logic is on the level of an anti-vaxxer or flat earther.

So yeah, it's more complicated than "git gud" but guess what? The game is always going to be somewhat unbalanced due to size and complexity, and that's the point of GHB and Big FAQs throughout the year (not to mention all the new releases bringing older armies up to high levels). No matter what, being a Timmy is always going to be hard in a game heavily populated with Spikes and Johnnys. Asking them to change the game and cater the game to you specifically when it's fine for a majority of other players, and indeed is going through a massive spike in popularity and growth, is pretty laughable.


AoS Balancing Thread @ 2019/03/12 15:06:20


Post by: auticus


Mortal khorne is one of the two factions in the blades of khorne book. The other being demons of khorne.

It can be as laughable to you as you want. You still have not shown me where these factions that are just fine are doing fine in an analysis.

You don't have data, facts, or statistics. Your data, facts, and statistics are "in these tournaments some dude went 4-1 so the game is fine". and your facts have been to this point 100% tournament placings which don't show us anything other than in a pool of 120 players or so, some guys in little seen factions sometimes get up there in standings, but doesn't show who they played against or the combined win/loss record of those players, which makes it as useful as me saying "DOK are fine, because I went to a tournaemnt with them last weekend and went 2-4, if they were busted I should have done really well". Either of those are useless in terms of being objective data points.

Those aren't statistics.

I've already explained why tournament results are not valid statistics.

You have chosen to hand waive that.

Objective data points are mathematical numbers showing avg outputs, avg inputs, and demonstrating faction a vs faction b from an objective standpoint. Not - dudes went to a tournament and played some unknown people and did well, erego game is fine.

Asking them to change the game and cater the game to you specifically when it's fine for a majority of other players


Do you have a citation or statistic that shows this also to be true? That the majority of players overall is fine with this? Or are you saying the majority of tournament players that you belong to are fine with this?

There is a large difference in those two player pools after all.

So yeah, it's more complicated than "git gud" but guess what? The game is always going to be somewhat unbalanced due to size and complexity


Which is a whole different story than "the game is fine, all the factions are fine, you all just need to learn to play"

What you are really saying , as I interpret it anyway, in a thread discussing the poor balance of the game is:

"the game is imbalanced, but no one cares, its expected, just buy different models if you want to win".

Really you could have left your original post at just that, and no one would have probably replied otherwise since yeah, thats a known perspective. Instead you went with the more abrasive gaslighting format of "its all in your head, there is no imbalance, you just don't know how to play the game right, so learn to play and get good and you'll be fine".


AoS Balancing Thread @ 2019/03/12 15:11:41


Post by: Thadin


The problem is, he(Auticus) has put forth proof of mathematical imbalance found in units, by having a software that can rate the performance of a unit with their various different stats as compared to their points cost, which then shows as a bell curve. Units in the middle are well performing, models to the left or the right are underperforming or overperforming. And this same system was used to fill the gap, back when AoS did not have point values, and people wanted them. General opinion was that this was a fine method.

We're not here to discuss if the game is balanced for tournament play. That's all you've put forth as data, tournament results. They're trying to find and come up with ways to balance the game for all levels of play. If you'd care to read the thread, you would have known that.

Myself personally, I don't want there to be such a difference between tournament caliber lists, and a casual lists. I'd rather execution and general strategy be the deciding factors, mixed in with dice rolls and of course, optimizing lists. I don't want to have to leave my shiny fun toys at home, such as Warp Storm Vortex endless spell, because though it may be cool, it's obscenely strong for it's cost.


AoS Balancing Thread @ 2019/03/12 15:19:55


Post by: Requizen


auticus wrote:
Mortal khorne is one of the two factions in the blades of khorne book. The other being demons of khorne.


Nah son. The faction is Khorne. Mortal Khorne and Daemons of Khorne do not have different Allegiance Abilities. There's a couple different tables, but that's like saying Ghouls and Horrors are different armies within FEC. It's just factually incorrect.

auticus wrote:
You don't have data, facts, or statistics. Your data, facts, and statistics are "in these tournaments some dude went 4-1 so the game is fine". and your facts have been to this point 100% tournament placings which don't show us anything other than in a pool of 120 players or so, some guys in little seen factions sometimes get up there in standings, but doesn't show who they played against or the combined win/loss record of those players, which makes it as useful as me saying "DOK are fine, because I went to a tournaemnt with them last weekend and went 2-4, if they were busted I should have done really well". Either of those are useless in terms of being objective data points.

Those aren't statistics.

I've already explained why tournament results are not valid statistics.

You have chosen to hand waive that.


"Explained"
Once again, nah son. You've given your stance on on why you'll just ignore statistics.

By the by, I have posted Statistics in this thread, you just ignored them. Here, I'll do it again: https://thehonestwargamer.com/aos-stats-5th-march/

And here's some charts from that page





Oh look, Blades of Khorne is sitting at a 49% win rate since AoS2, 48% win rate since 2.2 (aka big FAQ). That's pretty freaking close to perfectly statistical.

auticus wrote:
Do you have a citation or statistic that shows this also to be true? That the majority of players overall is fine with this? Or are you saying the majority of tournament players that you belong to are fine with this?


Maybe the fact that AoS is selling better now than the WHFB did for a decade (decades?), or the fact that AoS events are growing and still selling out past max numbers, or the fact that the online community has grown by leaps and bounds in the time since GHB1 released? But I'm sure they're just buying, supporting, and playing a game they hate and wish would change completely, or something like that.

auticus wrote:
Which is a whole different story than "the game is fine, all the factions are fine, you all just need to learn to play"

What you are really saying , as I interpret it anyway, in a thread discussing the poor balance of the game is:

"the game is imbalanced, but no one cares, its expected, just buy different models if you want to win".

Really you could have left your original post at just that, and no one would have probably replied otherwise since yeah, thats a known perspective.


Factions are statistically fine. Pretty much all factions can be brought at a casual level and played with little to no problem. With some outliers, pretty much all factions can be brought at a competitive level and played with little to no problem.

Your argument last page was literally "I can't play a casual list against a tournament list and that's bad", which it's not, and it's crazy that you even think it is.


AoS Balancing Thread @ 2019/03/12 15:22:43


Post by: auticus


The other hand waive of bad balance is simply "just enforce the social contract and don't play with gits that will powergame in a casual setting."

Which would be less of an issue if the game itself were actually balanced for all levels of play. Like it was in the fan comp era.


Automatically Appended Next Post:
You're posting tournament statistics again to prove that all levels of play are just fine. Again. You're posting useless numbers that don't show what those armies faced. You're posting "some dudes went to a tournament and won half their games against unknown nebulous opponents, so the game iis fiine"

Your argument last page was literally "I can't play a casual list against a tournament list and that's bad", which it's not, and it's crazy that you even think it is.


Thats probably as polar opposite to what I am saying as black is to white.

Pretty much all factions can be brought at a casual level and played with little to no problem.


Based on tournament statistics, the casual level is just fine.


Automatically Appended Next Post:
Maybe the fact that AoS is selling better now than the WHFB did for a decade (decades?), or the fact that AoS events are growing and still selling out past max numbers, or the fact that the online community has grown by leaps and bounds in the time since GHB1 released? But I'm sure they're just buying, supporting, and playing a game they hate and wish would change completely, or something like that.


There are many reasons why AOS is selling better now. Its not because the balance is somehow better.

The online community has grown by leaps and bounds because no one would play a game without official points. Had the game in 2015 on first release had official points, the mass exodus would not have happened.

As many polls show, at least half or more of the wargaming community simply does not care about balance.

But then the postulation would be injecting better balance would somehow make the game sell less.


AoS Balancing Thread @ 2019/03/12 15:37:14


Post by: Requizen


auticus wrote:
The other hand waive of bad balance is simply "just enforce the social contract and don't play with gits that will powergame in a casual setting."

Which would be less of an issue if the game itself were actually balanced for all levels of play. Like it was in the fan comp era.


Rofl what? If you think the community comp was balanced you crazy. And the most popular community comp (SCGT) was used to make the General's Handbook, so if you think early community comps were balanced... then at least the first GHB should literally be balanced by the same thing.

inb4 "well obviously not that one, that was a bad comp and I preferred X comp"

auticus wrote:
You're posting tournament statistics again to prove that all levels of play are just fine. Again. You're posting useless numbers that don't show what those armies faced. You're posting "some dudes went to a tournament and won half their games against unknown nebulous opponents, so the game iis fiine"


I'm sorry, are you telling me thousands of points of data aren't ok because they took place at a tournament?

Literally, actually, honestly, what do you think facts are? Is there a limit to what you'll discount?

This has to be some crazy amount of trolling. You can't ask for facts and then ignore facts. That's a new level of low thinking that I can't even begin to imagine.

"oh but it could have just been matchups"
Yeah dude, I'm sure all 142 of those Khorne players across the world just got good matchups and actually they should be at a 20% win rate.

auticus wrote:
There are many reasons why AOS is selling better now. Its not because the balance is somehow better.

The online community has grown by leaps and bounds because no one would play a game without official points. Had the game in 2015 on first release had official points, the mass exodus would not have happened.


Hahaha this is a new level of reaching.

"It's only getting bigger because there's points now" There's been points for 3.5 years now, if it was that bad then people would have dropped it in 2017. Instead, every AoS event and community has grown year over year for the past 3 years. Tell me why that would happen if the game was so bad it was obvious to every single person, and not just you.


AoS Balancing Thread @ 2019/03/12 15:41:08


Post by: Future War Cultist


Thanks for sharing the link auticus.

I too think that aos is in a better shape than 40k is atm. It’s method of handling allies and command points is a lot more balanced. Definitely no complaints there from me. As we said, if we can get mortal wound spam, mortal wound blocking and summoning under control, with appropriate price adjustments too, we’ll have nailed it. Oh, and boosts for those weak units and factions as well.

I went through all the realm artifacts and spells etc. The latter actually seem ok to me as is, but the former? They’re mostly ok, but there are two that strike me as problematic; Uglu and Aqshy. You know the ones; sword of judgement, the doppelgänger cloak and the Ignax’s scales. They’re better than everything else, and the cloak in particular really pisses me off when it’s used on a monster riding hero.

My suggestion; change the Sword Of Judgement to a simple “on a hit roll of 6+ against Heroes and Monsters, it scores a mortal wound in addition to its normal damage”. Now, this makes it exactly like the Jadewound Thorn. Actually, worse than the Jadewound Thorn, because that one works on everyone, not just heroes and monsters. So, to keep balance, I’d change the Jadewound Thorn to “on a hit roll of 6+, it scores a mortal wound and the attack sequence ends”. So in comparison, the Sword Of Judgement is better, but only against heroes and monsters. This also brings them into line with the Magmaforged blade, which is an mortal wound on top of normal damage for a wound roll of 6+ against everyone. Now, all three weapons roughly fall into the same bracket. See? Balance is easily done!

The cloak, that people abuse the hell out of? Just put in a requirement that it doesn’t work if the hero has the monster keyword, or more than a certain number of wounds. In other words, it only works on foot or small mount characters, not great big giant flying monsters. Simple.

And the scales? I think they work ok as they are (4+ save against mortals only). But other artifacts that do the same but worse? The god wrought helm for example? Tweak them slightly. 6+ save, but against both mortal wounds and regular wounds. Narrow the scope between artifacts.

EDIT: I see the thread moved along quickly there. That’s why I wish, when I tell someone to give me a minute to type out a message, they’d actually do it instead of arguing about it with me...


AoS Balancing Thread @ 2019/03/12 15:42:15


Post by: Eldarsif


And the most popular community comp (SCGT) was used to make the General's Handbook


This is an interesting point. Jervis admitted to doing this in his interview.


AoS Balancing Thread @ 2019/03/12 16:47:27


Post by: Wayniac


 Eldarsif wrote:
And the most popular community comp (SCGT) was used to make the General's Handbook


This is an interesting point. Jervis admitted to doing this in his interview.


Auticus *WROTE* a better fan comp than SCGT that actually had balance since his math showed SCGT (IIRC) undercosted monsters because people weren't using them or something like that.

What the people arguing with him forget is that auticus isn't just some random throwing his opinions around, he wrote a popular fan comp in the days before GHB and has actual math and statistics to back up his balancing (to the point where he was told it was TOO balanced, and therefore made Listbuilding not a huge deal and therefore was bad)


AoS Balancing Thread @ 2019/03/12 16:59:36


Post by: auticus


SCGT wasn't the most popular comp. SCGT was the comp written by guys in the UK that hung with the design team. We know that SCGT was used as the foundation of points because a warhammer community article was posted saying that the SCGT point system is what they were going to use.

SCGT was popular yes, I'm not saying it wasn't popular. I'm saying objectively it was chosen because those guys live in the UK and hang out with the design team. It was the comp that covered the entire UK's tournament scene. GW is based in the UK.

The SCGT comp author also said he intentionally undercosted monsters in his system because he wanted to see people take more of them in his events on the warhammer org forums a few years back.

Overall as my memory stands there were roughly five fan comps that were in wide circulation and used. I think that had any of those five been chosen as "official points" that the global community altogether would have been fine and happy, they just wanted points.

As to tournament guy and his tournament arguments, we will never reconcile that tournament balance != overall game balance, and we can leave it at that and jump off the merry go round circular pissing contest. I've already explained multiple times why I don't consider tournament win/loss records as a valid measure of balance to the entire game. If you choose to ignore those, then so be it. You consiider them to be biblical canon, I do not. There's nothing else to say.


AoS Balancing Thread @ 2019/03/12 17:38:11


Post by: Requizen


auticus wrote:
As to tournament guy and his tournament arguments, we will never reconcile that tournament balance != overall game balance, and we can leave it at that and jump off the merry go round circular pissing contest. I've already explained multiple times why I don't consider tournament win/loss records as a valid measure of balance to the entire game. If you choose to ignore those, then so be it. You consiider them to be biblical canon, I do not. There's nothing else to say.


Alright, let's step through your arguments, shall we?

This part of the argument seems to be that at tournaments, you don't know what the lists that the person played against were, and therefore somehow the games are null and void because maybe they got matched up with garbage lists:

Spoiler:
auticus wrote:


I am not surprised because every - single - tournament - powergamer - that - has - claimed - that - the game - is just fine - has never been able to produce any evidence other than "well at these events some non normal list went 4-1 so that means the game is fine!" without really giving a run down of who they played, what armies they faced, what their roster consisted of, or even what the record of the people that they faced were.

Hell I can take my slaves of darkness trash list and go 4-1 down at the store if I'm playing newbs and guys that are just not that good. That doesn't make slaves to darkness a viable list when my good friend Tom the Powergamer shows up with his Adepticon list and rubs everyone's nose in their own feces with it because not only is he an ok player, his army is 10x more powerful. But I can say "hey I went 4-1 with slaves to darkness, that is PROOF that AOS is in a great place!" Because I read that on the daily on here, or twitter, or facebook without any context on who they played, or what lists they faced, or the actual skill level of their opponents. Only that they went 4-1. So its fine.


But, that's exactly the same as any casual pickup game of AoS. When you walk into the store, unless you have a rigid gaming structure, you don't know who you're playing against or how much effort they put into their list. You don't know if that casual game you're getting in at a casual environment is going to be against a player who just swept units off his shelves or just bought what seemed cool. So an army that seems good or bad at your FLGS can be completely influenced by what everyone else is playing and how much time they put into their lists. So the question I have is... how is this different?

You want a matchup of a Mortal Khorne army beating a Daughters of Khaine army (or equivalent). How do I know those armies and players are equivalent? It could be a bad player vs a good player. Or a complete noob vs someone who has run the matchup a hundred times. The mission could favor one, or the dice rolls. How is this casual matchup any different from a tournament matchup other than where it takes place? In fact, many (if not most) of the 3-2 or 2-3 placings at events are casual people who are just coming to a tournament to get 5 games in a weekend. Are their games somehow not relevant because it's not a FLGS, despite playing the same armies they'd play at home?

You're always going to be against a random player, whether it's a tournament or a local game. So why are tournament games against randoms somehow less legitimate than local games against randoms? It's not a completely different game, and if you've built a list to try and win (whether it's a netlist or not), then the outcomes should be similar no matter where you play your game. I could go to a local store with my non-Rukk Bonesplitterz and win four more games than I lose over the course of a year, is that somehow more relevant information than going to an event and going 4-1 with them, even though it's statistically the same result at the end of the day?



This part of the argument has more to do with "power builds" and "tournament armies" as being a different game altogether:

Spoiler:
auticus wrote:
As has been said many many many times, we're discussing the games as a whole, not solely at the tournament level. Because things are fine at the tournament level does not mean the game is in a great place unless you are primarily a tournament player.

If you are a tournament player you aren't fielding the casual for fun lists. You aren't fielding about 90% of the game.

It is objectively true that many of the factions in the game cannot have fun games against the power builds. Not certain builds... entire factions.


But here's the thing: that's not true. Even a casual player, given a large enough collection and time, will eventually create a close-to-peak army as long as they want to win. A casual player who likes winning will eventually pick combinations of units and tricks that work well together, dropping things that don't synergize well or adding things that fill gaps in their strategies. It's just how the game works. Does this mean some (maybe ~20%) of units in a book don't get taken? Maybe, depends on synergies, the meta, and what you want the list to do. Some Stormcast lists don't bring Judicators or Ballistas, despite them being excellent units, because their army isn't designed to shoot. Plague Drones in Nurgle are pretty underwhelming, unless you take a specific setup to make them work. But which builds are popular at any given time makes it feel like, as you say, "90% of the game" isn't being played. That doesn't mean those supposed 90% aren't good, just that no one is using them.

For example: I know one dude locally and another internationally that play heavily Phoenix Temple. Despite not even being considered a faction by many people, they run roughshod with those models. The units are fine, just unused. Same with Kharadron, who are still good even if their boats got smacked with points and the current meta doesn't favor them. Metas shift even without point or balance changes, it's only a matter of time before things change.

Again, you can easily draw parallels to MTG in a lot of ways. Not every card is going to be in top decks at a time, and a Timmy deck that got thrown together for some fun is not going to beat a Johnny/Spike deck that's been honed over dozens if not hundreds of games. Trying to make a game where you can just throw any unit into a list and hope to beat any other combination of units is all but impossible. No asymmetrical game that I'm aware of has managed it, even the ones considered extremely balanced like Starcraft Brood War.

I've seen the number cruncher on the Louisville wargaming site. It's very slick, but honestly the game is a bit too complex to have units broken down by math the way you're doing it. Synergies with one another, how they match into meta units, how they play the missions, occasional "useless" units finding homes in lists where they fill an extremely specific goal - none of that can be mathed out. Crunching numbers and saying "well this army has too low of an offensive value by math, therefore imbalance" doesn't really tell the whole story.


AoS Balancing Thread @ 2019/03/12 17:51:37


Post by: auticus


In my experience nearly every time, if an army's overall damage output + its defensive capabilities is below a certain threshold vs its opponent, it loses.

We're talking about 1,500 games recorded in my database with lists and power scores for both sides as well as results to include scenario.

I have developed games much more complex than AOS and it uses similar approaches to breaking a unit down by its numbers. I don't think AOS is too complex for math.

The core tenants of list building in AOS are mortal wounds (buffing offensive output), summoning spam (buffiing defensive output) and speed (getting where you need to be when you want to be there, of which alpha striikiing is a part of that factor) coupled with having as high of force multipliers as you can (heroes that giive you extra attacks, make you mortal wound on a 6, etc) as that is essentially buffiing offensive or defensive output.

I think most people agree with that anyway.

Those result in an overall score, which by themselves aren't iindiciative of a wiinner, but will tell you the odds at which two people of equal skill will have against each other.

Nearly every time, players of roughly even skill could be determined victory-wise by their army score.

I even built a handicap system for bad players but that fell out of favor because the good players didn't like being handicapped, so I removed iit from my events.

Also I'm not saying that it has to be the perfect balanced game. As a game designer with many projects under my belt, I know that is a pipe dream.

But you can break down each and every actual faction, and address them and bring them up to speed.

For example you consider Blades of Khorne the only khorne faction. There are two represented in the book, demons & mortals (they have their own military org breakdown and people buy the book consider those two separate factions)

So Blades of Khorne can do ok, and I'm not disputing that, because you crutch heavily on blood thirsters and bloodletter bomb to do your work with priest and bloodsecrator buffs.

That however is not very good internal balance in that book, by my standards anyway. For customers that pick up the book and see the big bad chaos lord on the front to find out never take him because he's bad is what I'm talking about.

And the game is riddled with those.

So for me driving 45 min to my game store, I have a mortal khorne army collection. If I drew Joe Powergamer who is running his adeptiicon FEC army, there is no reason for me to even bother playing that game.

Now if the mortal khorne army actually had a good build, I could take a list just for Joe Powergamer and at least not get rick rolled, and I could take a normal casual campaign list for everyone else, and my money hasn't been set on fire and made useless.

For a Kharadron Overlords player, they REALLY have to be paired up against casual lists or just not care about the outcome.

Those are examples of balance issues that I feel need to be addressed because people go in and find the faction that compels them, and then they may find out that faction is just garbage on the table, get frustrated, and quit.

When I play games like warlords or KOW, both of which like any game have some issues, I can't help but compare how pretty much every FACTION is viable, so everyone has something that they can bring to the table that isn't enhancement talent for their opponent to look good.

Speaking as a former powergamer and a guy that placed in the top 10 at the big GTs, I understand the concepts of powergaming and model choice. I also recognize that that is not applicable in every situation but people will use the rules as a crutch to bring abominations to the wrong venue that have to be sorted out that I feel hsouldn't have to even be a thing iif the design team made inter faction balance an actual priority.


AoS Balancing Thread @ 2019/03/12 18:49:01


Post by: Requizen


auticus wrote:
In my experience nearly every time, if an army's overall damage output + its defensive capabilities is below a certain threshold vs its opponent, it loses.

We're talking about 1,500 games recorded in my database with lists and power scores for both sides as well as results to include scenario.

I have developed games much more complex than AOS and it uses similar approaches to breaking a unit down by its numbers. I don't think AOS is too complex for math.

The core tenants of list building in AOS are mortal wounds (buffing offensive output), summoning spam (buffiing defensive output) and speed (getting where you need to be when you want to be there, of which alpha striikiing is a part of that factor) coupled with having as high of force multipliers as you can (heroes that giive you extra attacks, make you mortal wound on a 6, etc) as that is essentially buffiing offensive or defensive output.

I think most people agree with that anyway.

Those result in an overall score, which by themselves aren't iindiciative of a wiinner, but will tell you the odds at which two people of equal skill will have against each other.

Nearly every time, players of roughly even skill could be determined victory-wise by their army score.


Ah, like Ironjawz with an overall score of B which will usually beat Daughters of Khaine with an overall score of C. Your numbers.

But it turns out special rules, combinations, and trickery makes Daughters of Khaine much better, and in fact one of the top 3 armies in the game by most reckonings. Crazy how that works.

auticus wrote:
For example you consider Blades of Khorne the only khorne faction. There are two represented in the book, demons & mortals (they have their own military org breakdown and people buy the book consider those two separate factions)

So Blades of Khorne can do ok, and I'm not disputing that, because you crutch heavily on blood thirsters and bloodletter bomb to do your work with priest and bloodsecrator buffs.

That however is not very good internal balance in that book, by my standards anyway. For customers that pick up the book and see the big bad chaos lord on the front to find out never take him because he's bad is what I'm talking about.


GW doesn't consider them different factions: https://www.warhammer-community.com/2019/03/12/mar-12-battletome-preview-blades-of-khorne-big-changesgw-homepage-post-2/

Each faction is designed to work within itself. That doesn't mean every unit is viable at the same time, but things are balanced assuming each Faction is using the best tools provided to it. If you're only taking Mortal Khorne, you're missing out on half the options of your faction. If you're talking faction vs faction, you can't talk Mortal Khorne vs Any Other Complete Faction. I would never talk about Vanguard Stormcast vs Skaventide (though maybe Sacrosanct, but even those lists use models from other Chambers).

Internal balance means using everything inside. The Chaos Lord on the front might fare better if he's supporting a Mortal Khorne unit or two while Bloodthirsters run up the flanks. But if you gimp yourself...

auticus wrote:
So for me driving 45 min to my game store, I have a mortal khorne army collection. If I drew Joe Powergamer who is running his adeptiicon FEC army, there is no reason for me to even bother playing that game.

Now if the mortal khorne army actually had a good build, I could take a list just for Joe Powergamer and at least not get rick rolled, and I could take a normal casual campaign list for everyone else, and my money hasn't been set on fire and made useless.


Yes. A fluffy list that purposefully gimps itself will always lose to a honed list. Now, ask Joe Powergamer to instead make an army of only Ghouls, no Monsters no Knights no Allies, and see how the game plays out. It's a fluffy subfaction that's talked about in the book!

auticus wrote:
For a Kharadron Overlords player, they REALLY have to be paired up against casual lists or just not care about the outcome.


You mean KO, one of the few factions in the game with the potential to bust Nagash in a way few if any other factions can? With Eindrinriggers and Arkanauts, extremely efficient melee and shooting units that work well together?

They need a bit of internal help on the boats, but that faction is actually fine, people are just not playing them since the meta lists got hit with the nerf bat. I've played plenty (both casually and tournies, before you ask) that felt really strong by using 30-dwarf Arkanaut units raining fire with Skyhooks. It's quite good, especially as the meta shifts towards shooting (which it will).

auticus wrote:
When I play games like warlords or KOW, both of which like any game have some issues, I can't help but compare how pretty much every FACTION is viable, so everyone has something that they can bring to the table that isn't enhancement talent for their opponent to look good.


That depends on your definition of Viable.

The only armies I don't think I could build a list for and go at least positive overall with are Gutbusters, Dispossessed, Aelves, and Slaves to Darkness. Maybe toss in Ironjawz. Everything else I bet could probably go 50% win rate or more with over the year. I would consider those armies viable.

But some of them are limited on build. The faction is viable, all the units aren't. And I would consider that fine overall, as long as it's the same across most if not all factions. If there was one faction that could literally build anything out of the book and win, but no others could, that'd be silly, but I don't think any can.


AoS Balancing Thread @ 2019/03/12 18:50:05


Post by: NinthMusketeer


Those tourney stats prove the game is imbalanced. Look at the number of wins relative to meta %, look at the disparity of win % between armies. And it is even worse than that because tournaments match losing players verses losing, and winning players verses winning, creating a huge draw towards 50% after the first round. And it STILL shows that large disparity. That they are being touted as showing the game is balanced and the argument "buy different models if you want to win" is being thrown out is ludicrous and probably the most damming proof of all that the 'AoS is balanced' side of the argument has no legs to stand on.

So let me make this more clear because this is incredibly frustrating:

There has been no data, not one. Single. Source. To show the game is balanced provided in this thread. NONE. The tournament data shows the game is unbalanced. The math shows it. The feedback shows it. Even the posts of those who say it is balanced make reasonable sources to show that it is not. There is no debate, just people insisting the sky is green.


AoS Balancing Thread @ 2019/03/12 18:59:13


Post by: Requizen


 NinthMusketeer wrote:
Those tourney stats prove the game is imbalanced. Look at the number of wins relative to meta %. That they are being touted as showing the game is balanced and the argument "buy different models if you want to win" if being thrown out is ludicrous and probably the most damming proof of all that the 'AoS is balanced' side of the argument has no legs to stand on.


What's imbalanced about it? Some armies are popular, others aren't. Meta % is based on how many people are playing them, you can't force people to play armies. SCE and LoN are high because a lot of people have those armies.

No one is arguing that the tip top Nagash and DoK builds are balanced against mid-table stuff, but that's slight tweaking needed and not an issue with the core of the system.


Automatically Appended Next Post:
 NinthMusketeer wrote:
There has been no data, not one. Single. Source. To show the game is balanced provided in this thread. NONE. The tournament data shows the game is unbalanced. The math shows it. The feedback shows it. Even the posts of those who say it is balanced make reasonable sources to show that it is not. There is no debate, just people insisting the sky is green.


What does balanced mean to you? Every army played exactly the same amount with a 50% win rate? Dream on, dude, even White wins more than Black in chess and no one is complaining about it.


AoS Balancing Thread @ 2019/03/12 19:07:49


Post by: kodos


Requizen wrote:
even White wins more than Black in chess and no one is complaining about it.

51:49 and players switch colours
So instead of saying chess is doing fine, people recognise that there is a balance problem and found a solution to it

If AoS every get close to 51:49 for all factions a lot of people would be more than happy but instead the mantra is "change nothing, the game is fine"



AoS Balancing Thread @ 2019/03/12 19:12:32


Post by: Requizen


 kodos wrote:
Requizen wrote:
even White wins more than Black in chess and no one is complaining about it.

51:49 and players switch colours
So instead of saying chess is doing fine, people recognise that there is a balance problem and found a solution to it

If AoS every get close to 51:49 for all factions a lot of people would be more than happy but instead the mantra is "change nothing, the game is fine"



I don't think it's "change nothing because it's fine" so much as it is "the things being offered as change will only shift the meta into a different shape but with a similar win percentage spread, and change for the sake of change doesn't actually do anything".


AoS Balancing Thread @ 2019/03/12 19:44:03


Post by: NinthMusketeer


Requizen wrote:
 NinthMusketeer wrote:
Those tourney stats prove the game is imbalanced. Look at the number of wins relative to meta %. That they are being touted as showing the game is balanced and the argument "buy different models if you want to win" if being thrown out is ludicrous and probably the most damming proof of all that the 'AoS is balanced' side of the argument has no legs to stand on.


What's imbalanced about it? Some armies are popular, others aren't. Meta % is based on how many people are playing them, you can't force people to play armies. SCE and LoN are high because a lot of people have those armies.

No one is arguing that the tip top Nagash and DoK builds are balanced against mid-table stuff, but that's slight tweaking needed and not an issue with the core of the system.


Automatically Appended Next Post:
 NinthMusketeer wrote:
There has been no data, not one. Single. Source. To show the game is balanced provided in this thread. NONE. The tournament data shows the game is unbalanced. The math shows it. The feedback shows it. Even the posts of those who say it is balanced make reasonable sources to show that it is not. There is no debate, just people insisting the sky is green.


What does balanced mean to you? Every army played exactly the same amount with a 50% win rate? Dream on, dude, even White wins more than Black in chess and no one is complaining about it.
*facedesk*

Percentage meta as compared to percentage tourney wins. If X% of player play a given faction but that factions wins 2X% of those tourneys then there is a skew towards that faction being better. And I believe you know that is exactly what I meant. The second bit is such a blatant strawman I barely know how to respond. And you have still not addressed that there is no proof the game is balanced, unless you consider over 60% or under 40% win rate balanced.


Automatically Appended Next Post:
Requizen wrote:
 kodos wrote:
Requizen wrote:
even White wins more than Black in chess and no one is complaining about it.

51:49 and players switch colours
So instead of saying chess is doing fine, people recognise that there is a balance problem and found a solution to it

If AoS every get close to 51:49 for all factions a lot of people would be more than happy but instead the mantra is "change nothing, the game is fine"



I don't think it's "change nothing because it's fine" so much as it is "the things being offered as change will only shift the meta into a different shape but with a similar win percentage spread, and change for the sake of change doesn't actually do anything".
This argument only makes sense if the speaker feels the game is unbalanced and balance should be improved.

Maybe provide some reasoning as to why the proposed changes will not improve balance. Show us why summoning & mortal wound based armies are not stronger than those which are not. Give us some examples, data, or even anecdotes.


AoS Balancing Thread @ 2019/03/12 20:09:53


Post by: auticus


The problem/conflict is the viewpoint that only tournament data matters and that if tournament data has an acceptable win/loss spread then the rest of the game should be fine as well.

Balancing the game better probably wouldn't seriously impact tournament statistics. So that is a reasonable assumption.

It would do miles and away a greater service to those people that arne't playing in tournaments, so change for the sake of change would not be valid.

I can definitely tell the difference between the game's feel in terms of balance today vs back in the fan comp days.


AoS Balancing Thread @ 2019/03/12 20:21:49


Post by: NinthMusketeer


It was so enjoyable being able to put together an army knowing that it would be within a reasonable range regardless of the units/battalions I brought. I still used PPC well into the GHB days (point scale was about the same so I could play a PPC list vs a GHB one) because of that.


AoS Balancing Thread @ 2019/03/12 20:27:23


Post by: kodos


My personal guess, we are missing GHB 19 as doing the book together with AoS 2.0 was a mistake and the already not that good balancing now gets worse (or better said get recognised more) the longer the old stuff stays.



AoS Balancing Thread @ 2019/03/12 20:29:45


Post by: Requizen


 NinthMusketeer wrote:
*facedesk*

Percentage meta as compared to percentage tourney wins. If X% of player play a given faction but that factions wins 2X% of those tourneys then there is a skew towards that faction being better. And I believe you know that is exactly what I meant. The second bit is such a blatant strawman I barely know how to respond. And you have still not addressed that there is no proof the game is balanced, unless you consider over 60% or under 40% win rate balanced.


Some outliers don't mean you have to completely rewrite the system. Literally all you need to do to fix DoK is bump up Hag Queens and some of the other Aura units in points, and maaaybe Morathi. Nagash needs to go up and including Grimghasts in LoN was a mistake. LoN without the Nighthaunt units is actually a strong and balanced book.

"Proof the game is balanced" is such a subjective thing that I honestly don't know how to respond about it. Pretty much every supported faction is between 40-60% win rate on THWG's stats there, which is pretty solid for variance considering how many there are. Again, a few outliers, but that doesn't mean the game is broken.

In fact, when auticus was working on Azyr and posted these stats: https://www.dakkadakka.com/dakkaforum/posts/list/664850.page which has a very similar variance, everyone, including you, NinthMusketeer, told him how good it looked, despite there being two Factions above 60% and one below 40%. But somehow similar numbers are different in this situation, or your own personal idea of what balance is has changed since then.

 NinthMusketeer wrote:
This argument only makes sense if the speaker feels the game is unbalanced and balance should be improved.

Maybe provide some reasoning as to why the proposed changes will not improve balance. Show us why summoning & mortal wound based armies are not stronger than those which are not. Give us some examples, data, or even anecdotes.


DoK does neither Summoning nor MWs, and is the highest win % at the moment.

Stormcast does not summon (there is one CA in one specific kind of list that can resummon on a 5+, and is not the reason they work). There's only one unit that does a lot of MWs (Evocators), all others are fairly incidental.

Slaanesh and Tzeentch are summoning armies and no one is complaining about them running around destroying the meta. Heck, Tzeentch also has solid MW output and is considered a mid-tier army by most people.

Fyreslayers are an army designed to shut down both MWs (with Beard Save) and Summoning (via body clogging up the board and locking objectives), while doing neither. Bonesplitterz similar, thanks to 2 wound high body count and Kunnin Rukk efficiency.

KO did neither when they were considered a hard-meta build with Barak-Ziflin Alpha Strike, their damage was all regular damage and when they died they died.

Idoneth Deepkin are a very strong army with a variety of builds and again has no summoning and only MWs on one unit (Morsarr, once per game, on a dice roll).

Nighthaunt have neither spammable MWs nor Summoning and play with defensiveness and overall damage efficiency.

Seraphon have summoning, and despite being one of the better armies at summoning if they build for it, no one is complaining that they're destroying the world.


Summoning is, in fact, usually not that difficult to shut down once you realize where it comes from and how to stop it. Usually it boils down to "Kill the Heroes", because they're the things that need to be summoned by. The rest of shutting it down is learning how to zone 9" effectively so even when they do summon it doesn't have much impact. That has everything to do with experience and nothing to do with list building.

As for MW output armies, which ones are left? The ones that can do it really efficiently are Skaven (potentially a problem but also expensive and blow themselves up, also only out for a month so lack of experience against them), Tzeentch (considered a mid-tier army and more focus on hordes than MW output) and Evocator bomb Stormcast armies (get shut down extremely hard by chaff, especially things that have MW saves like Daughters, Plaguebearers, and Fyreslayers).

auticus wrote:
The problem/conflict is the viewpoint that only tournament data matters and that if tournament data has an acceptable win/loss spread then the rest of the game should be fine as well.

Balancing the game better probably wouldn't seriously impact tournament statistics. So that is a reasonable assumption.

It would do miles and away a greater service to those people that arne't playing in tournaments, so change for the sake of change would not be valid.

I can definitely tell the difference between the game's feel in terms of balance today vs back in the fan comp days.


Fair points, but a few things I disagree with:

Tournament data matters for a few reasons. First, it's one of the few places you can get huge numbers of people that don't know each other to play games, and it's also recorded. Playing against the same person over and over doesn't really give statistically relevant data, nor are most people in their basements or FLGSs recording their games. Data is data.

Second, tournament games are games where both people are showing up with the intention to win, whether their lists are super honed or not. Casual games are riddled with mistakes, misrolls, distractions, and early endings because of time restraints. That's very much not usable data, an environment where two people are actively trying to get through a game and win while keeping all rules in line provides much better data. To that end, tournaments do it much better.

The things people find too strong about the game in a casual setting varies hard from person to person, area to area. I've seen people online not two months ago complaining about Free Peoples being too good because of Stand and Shoot, and others complain about Beastclaw being busted because of the halving damage on Stonehorns. Yet neither of these things are discussed in this thread nor considered in the general consensus to be too strong. Feelings are, generally, not a thing to base change on.


AoS Balancing Thread @ 2019/03/12 20:32:21


Post by: Galas


We should have a Godwin's law for balance discussions. Any time somebody mentions that even chess is imbalanced, he or she automatically loses the debate. (I know thats not how Godwin's law works but...)


AoS Balancing Thread @ 2019/03/12 20:36:25


Post by: Requizen


 Galas wrote:
We should have a Godwin's law for balance discussions. Any time somebody mentions that even chess is imbalanced, he or she automatically loses the debate.


We'll put it right next to the Godwin's Godwin's Law: "Anyone who says 'Anyone who says X, automatically loses the debate, because Y', automatically loses the debate, because they contribute nothing to the discussion."



AoS Balancing Thread @ 2019/03/12 20:46:26


Post by: Future War Cultist


Requizen wrote:
auticus wrote:
PS - Mortal Khorne still isn't a faction. Buy different models if you want to win.


Why? Why should I? Or anyone else for that matter?

You should buy models because you like them, or to enlarge your army or to meet minimum foc requirements. Not because you have to in order to stand a chance of winning.

I’m thinking of Overlords. I’m told that if I want to win, I have to ditch the ships and spam skyhooks and endrinriggers. Why? Why should I be forced to abandon minis I’ve paid for to buy more models that I don’t want? Why can’t the ones I have not work properly?


AoS Balancing Thread @ 2019/03/12 20:56:37


Post by: Requizen


 Future War Cultist wrote:
Requizen wrote:
auticus wrote:
PS - Mortal Khorne still isn't a faction. Buy different models if you want to win.


Why? Why should I? Or anyone else for that matter?

You should buy models because you like them, or to enlarge your army or to meet minimum foc requirements. Not because you have to in order to stand a chance of winning.

I’m thinking of Overlords. I’m told that if I want to win, I have to ditch the ships and spam skyhooks and endrinriggers. Why? Why should I be forced to abandon minis I’ve paid for to buy more models that I don’t want? Why can’t the ones I have not work properly?


Because... that's how games work. If you want the best chance at winning, you build/play to get the best chance at winning.

"Why can't I win consistently at Starcraft when building nothing but Zerglings?"
"Why can't I win consistently at DOTA by playing Rylai as hard carry?"
"Why can't I win consistently at American Football by doing nothing but run plays every single play?"
etc

Because it doesn't work like that. Games are often designed to work in a certain way and when you try to go against the grain, it doesn't work out.

You want to play multiple boat KO? You're gimping yourself. They're support pieces where you might have 1 for transport and maybe 1 for interference running, but they're not designed to be workhorses. KO is balanced with punchy 'Riggers and shooty 'Nauts doing most of the heavy lifting, so you should load up on those. I don't ever see a world in which you can just buy 2k points off the shelf based on looks and have it work. Even with carefully calculated formulas and enough pages of comp restrictions to blind a man, you'd still end up with units that do well in missions or combo better or do well against armies that are commonly seen, and so will perform better. That's not a failing of the system, that's just how asymmetrical games usually work.


AoS Balancing Thread @ 2019/03/12 21:03:37


Post by: Wayniac


You guys thought the Terorrgheist doing 6 mortals was bad? Skarbrand can do 8 mortal wounds or 16 mortal wounds if you roll a 6.

This stuff is going full ridiculous. How on earth does the team think that is even remotely okay?


AoS Balancing Thread @ 2019/03/12 21:09:41


Post by: Requizen


Wayniac wrote:
You guys thought the Terorrgheist doing 6 mortals was bad? Skarbrand can do 8 mortal wounds or 16 mortal wounds if you roll a 6.

This stuff is going full ridiculous. How on earth does the team think that is even remotely okay?


That's one rule for a warscroll we haven't fully seen yet. Not to mention that he's still only an 8" move without fly and a 4+ save, so can pretty reasonably be outmaneuvered and charged or just shot to death depending on your army.


AoS Balancing Thread @ 2019/03/12 21:25:07


Post by: Jackal90


Requizen wrote:
Wayniac wrote:
You guys thought the Terorrgheist doing 6 mortals was bad? Skarbrand can do 8 mortal wounds or 16 mortal wounds if you roll a 6.

This stuff is going full ridiculous. How on earth does the team think that is even remotely okay?


That's one rule for a warscroll we haven't fully seen yet. Not to mention that he's still only an 8" move without fly and a 4+ save, so can pretty reasonably be outmaneuvered and charged or just shot to death depending on your army.



Not just this, but carnage seems to be a big rework.
From what's been said, it will have a "see below" rather than a profile.
This means it shouldn't be able to be used multiple times (warscroll update pending)

Currently you can buff the ever living gak out of him and boost carnage's attack value.
The new system may actually balance this a bit more.


The other thing to look at is it's base.
This is a huge character model that will cost a huge chunk of points.
With 400 or so points I can make spider riders do more mortal wounds than that.

He's also one hell of a fire magnet, so will likely take alot of abuse early on.


AoS Balancing Thread @ 2019/03/12 21:25:14


Post by: Galas


Requizen wrote:
 Future War Cultist wrote:
Requizen wrote:
auticus wrote:
PS - Mortal Khorne still isn't a faction. Buy different models if you want to win.


Why? Why should I? Or anyone else for that matter?

You should buy models because you like them, or to enlarge your army or to meet minimum foc requirements. Not because you have to in order to stand a chance of winning.

I’m thinking of Overlords. I’m told that if I want to win, I have to ditch the ships and spam skyhooks and endrinriggers. Why? Why should I be forced to abandon minis I’ve paid for to buy more models that I don’t want? Why can’t the ones I have not work properly?


Because... that's how games work. If you want the best chance at winning, you build/play to get the best chance at winning.

"Why can't I win consistently at Starcraft when building nothing but Zerglings?"
"Why can't I win consistently at DOTA by playing Rylai as hard carry?"
"Why can't I win consistently at American Football by doing nothing but run plays every single play?"
etc

Because it doesn't work like that. Games are often designed to work in a certain way and when you try to go against the grain, it doesn't work out.

You want to play multiple boat KO? You're gimping yourself. They're support pieces where you might have 1 for transport and maybe 1 for interference running, but they're not designed to be workhorses. KO is balanced with punchy 'Riggers and shooty 'Nauts doing most of the heavy lifting, so you should load up on those. I don't ever see a world in which you can just buy 2k points off the shelf based on looks and have it work. Even with carefully calculated formulas and enough pages of comp restrictions to blind a man, you'd still end up with units that do well in missions or combo better or do well against armies that are commonly seen, and so will perform better. That's not a failing of the system, that's just how asymmetrical games usually work.


You say that about Kharadron Overlords as if it was some kind of design choice and not just a derivation of the Battletome being imbalanced. What are you gonna say in 6 months, when for example, Kharadrons receive a new battletome and then the most powerfull list is spamming flying boats? "Oh, the army was clearly designed like that, if you use a bunch of infantry you are doing it wrong, it is just for support"

Also, your example about Starcraft is horrible. Nobody here is asking for random lists to win. In Starcraft EVERY UNIT has his place in any given moment of the battle, in response to what you are facing. Thats balance.. In AoS many units just don't work agaisnt the mayority of targets or are straight up inferior versions of much more powerfull units. THATS imbalance.


AoS Balancing Thread @ 2019/03/12 21:32:33


Post by: Future War Cultist


 Galas wrote:
Requizen wrote:
 Future War Cultist wrote:
Requizen wrote:
auticus wrote:
PS - Mortal Khorne still isn't a faction. Buy different models if you want to win.


Why? Why should I? Or anyone else for that matter?

You should buy models because you like them, or to enlarge your army or to meet minimum foc requirements. Not because you have to in order to stand a chance of winning.

I’m thinking of Overlords. I’m told that if I want to win, I have to ditch the ships and spam skyhooks and endrinriggers. Why? Why should I be forced to abandon minis I’ve paid for to buy more models that I don’t want? Why can’t the ones I have not work properly?


Because... that's how games work. If you want the best chance at winning, you build/play to get the best chance at winning.

"Why can't I win consistently at Starcraft when building nothing but Zerglings?"
"Why can't I win consistently at DOTA by playing Rylai as hard carry?"
"Why can't I win consistently at American Football by doing nothing but run plays every single play?"
etc

Because it doesn't work like that. Games are often designed to work in a certain way and when you try to go against the grain, it doesn't work out.

You want to play multiple boat KO? You're gimping yourself. They're support pieces where you might have 1 for transport and maybe 1 for interference running, but they're not designed to be workhorses. KO is balanced with punchy 'Riggers and shooty 'Nauts doing most of the heavy lifting, so you should load up on those. I don't ever see a world in which you can just buy 2k points off the shelf based on looks and have it work. Even with carefully calculated formulas and enough pages of comp restrictions to blind a man, you'd still end up with units that do well in missions or combo better or do well against armies that are commonly seen, and so will perform better. That's not a failing of the system, that's just how asymmetrical games usually work.


You say that about Kharadron Overlords as if it was some kind of design choice and not just a derivation of the Battletome being imbalance. What are you gonna say in 6 months, when for example, Kharadrons receive a new battletome and then the most powerfull list is spamming flying boats? "Oh, the army was clearly designed like that, if you use a bunch of infantry you are doing it wrong, it is just for support"

Also, your example about Starcraft is horrible. Nobody here is asking for random lists to win. In Starcraft EVERY UNIT has his place in any given moment of the battle, in response to what you are facing. Thats balance.. In AoS many units just don't work agaisnt the mayority of targets or are straight up inferior versions of much more powerfull units. THATS imbalance.


Beat me to the punch. This. This is what I’m getting at.

@ Wayniac

I saw that today. It looks brutal. Now, I’ll reserve judgement until I see the whole book, but I’m not holding my breath. Although apparently, it’s actually a bit of a nerf when compared to the old rules if you can believe that!


AoS Balancing Thread @ 2019/03/12 21:55:57


Post by: NinthMusketeer


Requizen wrote:
 NinthMusketeer wrote:
*facedesk*

Percentage meta as compared to percentage tourney wins. If X% of player play a given faction but that factions wins 2X% of those tourneys then there is a skew towards that faction being better. And I believe you know that is exactly what I meant. The second bit is such a blatant strawman I barely know how to respond. And you have still not addressed that there is no proof the game is balanced, unless you consider over 60% or under 40% win rate balanced.


Some outliers don't mean you have to completely rewrite the system. Literally all you need to do to fix DoK is bump up Hag Queens and some of the other Aura units in points, and maaaybe Morathi. Nagash needs to go up and including Grimghasts in LoN was a mistake. LoN without the Nighthaunt units is actually a strong and balanced book.

"Proof the game is balanced" is such a subjective thing that I honestly don't know how to respond about it. Pretty much every supported faction is between 40-60% win rate on THWG's stats there, which is pretty solid for variance considering how many there are. Again, a few outliers, but that doesn't mean the game is broken.

In fact, when auticus was working on Azyr and posted these stats: https://www.dakkadakka.com/dakkaforum/posts/list/664850.page which has a very similar variance, everyone, including you, NinthMusketeer, told him how good it looked, despite there being two Factions above 60% and one below 40%.
I am extremely glad you brought that up. It shows that I am, in fact, not expecting 50/50 win rate at all armies or even close to that. And it is much better balance than we currently have. Out of 17 factions, 3 are outside the 40-60 range. For Honest Wargamer data we have 32 allegiances, of which 10 are outside the 40-60 range. That is 82% verses 68%. Further, the Azyr values are the earliest ones meaning that started off with no playtesting/feedback and improved from there whereas the current AoS setup has years of feedback to draw from, meaning the comparison is weighted in the GHB's favor from the onset.

But somehow similar numbers are different in this situation, or your own personal idea of what balance is has changed since then.
As demonstrated above, this is completely untrue.


 NinthMusketeer wrote:
This argument only makes sense if the speaker feels the game is unbalanced and balance should be improved.

Maybe provide some reasoning as to why the proposed changes will not improve balance. Show us why summoning & mortal wound based armies are not stronger than those which are not. Give us some examples, data, or even anecdotes.


DoK does neither Summoning nor MWs, and is the highest win % at the moment.

Stormcast does not summon (there is one CA in one specific kind of list that can resummon on a 5+, and is not the reason they work). There's only one unit that does a lot of MWs (Evocators), all others are fairly incidental.

Slaanesh and Tzeentch are summoning armies and no one is complaining about them running around destroying the meta. Heck, Tzeentch also has solid MW output and is considered a mid-tier army by most people.

Fyreslayers are an army designed to shut down both MWs (with Beard Save) and Summoning (via body clogging up the board and locking objectives), while doing neither. Bonesplitterz similar, thanks to 2 wound high body count and Kunnin Rukk efficiency.

KO did neither when they were considered a hard-meta build with Barak-Ziflin Alpha Strike, their damage was all regular damage and when they died they died.

Idoneth Deepkin are a very strong army with a variety of builds and again has no summoning and only MWs on one unit (Morsarr, once per game, on a dice roll).

Nighthaunt have neither spammable MWs nor Summoning and play with defensiveness and overall damage efficiency.

Seraphon have summoning, and despite being one of the better armies at summoning if they build for it, no one is complaining that they're destroying the world.


Summoning is, in fact, usually not that difficult to shut down once you realize where it comes from and how to stop it. Usually it boils down to "Kill the Heroes", because they're the things that need to be summoned by. The rest of shutting it down is learning how to zone 9" effectively so even when they do summon it doesn't have much impact. That has everything to do with experience and nothing to do with list building.

As for MW output armies, which ones are left? The ones that can do it really efficiently are Skaven (potentially a problem but also expensive and blow themselves up, also only out for a month so lack of experience against them), Tzeentch (considered a mid-tier army and more focus on hordes than MW output) and Evocator bomb Stormcast armies (get shut down extremely hard by chaff, especially things that have MW saves like Daughters, Plaguebearers, and Fyreslayers).
Let us look at the data you presented again. Looking at the winner's circle (dropping Gutbusters, Draconis & Moonclan since they are not allegiances, dropping Beasts, Gloomspite, and Skaven for having less data), then dividing it into the top half and bottom half. DoK does not deal MWs or Summon. LoN summons. SCE deal MWs. Blades does both. Deepkin, as you mentioned, do not deal many mortal wounds overall save eels on the charge. However their tournament armies are based entirely around eels on the charge, but I will still count them as not. FEC summons. Tzeentch does both. Nighthaunt summons (returning slain models). Sylvaneth does neither. Hosts does both.

So out of the top 10 we have 7 armies in the summons/MW category, and 3 that are not.

Now for the bottom half. Nurgle & Seraphon summon. The other eight don't summon or deal MWs. So out of the bottom 10 we have 2 armies in the summons/MW category, and 8 that are not. Icing on the cake is that those two are above the others.

So once again, we are left with your referenced evidence showing overwhelmingly that the game is unbalanced and that summon/MW armies are favored.


AoS Balancing Thread @ 2019/03/12 22:14:10


Post by: auticus


Anecdote but twitter discussion going on now centered on khorne book states that their goal was to get most of the books put out by end of year and that all of the factions will be equally absurd.

So all absurd = more balanced.

So by December we may at least have the ability to field our favorite faction and not have powergamer dave grind our face into his nether region all game because our factions will have bite too.

We can dream at least right.


AoS Balancing Thread @ 2019/03/12 22:23:08


Post by: NinthMusketeer


Having all the factions be overpowered relative to now would indeed mean that none of them are. It IS technically a solution.

But my brand new battletome (Skaven) is utterly steamrolled by the other brand new battletome (FEC) despite Skaven being pretty dam OP themselves. So in all likelyhood what that twitter feed means is that the balance will be just as crappy for those covered by the new paradigm and even worse for everyone else. However it could be that Skaven & FEC are anomalies and we will go back to Beasts/Gloomspite level, which would be a huge relief. After the pendulum swing from the best balanced battletome release ever to tied for the worst (FEC/GHB1 Tzeentch) I honestly have no idea what to expect.


AoS Balancing Thread @ 2019/03/12 22:24:23


Post by: auticus


Also in the last days of Azyr, and something I was proud of, was we got all armies in the 55/45 ratio before GHB blew the fan comps out of the water and ended them.

That was also around the time I got hate mail from people saying I killed listbuilding and made the game boring because I made listbuilding not matter and that people were fielding what amounted to random armies and winning local tournaments with them and that was boring. One guy even wished I got cancer for killing his hobby due to listbuilding dying because of me. I framed that email and put it on my wall.



Automatically Appended Next Post:
After the pendulum swing from the best balanced battletome release ever to tied for the worst (FEC/GHB1 Tzeentch) I honestly have no idea what to expect.


If I weren't working on a new game right now (PC tabletop wargame in my own world) I'd be interested in doing Azyr part II to see what I could come up with.



AoS Balancing Thread @ 2019/03/12 22:28:25


Post by: Future War Cultist


What’s ironic is that when you talk about internal balance, the FEC are apparently the most balanced faction there is. Almost every unit, every play style, every item etc. is apparently viable. But then you move to external balance and well...you know.


AoS Balancing Thread @ 2019/03/12 22:31:19


Post by: NinthMusketeer


auticus wrote:
One guy even wished I got cancer for killing his hobby due to listbuilding dying because of me. I framed that email and put it on my wall.
That is absolutely hilarious. Seriously the most deeply amusing thing I have read in a long time, thank you for sharing.

On the upside, it is human nature to complain more than compliment so I wouldn't read too much into the hate mail.


After the pendulum swing from the best balanced battletome release ever to tied for the worst (FEC/GHB1 Tzeentch) I honestly have no idea what to expect.


If I weren't working on a new game right now (PC tabletop wargame in my own world) I'd be interested in doing Azyr part II to see what I could come up with.
I'm pretty sure my local gaming group would hop on that for casual play quite rapidly. There are enough players who care little/none about tournaments, min-maxxing, or how the armies are balanced and just want to have fun games with their models.


Automatically Appended Next Post:
 Future War Cultist wrote:
What’s ironic is that when you talk about internal balance, the FEC are apparently the most balanced faction there is. Almost every unit, every play style, every item etc. is apparently viable.
Having seen a bad FEC list, a mid-range one, and a tourney-optimized one I can confirm that no, the internal balance is not good. It is horrid, among the absolute worst tbh.


AoS Balancing Thread @ 2019/03/12 22:41:26


Post by: Jackal90


 Future War Cultist wrote:
What’s ironic is that when you talk about internal balance, the FEC are apparently the most balanced faction there is. Almost every unit, every play style, every item etc. is apparently viable. But then you move to external balance and well...you know.



This is my issue with them above all else.
Everything in that book works.
You can randomly generate a list by rolling dice to determine your units and it will hold its own stupidly well.
We did it for 3 games against different players and it was amazing to see how absurdly strong a purely random list was.

This was also against high tier tournament armies including an archregent spam FEC list aswell. (2 games at 2k and 1 at 2.5k)

In terms of internal balance, the book is pretty spot on.
Nothing is a must take or must avoid taking.




As a side note to mortal wounds etc, spamming them doesn't make an army viable atall.
Spiderfang can drop an insane amount every single turn, yet they aren't exactly doing much currently.


AoS Balancing Thread @ 2019/03/12 23:06:15


Post by: NinthMusketeer


I think the internal balance is horrid; courtiers in a list at all (barring battalions) are never-take because an archregent is better and will summon one in for free. Courtiers that aren't a varghulf are never-take (barring battalions) because you are summoning them in with the archregent anyways so you just bring the best one. The dragon is strictly inferior to the terrorgheist, all delusions are vastly inferior to feast day, and only feast day competes with Blisterskin/Gristlegore in terms of strength. No mount trait comes even close to as good as the re-roll hits on terry maw. I could go on but you get the point.

That any random list is crazy good against other things speaks to how strong the battletome is, how any random list fares against a specifically optimized one is a measure of the internal balance. And the ghulf between those is vast.


Automatically Appended Next Post:
Jackal90 wrote:
As a side note to mortal wounds etc, spamming them doesn't make an army viable atall.
Spiderfang can drop an insane amount every single turn, yet they aren't exactly doing much currently.
The argument is that MW spamming and/or summoning does better than armies which do not have it on average, not all the time. As has been mentioned DoK does very well without either (though they do have a not insignificant amount of MW negation), but that is but one point of data in relation the whole.

Spiderfang suffer because their MW output comes in bursts rather than consistently and there is only a limited amount of control over when/where those bursts happen coupled with the models dealing them being fragile and easy to kill if that burst does not happen at the right time. Compare to Deepkin where their MW output is not particularly high but they have a high degree of control when they happen and who they are dealt to, letting them get more mileage out of a much smaller amount. Ultimately you are correct that Spiderfang are an army (well, part of one) that deals MWs but does not perform very well.


AoS Balancing Thread @ 2019/03/12 23:34:02


Post by: auticus


MW spam is a pillar to build on, not the entire win itself. An army that has no access to MW spam or summoning spam faced against an army that can do those things will generally with some outlier exceptions like DOK be at a severe disadvantage.


AoS Balancing Thread @ 2019/03/13 09:07:55


Post by: Eldarsif


 Galas wrote:
We should have a Godwin's law for balance discussions. Any time somebody mentions that even chess is imbalanced, he or she automatically loses the debate. (I know thats not how Godwin's law works but...)


If it were to be rephrased as the original Godwin's Law it should be something like:

"As an online Warhammer discussion grows longer, the probability of a comparison involving chess approaches 1"


Automatically Appended Next Post:
Wayniac wrote:
You guys thought the Terorrgheist doing 6 mortals was bad? Skarbrand can do 8 mortal wounds or 16 mortal wounds if you roll a 6.

This stuff is going full ridiculous. How on earth does the team think that is even remotely okay?


A ) We haven't seen the full rules
B ) We currently have no way of knowing how he will work on the table after these changes we are not privy to.
C ) If this continues this will be the Kelermorph thread all over again.
D ) If this becomes the Kelermorph thread all over again we will need to talk about Cypher, the greatest marksman in 40k.


AoS Balancing Thread @ 2019/03/13 14:33:20


Post by: Galas


Who whould be AoS' Cypher? That Stormcast hero with the giant bow?


AoS Balancing Thread @ 2019/03/13 14:34:43


Post by: Future War Cultist


Can I run a little exercise here? The 3 ‘core’ Stormcast units; Liberators, Hunters and Sequitors. How do they stack up when compared to each other? I know that Sequitors are the best by far. What about Hunters? And what do you think of their current points costs?


AoS Balancing Thread @ 2019/03/13 15:01:02


Post by: Eldarsif


 Galas wrote:
Who whould be AoS' Cypher? That Stormcast hero with the giant bow?


Well, it would be have to someone dual-wielding something. Neave Blacktalon? Basically Cypher before the Fall leading her Unfallen to victory?


AoS Balancing Thread @ 2019/03/13 16:33:29


Post by: NinthMusketeer


 Future War Cultist wrote:
Can I run a little exercise here? The 3 ‘core’ Stormcast units; Liberators, Hunters and Sequitors. How do they stack up when compared to each other? I know that Sequitors are the best by far. What about Hunters? And what do you think of their current points costs?
Sequitors are severely undercosted, the other two are decent though liberators are probably a wee bit overcosted. The hunters are more of a specialist/flank unit and don't serve well as conventional 'stand in the front' battleline. With stormcast you usually want some units with cheaper points-per-wound to be the 'chaff' of the army. But there are plenty of other ways to do things.


AoS Balancing Thread @ 2019/03/13 22:43:51


Post by: Future War Cultist


So would you suggest increasing Sequitors by 20pts and decreasing Liberators by 20pts?


AoS Balancing Thread @ 2019/03/14 00:20:49


Post by: NinthMusketeer


I would put Sequitors up by 30 tbh--their ability to chose between re-roll all saves or re-roll all hits is really strong and their large amount of special weapons (2 per 5 and the champion) coupled with good attack profiles means their damage output is quite high.

Liberators I would just drop by 10. If they were on 32mm I'd say they are fine as-is, but a 40mm base hurts them enough that I think they should go down a little.


AoS Balancing Thread @ 2019/03/16 02:03:52


Post by: Wayniac


So the new Khorne stuff seems to be even more ridiculous than the last ridiculous stuff. They seem to be borderline broken strong.

This level of nonsense has me not wanting to bother with AOS. It's just stupid at this point. Each new release is usually (not always) even more broken than the one before.


AoS Balancing Thread @ 2019/03/16 02:06:46


Post by: Future War Cultist


I’ve been out of the loop. What have they done?


AoS Balancing Thread @ 2019/03/16 02:12:52


Post by: NinthMusketeer


Unless the points have dropped dramatically nothing shown so far is overpowered. The majority of Khorne is underperforming; only Gore Pilgrims & Bloodthirsters have kept them relevant at all. As it stands they are not even OP, let alone on equal par with fotm cheese. Unless they are getting 25% point cuts across the board or some really broken artifact/command trait exploits they will not even be close to as strong as Skaven/FEC.


AoS Balancing Thread @ 2019/03/16 02:17:27


Post by: Thadin


Endless 'spells' that you cannot unbind, cannot dispel, and have a massive effect, would be the first thing that comes to my mind. The strength of them combined with none of the counterplay typically found in Endless spells, and the other player not being able to control them if they go second in the battle round...

https://www.warhammer-community.com/2019/03/13/mar-13-blades-of-khorne-preview-judgements-of-khorne-and-the-skull-altargw-homepage-post-4/

The first one they show is just absolute bonkers. It has a 28" threat range of it's effect. -2 to casting rolls is strong, but if you can't get away from them (because they can be shoved across the board quite quickly) and can't deal with them, because they're undispellable, you get to have the pleasant joy of not only -2 to cast rolls, but also, any fails if you're near both of the skulls results in your wizard losing that spell for the rest of the game, and suffering d6 damage.

Edit: math is hard


AoS Balancing Thread @ 2019/03/16 04:06:13


Post by: NinthMusketeer


They cost an unknown amount of points, and instead of you being able to unbind them (which can fail) they have a chance to unbind themselves at the end of turn without you needing to do anything. Again, there could be factors we have not seen like ludicrously low points costs but as it stands we do not have enough evidence to call OP.


AoS Balancing Thread @ 2019/03/16 04:26:20


Post by: Thadin


For sure, they could be costed appropriately, but I'm not even sure how much something like that should cost. A little premature on calling it overpowered to be certain, which is why I tried to avoid saying or implying that.

The Skulls seem as though they'll have a huge effect on the game, even if they're around for just one turn. Similar to the Skaven Warp Vortex spell, that I've had to ban myself from using in 'casual' games.


AoS Balancing Thread @ 2019/03/16 05:20:31


Post by: NinthMusketeer


I dunno... If one's army only has 1-2 casts a turn then it will not be uncommon to go a turn where no spells go off. It isn't crippling unless you failed that spell you really needed, because one is already prepared for the case where the cast simply fails. If those skulls are following around all game it would be an issue, but I see them being more of a threat to armies that are doing enough casts that they are counting on getting something off every turn. Even then there are mechanics that can be used to counter play, like grey seer warpstone tokens or destiny dice.

The problem will be if they are so cheap every khorne army shows up with them by default.


AoS Balancing Thread @ 2019/03/16 16:06:35


Post by: Future War Cultist


Did you hear too that Wrathmongers now only affect other khorne units? Not only this that a boost, it also diminishes the fluff slightly imo.


AoS Balancing Thread @ 2019/03/16 16:55:24


Post by: Thadin


It was changed from all models within 3", to friendly units wholly within 8". Easier to buff your own guys and characters, though it may be harder to get the buff off on allies in some cases. MSU seems to be the way to go for Mortals more and more... Though now, it may be worth it to keep Wrathmongers out of melee for as long as possible, situation depending.

A little disappointed that it no-longer effected enemies, since it could be used in fun ways to force a monster or something to attack Wrathmongers, lose one or two, and have the monster or hero immediately attack itself with a buffed up statline. That tactic should still be effective, you're just going to lose 1 attack on each weapon.


AoS Balancing Thread @ 2019/03/16 17:16:57


Post by: NinthMusketeer


Lame, the part where wrathmongers buffed everyone was one of the best thematic elements. But I get why they did it mechanically, and given that better mechanical functionality is what players have been asking for I suppose I am happy with the change.


AoS Balancing Thread @ 2019/03/16 17:19:25


Post by: Thadin


Though they tend to get rules wrong often, MWG put up a brief review-game using the new Khorne Battletome.

https://www.youtube.com/watch?v=8xTHxUDQpV4

This gave us an important number to start with. Judgements of Khorne have a chance to disappear on the start of a new Battle-round. D6 roll, on a 1-4, the Judgement disappears. It changes to a 1-3 (+1 to the roll) if there is a Slaughterpriest "Nearby". Missing some more details, such as how much 'nearby' is, and if that chance to disappear is the same value for all judgements. No points shown, but perhaps that's in their longer review that's locked behind a pay wall?

Already, it's looking more manageable which is a good thing.


AoS Balancing Thread @ 2019/03/16 17:34:34


Post by: Eldarsif


Here is a review where they also go over some details.

https://youtu.be/msf3zSK8k3g

Korgoraths are up a few points as well as Skullcrushers. Gore Pilgrim is down. Bloodthirsters and Skarbrand are staying the same. Most of the things are staying the same point-wise.

Considering the leaks so far I would say Blades of Khorne might end up as a good tome. Not over the top, but good. However, the thing I think it might bring to the table is a bit of a shakeup to any magical meta such as Nagash and Endless spells. This should be considered a good thing.

Only thing I am looking forward to see is if they tweaked Bloodreaver stats. I don't think that they are worth it at their current points at their current stats.


AoS Balancing Thread @ 2019/03/16 17:53:39


Post by: Future War Cultist


I saw the bloodreavers new statline. The only thing that’s changed is the fanatical devotion rule; the whole unit has to be within 16” of the totem now. So hopefully the points have been adjusted.


AoS Balancing Thread @ 2019/03/16 17:59:27


Post by: Eldarsif


 Future War Cultist wrote:
I saw the bloodreavers new statline. The only thing that’s changed is the fanatical devotion rule; the whole unit has to be within 16” of the totem now. So hopefully the points have been adjusted.


Same points as before...

On the bright side the Bloodsecrator can move so they are a bit more mobile and survivable.


AoS Balancing Thread @ 2019/03/16 17:59:33


Post by: NinthMusketeer


Dissapointed bloodthirsters staying the same as they are undercosted IMO. The reduction they got in GHB2 was unjustified. If gore pilgrims went down I am betting they removed the prayer re-rolls. Bloodreaver change is nice since it means the same measurement for that and portal of skulls. With the Bloodsecrator able to move now I see it as a non-issue that they must be wholly within.

Overall liking the changes so far, and the way judgements work. Tentative 'good job' and doing a bit to restore faith that skaven/fec are a fluke.


AoS Balancing Thread @ 2019/03/16 19:04:30


Post by: Sasori


I like the fact that Bloodtihe can be used to summon OR enhance your current unit a lot. I hope we see that with Tzeentch and eventually Slaanesh.

So far, nothing jumps out to me as too strong. Seems like the Pendulum has swung back to tough but fair.


AoS Balancing Thread @ 2019/03/16 19:17:03


Post by: NinthMusketeer


I agree; Khorne summoning is among the best implemented because it is a trade-off rather than a flat 'free stuff because you play this army'.


AoS Balancing Thread @ 2019/03/16 19:40:38


Post by: Eldarsif


I would even say that summoning for Khorne is often a False Choice and is even touched upon in a Warhammer Community article.


AoS Balancing Thread @ 2019/03/16 19:58:33


Post by: Sasori


 NinthMusketeer wrote:
I would put Sequitors up by 30 tbh--their ability to chose between re-roll all saves or re-roll all hits is really strong and their large amount of special weapons (2 per 5 and the champion) coupled with good attack profiles means their damage output is quite high.

Liberators I would just drop by 10. If they were on 32mm I'd say they are fine as-is, but a 40mm base hurts them enough that I think they should go down a little.


I used to think that Both Evocators on Foot and Sequitors were really undercosted. With all the recent battletomes though, I don't think they are nearly as strong as they used to be. I really think a small points increase, if any, is really needed on these units. At this point I think most of the rest of the SCE units need a points drop.


AoS Balancing Thread @ 2019/03/16 20:18:08


Post by: Galas


After watching a couple of BoK reviews I think they have gone from "meh" to "meh" unless you are using the endless spells and the altar vs a magic heavy army. Then they become "Actually ok".

For me the worst change is that I can't lash anymore my Khorne Minotaurs with my Bloodstoker. That was the best thing ... just the mental image of the scene was beautifull.


AoS Balancing Thread @ 2019/03/16 20:40:14


Post by: NinthMusketeer


 Sasori wrote:
 NinthMusketeer wrote:
I would put Sequitors up by 30 tbh--their ability to chose between re-roll all saves or re-roll all hits is really strong and their large amount of special weapons (2 per 5 and the champion) coupled with good attack profiles means their damage output is quite high.

Liberators I would just drop by 10. If they were on 32mm I'd say they are fine as-is, but a 40mm base hurts them enough that I think they should go down a little.


I used to think that Both Evocators on Foot and Sequitors were really undercosted. With all the recent battletomes though, I don't think they are nearly as strong as they used to be. I really think a small points increase, if any, is really needed on these units. At this point I think most of the rest of the SCE units need a points drop.
You are saying the overwhelming majority units should be changed instead of a handful, which I think is proof those handful are the problem. Bear in mind that SCE outperform other armies by a huge margin; they are in the top 3 armies overall. To say the army needs a buff on the majority of the units flies in the face of balance (not to mention would be taking a crap on other armies).

And before the suggestion gets made that those other armies should see a points drop too; that would be reducing the cost of 80-90% of units rather than increasing the cost of 10-20%, which is more than a bit nonsensical.


Automatically Appended Next Post:
 Galas wrote:
After watching a couple of BoK reviews I think they have gone from "meh" to "meh" unless you are using the endless spells and the altar vs a magic heavy army. Then they become "Actually ok".

For me the worst change is that I can't lash anymore my Khorne Minotaurs with my Bloodstoker. That was the best thing ... just the mental image of the scene was beautifull.
You can't have whipped cream anymore? Lame.


AoS Balancing Thread @ 2019/03/16 21:56:18


Post by: Sasori


 NinthMusketeer wrote:
 Sasori wrote:
 NinthMusketeer wrote:
I would put Sequitors up by 30 tbh--their ability to chose between re-roll all saves or re-roll all hits is really strong and their large amount of special weapons (2 per 5 and the champion) coupled with good attack profiles means their damage output is quite high.

Liberators I would just drop by 10. If they were on 32mm I'd say they are fine as-is, but a 40mm base hurts them enough that I think they should go down a little.


I used to think that Both Evocators on Foot and Sequitors were really undercosted. With all the recent battletomes though, I don't think they are nearly as strong as they used to be. I really think a small points increase, if any, is really needed on these units. At this point I think most of the rest of the SCE units need a points drop.
You are saying the overwhelming majority units should be changed instead of a handful, which I think is proof those handful are the problem. Bear in mind that SCE outperform other armies by a huge margin; they are in the top 3 armies overall. To say the army needs a buff on the majority of the units flies in the face of balance (not to mention would be taking a crap on other armies).

And before the suggestion gets made that those other armies should see a points drop too; that would be reducing the cost of 80-90% of units rather than increasing the cost of 10-20%, which is more than a bit nonsensical.


Automatically Appended Next Post:
 Galas wrote:
After watching a couple of BoK reviews I think they have gone from "meh" to "meh" unless you are using the endless spells and the altar vs a magic heavy army. Then they become "Actually ok".

For me the worst change is that I can't lash anymore my Khorne Minotaurs with my Bloodstoker. That was the best thing ... just the mental image of the scene was beautifull.
You can't have whipped cream anymore? Lame.




Ninth,

Do you mind providing your data point for saying that the SCE are in the "top 3 armies overall" and over-perform other armies by a huge margin? I can't find any data to support that. Just scrolling through the recent tournament results, I am not seeing anything that indicates that. Besides the LVO, you usually only get 1 if any SCE list, if any in the top 10. There are some mixed order lists that place well, but that is not the same as a pure SCE list. The Sheffield Slaughter didn't even have a SCE list in the top 10. Instead you saw FEC, Skaven, Deepkin, Nagash and a BoC army take it.

And yes, just because you have some over performing units, does not mean the rest of the units in the tome are correctly pointed. Palladors, all of the Paladin units, and most of the mounted units are over-pointed. Castigators are 26 points a pop, which is just absurd.



AoS Balancing Thread @ 2019/03/16 22:06:19


Post by: auticus


I used to think that Both Evocators on Foot and Sequitors were really undercosted.


Evocators were one of the highest undercost units in the game on the bellcurve of points paid per power and defense raw stats.

That changed with FEC and skaven book. Those books actually made evocators drop down to the top of the bell curve instead of being off of it, so that is true. With the new books their point cost is now (though at the top of) acceptable, which makes the other units that share their same role in the stormcast books some of the worst in the game in terms of being overcosted now.


AoS Balancing Thread @ 2019/03/16 23:59:19


Post by: NinthMusketeer


 Sasori wrote:
 NinthMusketeer wrote:
 Sasori wrote:
 NinthMusketeer wrote:
I would put Sequitors up by 30 tbh--their ability to chose between re-roll all saves or re-roll all hits is really strong and their large amount of special weapons (2 per 5 and the champion) coupled with good attack profiles means their damage output is quite high.

Liberators I would just drop by 10. If they were on 32mm I'd say they are fine as-is, but a 40mm base hurts them enough that I think they should go down a little.


I used to think that Both Evocators on Foot and Sequitors were really undercosted. With all the recent battletomes though, I don't think they are nearly as strong as they used to be. I really think a small points increase, if any, is really needed on these units. At this point I think most of the rest of the SCE units need a points drop.
You are saying the overwhelming majority units should be changed instead of a handful, which I think is proof those handful are the problem. Bear in mind that SCE outperform other armies by a huge margin; they are in the top 3 armies overall. To say the army needs a buff on the majority of the units flies in the face of balance (not to mention would be taking a crap on other armies).

And before the suggestion gets made that those other armies should see a points drop too; that would be reducing the cost of 80-90% of units rather than increasing the cost of 10-20%, which is more than a bit nonsensical.


Automatically Appended Next Post:
 Galas wrote:
After watching a couple of BoK reviews I think they have gone from "meh" to "meh" unless you are using the endless spells and the altar vs a magic heavy army. Then they become "Actually ok".

For me the worst change is that I can't lash anymore my Khorne Minotaurs with my Bloodstoker. That was the best thing ... just the mental image of the scene was beautifull.
You can't have whipped cream anymore? Lame.




Ninth,

Do you mind providing your data point for saying that the SCE are in the "top 3 armies overall" and over-perform other armies by a huge margin? I can't find any data to support that. Just scrolling through the recent tournament results, I am not seeing anything that indicates that. Besides the LVO, you usually only get 1 if any SCE list, if any in the top 10. There are some mixed order lists that place well, but that is not the same as a pure SCE list. The Sheffield Slaughter didn't even have a SCE list in the top 10. Instead you saw FEC, Skaven, Deepkin, Nagash and a BoC army take it.

And yes, just because you have some over performing units, does not mean the rest of the units in the tome are correctly pointed. Palladors, all of the Paladin units, and most of the mounted units are over-pointed. Castigators are 26 points a pop, which is just absurd.

Sure thing:


But besides, to say Sequitors & Evocators are fine is to say the vast majority of all units in the game are underpowered and need to be buffed. Which would technically be a way to achieve balance. However, if you have 10 units of which 6 are about average, 2 are weaker, and 2 are stronger the solution is not to bring the 8 in line with the 2 strongest; the solution is to bring the 4 outliers in line with the majority. If evocators & sequitors were in line with other armies it would be different, but they are much stronger than the average unit from other armies. So it becomes not only changing the points of the majority of SCE but changing the points of the majority of armies overall.


AoS Balancing Thread @ 2019/03/17 00:07:07


Post by: Sasori


 NinthMusketeer wrote:
 Sasori wrote:
 NinthMusketeer wrote:
 Sasori wrote:
 NinthMusketeer wrote:
I would put Sequitors up by 30 tbh--their ability to chose between re-roll all saves or re-roll all hits is really strong and their large amount of special weapons (2 per 5 and the champion) coupled with good attack profiles means their damage output is quite high.

Liberators I would just drop by 10. If they were on 32mm I'd say they are fine as-is, but a 40mm base hurts them enough that I think they should go down a little.


I used to think that Both Evocators on Foot and Sequitors were really undercosted. With all the recent battletomes though, I don't think they are nearly as strong as they used to be. I really think a small points increase, if any, is really needed on these units. At this point I think most of the rest of the SCE units need a points drop.
You are saying the overwhelming majority units should be changed instead of a handful, which I think is proof those handful are the problem. Bear in mind that SCE outperform other armies by a huge margin; they are in the top 3 armies overall. To say the army needs a buff on the majority of the units flies in the face of balance (not to mention would be taking a crap on other armies).

And before the suggestion gets made that those other armies should see a points drop too; that would be reducing the cost of 80-90% of units rather than increasing the cost of 10-20%, which is more than a bit nonsensical.


Automatically Appended Next Post:
 Galas wrote:
After watching a couple of BoK reviews I think they have gone from "meh" to "meh" unless you are using the endless spells and the altar vs a magic heavy army. Then they become "Actually ok".

For me the worst change is that I can't lash anymore my Khorne Minotaurs with my Bloodstoker. That was the best thing ... just the mental image of the scene was beautifull.
You can't have whipped cream anymore? Lame.




Ninth,

Do you mind providing your data point for saying that the SCE are in the "top 3 armies overall" and over-perform other armies by a huge margin? I can't find any data to support that. Just scrolling through the recent tournament results, I am not seeing anything that indicates that. Besides the LVO, you usually only get 1 if any SCE list, if any in the top 10. There are some mixed order lists that place well, but that is not the same as a pure SCE list. The Sheffield Slaughter didn't even have a SCE list in the top 10. Instead you saw FEC, Skaven, Deepkin, Nagash and a BoC army take it.

And yes, just because you have some over performing units, does not mean the rest of the units in the tome are correctly pointed. Palladors, all of the Paladin units, and most of the mounted units are over-pointed. Castigators are 26 points a pop, which is just absurd.

Sure thing:


Can you provide the source that you are pulling that from please.


AoS Balancing Thread @ 2019/03/17 00:09:08


Post by: NinthMusketeer


https://thehonestwargamer.com/

That chart is an aggregation of data since 2.0 launched. When it launched, Gloomspite was not released yet.


AoS Balancing Thread @ 2019/03/17 00:23:46


Post by: Sasori


 NinthMusketeer wrote:
https://thehonestwargamer.com/

That chart is an aggregation of data since 2.0 launched. When it launched, Gloomspite was not released yet.



Yes, and looking through the recent results and the data provided, it doesn't seem to indicate that Stormcast are the 3rd best Army or overwhelming better than most other armies as you put it originally.

Looking at their Aos 2.2 results, which appears the most recent, Stormcast rank 10th place, without a single win. The past fourteen events, Stormcast have placed in the top 3 four times, with 0 wins, 1 second place, and three 3rd places.

When you go to the larger breakdown AOS 2.2 of 5+ wins, SCE have the same number of 5+ wins as BOC, Maggotkin, and FEC, while sharing a much larger meta%, putting it's overall winrate lower than BoC FEC by nearly 10%. The other breakdown speaks to a similar story.

All this points to Stormcast not being the 3rd best at all, and with the release of Skaven and FEC it looks to send SCE even further down.







AoS Balancing Thread @ 2019/03/17 00:31:34


Post by: NinthMusketeer


Ok, show me your data that shows the majority of stormcast units need to be buffed.


AoS Balancing Thread @ 2019/03/17 00:33:04


Post by: auticus


Are we back to tournament results are balanced thus the game as a whole is balanced again?


AoS Balancing Thread @ 2019/03/17 00:33:32


Post by: Sasori


 NinthMusketeer wrote:
Ok, show me your data that shows the majority of stormcast units need to be buffed.


It's my opinion, which I didn't present as a fact like you did. That's why I asked for your Data, which we discovered doesn't fit what you were presenting as a fact.


AoS Balancing Thread @ 2019/03/17 00:38:54


Post by: NinthMusketeer


 Sasori wrote:
 NinthMusketeer wrote:
Ok, show me your data that shows the majority of stormcast units need to be buffed.


It's my opinion, which I didn't present as a fact like you did. That's why I asked for your Data, which we discovered doesn't fit what you were presenting as a fact.
Well I referenced the overall data since SCE last received an update. You asked me for my data then bent it to create a circumstance where what I said was no longer true. When called upon to provide backing for your position you fell back on 'it's just my opinion!'

I guess it is just my opinion that the most complete set of data we have should be presented as fact.

You also failed to address why the majority of units should be adjusted in points rather than the minority.


AoS Balancing Thread @ 2019/03/17 00:44:35


Post by: Sasori


 NinthMusketeer wrote:
 Sasori wrote:
 NinthMusketeer wrote:
Ok, show me your data that shows the majority of stormcast units need to be buffed.


It's my opinion, which I didn't present as a fact like you did. That's why I asked for your Data, which we discovered doesn't fit what you were presenting as a fact.
Well I referenced the overall data since SCE last received an update. You asked me for my data then bent it to create a circumstance where what I said was no longer true. When called upon to provide backing for your position you fell back on 'it's just my opinion!'

I guess it is just my opinion that the most complete set of data we have should be presented as fact.


You cherry picked a single chart, and ignored the rest of the data which doesn't fit your narrative. This is the same thing that people do in politics to get across a false point, and it's very deceitful.

There has been numerous changes since the SCE last released, and when you factor the changes in, which the other charts do so, it shows that SCE do not "Overperform other armies by a huge margin" Even the chart you presented shows that, as the SCE had 1 single 1st place win over the next four armies.

You also ignored the meta% and overall win % which is much more relevant and paint a completely different picture.


AoS Balancing Thread @ 2019/03/17 00:47:15


Post by: NinthMusketeer


I "cherry picked" a chart of aggregate data of tournament placings for all of second edition. I guess it is my opinion that is a valid set of data and it was not deceitful to present it that way. If the "my opinion" defense is valid for you then it is valid for me as well.

Win % is heavily weighted towards the middle, as I have explained before. Winners are matched against winners and losers against losers in rounds after the first, meaning there is a heavy skew towards 50/50.

Also, can you provide any data to back up your position? I am asking again.

Also, can you provide any reasoning for why the majority of units should have their points adjusted instead of the minority? I am asking again.


AoS Balancing Thread @ 2019/03/17 01:01:00


Post by: Sasori


 NinthMusketeer wrote:
I "cherry picked" a chart of aggregate data of tournament placings for all of second edition. I guess it is my opinion that is a valid set of data and it was not deceitful to present it that way. If the "my opinion" defense is valid for you then it is valid for me as well.

Win % is heavily weighted towards the middle, as I have explained before. Winners are matched against winners and losers against losers in rounds after the first, meaning there is a heavy skew towards 50/50.

Also, can you provide any data to back up your position? I am asking again.

Also, can you provide any reasoning for why the majority of units should have their points adjusted instead of the minority? I am asking again.



Yes, you cherry picked an aggregate chart of all the placings for second edition. I'm glad you agree. The point is that the chart you picked isn't nearly as relevant, since there have been significant changes such as new battletomes. Are you trying to imply that these changes should not be accounted for? The data at that website does in fact have several charts that are account for and are more recent, and show that SCE rankings have been in a decline. This is much more relevant than the single chart that has old data that isn't near as relevant anymore.

An aggregate charts usefulness is based on how time-relevant the data is. Depending on the industry or the subject, some are useful across decades, while some are outdated in months. In this case, we must take into account the new releases, their meta%, and the match% to get a clearer picture of how things shake out. In this case, there are several other charts on that website that provide this.


I did point to the data backing up my position several points ago, I referenced the chart and the win % a few posts back.

As to the point why the majority of units should have their points adjusted, is simple. Nerfing a stronger unit does not always solve the fact that a weaker unit is over-pointed. These units can be internally and externally over-pointed. A good example is Castigators who are currently at 3 for 80. These are both externally and internally over-pointed. That means that nerfing Evocators does not make Castigators any better externally.


AoS Balancing Thread @ 2019/03/17 01:12:21


Post by: NinthMusketeer


Ok, then show me the data for the majority of SCE units being underpowered compared to the average. Or explain how overall win % in a chart with a heavy skew towards 50% equates to the balance of all units within a battletome and between those of different battletomes.

Also, out of the charts which show aggregate rankings:
-One which puts SCE at #3
-One which puts SCE at #10
-One which puts SCE at #3
-One which puts SCE at #4

But I am cherry picking. Your data is better than my data because date trumps sample size.


AoS Balancing Thread @ 2019/03/17 01:41:32


Post by: Sasori


 NinthMusketeer wrote:
Ok, then show me the data for the majority of SCE units being underpowered compared to the average.

Also, out of the charts which show aggregate rankings:
-One which puts SCE at #3
-One which puts SCE at #10
-One which puts SCE at #3
-One which puts SCE at #4

But I am cherry picking.


I imagine that there is no chart that exists for most of the SCE units being under powered. That would be a pretty huge effort, as it would require all the lists, the win%, loss% and other factors to present a good clear picture. I don't have time for that, which is why I stated it was my opinion on the matter. I presented you with the internal/external balance issue and an example unit. You didn't comment on this, and instead changing goalposts asking for a chart that doesn't exist.

As for the rankings, you once again presented a number without trying to explain it, being intentionally deceitful again., I am going to explain the data behind it. Y Two of the charts (one of the #3 and the #4) have Stormcast sitting there is sorted purely on the weighted number of wins which is why it is important that we compare the real win %(match wins) that accounts for the number of armies participating. That's the real relevant number here. For instance, in the AoS 2.2 Chart, it shows the meta percentage of SCE is at nearly 12%, compared to say, BoC which has a meta percentage of 3.4%. This means that there are basically 4 SCE armies for every single BoC entry. This means that through sheer number of SCE participating in events there are going to be more number of wins, which is how the chart is sorted. That's why the match win% which accounts for Meta number is important. When you account for the meta %, it gives you the real match win % which is 49% for SCE and 56% for BoC.

Yes, you are cherry picking. You posted a chart that wasn't really relevant, and now you've posted a ranking, without even bothering to explain how it's sorted. Those last two "ranks" for instance are just how the chart is sorted, which is meaningless if you don't explain the methodology and examine the data, which I have presented here.


AoS Balancing Thread @ 2019/03/17 02:41:55


Post by: ZebioLizard2


The arguments don't really support your measure Ninth, Sasori has been calmly dissecting the data that's been presented and you've been either asking for things that are near impossible to present
Ok, then show me the data for the majority of SCE units being underpowered compared to the average.
Which would be hard to near impossible to measure in a system that doesn't have concurrent averages to begin with due to the variety in point pricing.

You've been moving the goals when it comes to your data sets, and cherry picking data. You should calm down and present your points with proper data sets to back them up if you are going to make such claims.


AoS Balancing Thread @ 2019/03/17 06:16:45


Post by: NinthMusketeer


I claimed stormcast are in the top three armies and outperform others. When I sourced a chart showing tournament wins I made it clear the my measurement was by tournament wins. I think that is a good standard, because of how tournaments work where winners go against winners naturally the higher end armies will face against other higher end armies and that will artificially deflate their win %, with the inverse for poor armies. Something that he has yet to address. He has been using oranges to say I've been cherry-picking my apples.

He has not, on the other hand, provided evidence of this claim, from the very start of the conversation:
At this point I think most of the rest of the SCE units need a points drop.



Automatically Appended Next Post:
To illustrate my point, here is a fictional set of tournament data:

LoN = 40% meta
DoK = 20% meta
SCE = 30% meta
FEC = 10% meta

FEC has 20% of the tournament wins, DoK has 30%, LoN has 30%, and SCE has 20%

From just the win verses meta this makes FEC the best army by far. But that cuts out the overall rankings of first to last in the whole tournament. The stormcast, with the worst win to meta ratio, may consistently occupy the upper half of overall rankings with only the occasional fluke sending one into the lower half and while they perform well on average are unable to 'seal the deal' against the very best to secure tournament wins. Meanwhile FEC has a handful of extremely skilled players but is generally avoided by others because while they are strong when played well it is difficult to do so. Players who aim to do to a tournament and get some wins without needing to be extremely skilled will naturally bandwagon onto the easiest factions, which distorts the results. This is before factoring in the practicality of a given army when it comes to monetary price, ease of assembly & transport, painting, and even model availability.

Defaulting to just wins is not the most accurate solution by any means, but I prefer it out of what is available.


Automatically Appended Next Post:
Stormcast units are solid overall. They have a few duds, but the army is not bad. They do not need buffs on the majority of their units. My source? Literally hundreds of games and dozens of tournents worth of experience. What I see is "your evidence is bad and I don't need any" and it is making me sour on the whole conversation. I've gotten to the point where I'm being abrasive and need to stop.


AoS Balancing Thread @ 2019/03/17 08:33:36


Post by: Sasori


 NinthMusketeer wrote:
I claimed stormcast are in the top three armies and outperform others. When I sourced a chart showing tournament wins I made it clear the my measurement was by tournament wins. I think that is a good standard, because of how tournaments work where winners go against winners naturally the higher end armies will face against other higher end armies and that will artificially deflate their win %, with the inverse for poor armies. Something that he has yet to address. He has been using oranges to say I've been cherry-picking my apples.

He has not, on the other hand, provided evidence of this claim, from the very start of the conversation:
At this point I think most of the rest of the SCE units need a points drop.



Automatically Appended Next Post:
To illustrate my point, here is a fictional set of tournament data:

LoN = 40% meta
DoK = 20% meta
SCE = 30% meta
FEC = 10% meta

FEC has 20% of the tournament wins, DoK has 30%, LoN has 30%, and SCE has 20%

From just the win verses meta this makes FEC the best army by far. But that cuts out the overall rankings of first to last in the whole tournament. The stormcast, with the worst win to meta ratio, may consistently occupy the upper half of overall rankings with only the occasional fluke sending one into the lower half and while they perform well on average are unable to 'seal the deal' against the very best to secure tournament wins. Meanwhile FEC has a handful of extremely skilled players but is generally avoided by others because while they are strong when played well it is difficult to do so. Players who aim to do to a tournament and get some wins without needing to be extremely skilled will naturally bandwagon onto the easiest factions, which distorts the results. This is before factoring in the practicality of a given army when it comes to monetary price, ease of assembly & transport, painting, and even model availability.

Defaulting to just wins is not the most accurate solution by any means, but I prefer it out of what is available.


Automatically Appended Next Post:
Stormcast units are solid overall. They have a few duds, but the army is not bad. They do not need buffs on the majority of their units. My source? Literally hundreds of games and dozens of tournents worth of experience. What I see is "your evidence is bad and I don't need any" and it is making me sour on the whole conversation. I've gotten to the point where I'm being abrasive and need to stop.


I've addressed why the chart you picked is cherry picking data, and I've addressed your data points multiple times. You are not addressing mine, and others on the forum are noticing this as well.

Additionally, my claim for the very beginning, I noted the SCE points drop was my opinion. I never stated anything as a fact, and have addressed this. I have also given you an example of the internal/external balance issue and a unit as an example. I have noticed that you have not addressed that all, but continue to harp that I haven't addressed anything, which is false.

And why are you trying to illustrate your point with a fictional set of tourney data? I have illustrated my point with the actual tournament data, provided by your source. Why don't you refute that instead of moving the goal posts to a set of data that doesn't exist

I am merely working with the data source that you originally provided. I am sorry if you don't like where the data analysis actually points to, but the fact of the matter is that your original statement about SCE is objectively wrong at this point in time. 6 months ago, you would have been 100% correct, but that is not the case anymore.

Your statement of "Your evidence is bad and I don't need any" is absolutely false as well. I am using the data, explaining the methodology in detail and explaining how I am arriving at the results.


AoS Balancing Thread @ 2019/03/17 09:24:10


Post by: kodos


 Sasori wrote:

I imagine that there is no chart that exists for most of the SCE units being under powered.

This is not the point

SCE are doing well does not mean that their internal balance is good or that all units a viable

Stormcasts are the Space Marines of AoS which means they have much more units available und multiple units have the same role in the battlefield which leads to the problem that some are better than other
People have told me that they won't using Sequitors any more even with just a 10 point increase because for them it is just the "cheap battleline unit" out of the core box and not the main fighting force it would be with a point increase


So yes, SCE doing well is because of some overpowered units that are equal to other overpowered units in the game

But the conclusion is not to buff all other units, but to nerf those that are OP and adjust the rules for units that are no option at all (as their powers they pay points for are useless on the battlefield which won't change with a point adjustments as they only would become cheap chaff and nothing more)

 Sasori wrote:

Additionally, my claim for the very beginning, I noted the SCE points drop was my opinion. I never stated anything as a fact, and have addressed this. I have also given you an example of the internal/external balance issue and a unit as an example. I have noticed that you have not addressed that all, but continue to harp that I haven't addressed anything, which is false.


He did adressed it, by providing arguments why a point drop of most units in the entire game is worse than a point increase of those units that are problem
And I also see a massive point drop as a problem for the overall balance instead of just making some units more expensive

Take SCE, instead of Evocators and Sequetors go up by 40 points you can also decrease other Paladins and Liberators by 40 points. But now you would have a big problem with most other batteline units in the game if a you get a Liberator unit for cheap


AoS Balancing Thread @ 2019/03/17 16:00:30


Post by: NinthMusketeer


 Sasori wrote:
 NinthMusketeer wrote:
I claimed stormcast are in the top three armies and outperform others. When I sourced a chart showing tournament wins I made it clear the my measurement was by tournament wins. I think that is a good standard, because of how tournaments work where winners go against winners naturally the higher end armies will face against other higher end armies and that will artificially deflate their win %, with the inverse for poor armies. Something that he has yet to address. He has been using oranges to say I've been cherry-picking my apples.

He has not, on the other hand, provided evidence of this claim, from the very start of the conversation:
At this point I think most of the rest of the SCE units need a points drop.



Automatically Appended Next Post:
To illustrate my point, here is a fictional set of tournament data:

LoN = 40% meta
DoK = 20% meta
SCE = 30% meta
FEC = 10% meta

FEC has 20% of the tournament wins, DoK has 30%, LoN has 30%, and SCE has 20%

From just the win verses meta this makes FEC the best army by far. But that cuts out the overall rankings of first to last in the whole tournament. The stormcast, with the worst win to meta ratio, may consistently occupy the upper half of overall rankings with only the occasional fluke sending one into the lower half and while they perform well on average are unable to 'seal the deal' against the very best to secure tournament wins. Meanwhile FEC has a handful of extremely skilled players but is generally avoided by others because while they are strong when played well it is difficult to do so. Players who aim to do to a tournament and get some wins without needing to be extremely skilled will naturally bandwagon onto the easiest factions, which distorts the results. This is before factoring in the practicality of a given army when it comes to monetary price, ease of assembly & transport, painting, and even model availability.

Defaulting to just wins is not the most accurate solution by any means, but I prefer it out of what is available.


Automatically Appended Next Post:
Stormcast units are solid overall. They have a few duds, but the army is not bad. They do not need buffs on the majority of their units. My source? Literally hundreds of games and dozens of tournents worth of experience. What I see is "your evidence is bad and I don't need any" and it is making me sour on the whole conversation. I've gotten to the point where I'm being abrasive and need to stop.


I've addressed why the chart you picked is cherry picking data, and I've addressed your data points multiple times. You are not addressing mine, and others on the forum are noticing this as well.

Additionally, my claim for the very beginning, I noted the SCE points drop was my opinion. I never stated anything as a fact, and have addressed this. I have also given you an example of the internal/external balance issue and a unit as an example. I have noticed that you have not addressed that all, but continue to harp that I haven't addressed anything, which is false.

And why are you trying to illustrate your point with a fictional set of tourney data? I have illustrated my point with the actual tournament data, provided by your source. Why don't you refute that instead of moving the goal posts to a set of data that doesn't exist

I am merely working with the data source that you originally provided. I am sorry if you don't like where the data analysis actually points to, but the fact of the matter is that your original statement about SCE is objectively wrong at this point in time. 6 months ago, you would have been 100% correct, but that is not the case anymore.

Your statement of "Your evidence is bad and I don't need any" is absolutely false as well. I am using the data, explaining the methodology in detail and explaining how I am arriving at the results.
I am trying to address it, I am using the data, and you are not hearing me. What you think I am saying is not what I am trying to say. This is probably on me for not communicating effectively.


AoS Balancing Thread @ 2019/03/17 18:13:58


Post by: Sasori


 kodos wrote:
This is not the point


Erhm, It was the point of the question being asked, which was to provide a data set that we both knew didn't exist.

 kodos wrote:
SCE are doing well does not mean that their internal balance is good or that all units a viable


Yes, I agree. This is what I have been arguing.


 kodos wrote:
So yes, SCE doing well is because of some overpowered units that are equal to other overpowered units in the game


I think it's debatable just how overpowered evocators and sequitors are at this point. Even Auticius agreed that when they were released they were very powerful, but with all the recent releases they are still powerful. If every other army gets nerfed, then these would need to get nerfed. At this point in time though, they are only slighty too cheap. At this point I think both units still deserve a points increase, but a minor one, especially if we keep seeing the power increase of the new tomes.

 kodos wrote:
But the conclusion is not to buff all other units, but to nerf those that are OP and adjust the rules for units that are no option at all (as their powers they pay points for are useless on the battlefield which won't change with a point adjustments as they only would become cheap chaff and nothing more)

This depends on the units in question. For instance in my Castigators example, nerfing a bunch of other units isn't going to fix them(Unless the nerfs were insane and hit all the units in the game hard). They themselves need to be buffed because of how bad they are. Some units would of course get better if many other armies units were nerfed. Each unit needs to be taken into account for this.


 kodos wrote:
He did adressed it, by providing arguments why a point drop of most units in the entire game is worse than a point increase of those units that are problem
And I also see a massive point drop as a problem for the overall balance instead of just making some units more expensive

You should be doing both, doing it only one way will almost never solve the problem. You want to bring up the weaker units that need it, while bringing down the units are far too powerful. This does not always have to be a huge change. Small points changes across a battletome can do it.

 kodos wrote:
Take SCE, instead of Evocators and Sequetors go up by 40 points you can also decrease other Paladins and Liberators by 40 points. But now you would have a big problem with most other batteline units in the game if a you get a Liberator unit for cheap


I gave a very good example of this with the Castigator. However, you don't have to be so drastic with the points. Liberators are a pretty bad battleline right now. Even Ninth agrees that dropping them by ten points would be fine. I think 15 would probably be the sweet spot myself. The issue is, even if you nerf some of the major offenders right now (LoN, GKoTG, Skaven), this does not make Paladins all of a sudden good, either. Retributors are still going to be too expensive at 220 points. You need to give them a (small) boost as well. It's all about the internal and external balance. Some units need to be nerfed, and some need to be raised up. I advocate a generally light touch when raising units up, so they don't become OP overnight.

Another great example is vanguard-palladors. This unit is way too expensive at 3 for 200. Nerfing Evocators, sequitors and some other armies main offenders isn't going to make them better, because they are still so weak. You still need to nerf the offending unit, and then raise up the units like Castigators and Palladors. Other armies would have to see significant nerfs across their entire range to all of sudden make these two units viable, and that is not a good solution to the problem.



EDIT: I would like to point out that the most recent event that concluded this weekend had Skaven at #1, FEC #2, and the highest ranking SCE list at #13.



AoS Balancing Thread @ 2019/03/17 18:42:54


Post by: kodos


 Sasori wrote:
[
 kodos wrote:
But the conclusion is not to buff all other units, but to nerf those that are OP and adjust the rules for units that are no option at all (as their powers they pay points for are useless on the battlefield which won't change with a point adjustments as they only would become cheap chaff and nothing more)

 kodos wrote:
He did adressed it, by providing arguments why a point drop of most units in the entire game is worse than a point increase of those units that are problem
And I also see a massive point drop as a problem for the overall balance instead of just making some units more expensive

You should be doing both, doing it only one way will almost never solve the problem. You want to bring up the weaker units that need it, while bringing down the units are far too powerful. This does not always have to be a huge change. Small points changes across a battletome can do it.
[....]
I gave a very good example of this with the Castigator. However, you don't have to be so drastic with the points. Liberators are a pretty bad battleline right now. Even Ninth agrees that dropping them by ten points would be fine. I think 15 would probably be the sweet spot myself. The issue is, even if you nerf some of the major offenders right now (LoN, GKoTG, Skaven), this does not make Paladins all of a sudden good, either. Retributors are still going to be too expensive at 220 points. You need to give them a (small) boost as well. It's all about the internal and external balance. Some units need to be nerfed, and some need to be raised up. I advocate a generally light touch when raising units up, so they don't become OP overnight.

Another great example is vanguard-palladors. This unit is way too expensive at 3 for 200. Nerfing Evocators, sequitors and some other armies main offenders isn't going to make them better, because they are still so weak. You still need to nerf the offending unit, and then raise up the units like Castigators and Palladors. Other armies would have to see significant nerfs across their entire range to all of sudden make these two units viable, and that is not a good solution to the problem.


Of course you should do both, but what AoS is missing at this point is the one basic unit the game is priced around.
Usually you take one common unit that is average and has nothing special but this is something rare as those units are hard to find outside of the bottom tier.

Liberators are not the best choice for it but the best available and making the basic unit 100 points and price eveything in the game around this unit would be best solution.

Castigators are a good example of what I was talking about by saying some units cannot be balanced by point adjustments. SCE have already a punch of shooting units and another one fits hardly in without being better or worse than one of the existing ones.
Of course we agree here that because SCE have so many units and some are just bad versions of others, the whole battledome would need a rework with new rules for most of the units to be a viable option or an alternative to other units instead of just a bad version of something else


For me internal balance is very important as all units a faction has need to be an option to take with advantages and disadvantages and not just being obvious better than others
But AoS is also taking the way of 8th Fantasy as lowering points also means increasing army size which newer armies compensate with a higher damage output and older units/factions get lost on the way.

So external balance to bring all factions in line again (best would be to buff some and nerf others to meet the middle) should be the first goal


AoS Balancing Thread @ 2019/03/17 19:20:06


Post by: NinthMusketeer


SCE has a few duds, casigators, palladors, udicators with crossbows come to mind. Liberators are sub-par. It has a handful of units that are OP as well; sequitors, evocators, ballista.

Paladins are just fine though, but it is important to keep in mind the price of the starsoul maces is baked in so without them they will underperform. Judicators with bows, prosecutors, vanguard other than palladors, sacrosanct characters, most of the dracothian guard... Really SCE is in a good place on the majority of units which makes the poor/OP units all the more glaring.


AoS Balancing Thread @ 2019/03/17 21:03:49


Post by: Future War Cultist


Well said guys. So if the 100pt liberators are used as the benchmark for everything else in the game, what kind of points adjustments should we start giving out to the other SCE units? And as we discussed before, should liberators even remain at 100pts?


AoS Balancing Thread @ 2019/03/18 19:51:01


Post by: NinthMusketeer


As Sasori mentioned, liberators at 85 points would be great. But given that points only come in increments of 10 at the moment bringing them to 90 would be a better plan. Using them at 100 as a benchmark would mean a ton of units needing to go up.

I think there are some pretty clear units that need to go up/down that everyone can agree on, the difficulty would be hashing out which units are close to the mark. Because the nature of things is that a unit has reached its best balanced when those saying it needs to be buffed are equal to those saying it needs to be nerfed

Something needs to be done about judicators with crossbows, the warscroll needs to be split so they can be given a lower cost.


AoS Balancing Thread @ 2019/03/18 21:15:18


Post by: auticus


That gives me fond memories of chameleon skinks. In Azyr, I had emails rolling in that said they were way too cheap and busted... followed by emails rolling in that said they were way too expensive and worthless.

(there were a few other units that had this from the community as well, I just remember the chameleon skinks the best)


AoS Balancing Thread @ 2019/03/19 15:31:49


Post by: Future War Cultist


What price would you guys slap on crossbow judicators, assuming liberators are 90 per 5?

@ auticus

That goes to show that you’ll never get everyone to agree on everything.


AoS Balancing Thread @ 2019/03/19 16:02:48


Post by: auticus


I learned to require battle reports after that to see the context.

Often the ones saying things were way overcosted were sending reports in showing misplays everywhere.

Thats not saying all were like that, but a good portion were like that (same with those saying something was too good, often they'd send reports in showing misplays which colored their perception)


AoS Balancing Thread @ 2019/03/19 18:41:17


Post by: NinthMusketeer


I have seen that sooo many times. It's when the people playing the unit say it's overpowered or people playing against it say it's underpowered that there's a particular relevance.

Though (and not to sound arrogant) I have wound up in big discussions over how certain units are overpowered only for it to dawn on me that I had just gotten really good at using them. It helped remind me that sometimes I just need to pull my head out of my ass.


Automatically Appended Next Post:
 Future War Cultist wrote:
What price would you guys slap on crossbow judicators, assuming liberators are 90 per 5?

@ auticus

That goes to show that you’ll never get everyone to agree on everything.
I don't have time at the moment and I would need to run the numbers, I'll get back to it.


AoS Balancing Thread @ 2019/03/19 20:03:55


Post by: auticus


Another favorite anecdote.

We had just gotten done wrapping up the dwarves. Dwarf player brings a force that was for the most part gunners and a giant blob of hammerers and a battle standard.

He's up against a horde of khorne. Everyone at the shop says Azyr is busted because there is no way that the dwarf player has a chance.

Game came down to one model (khorne player won with one model remaining on the table).

The counter was that an elite army should always beat a horde army and that the points were busted because if the points were correct there would have been more hammerers and the dwarf player would have won.

These are interesting mindsets that I have observed over the years.


AoS Balancing Thread @ 2019/03/24 12:11:27


Post by: Future War Cultist


“An elite army should always beat a horde army”.

I can’t understand that mentality. No army type should always be able to beat another type just...”because”.

But the game you described? Now that sounds like perfect balance, if it was between two very different army types but came down to a single model.

This is what I mean; winning should be down to skill (and a bit of luck) rather than inheritant over the top strengths and weaknesses.


AoS Balancing Thread @ 2019/03/24 13:51:30


Post by: NinthMusketeer


 Future War Cultist wrote:
“An elite army should always beat a horde army”.

I can’t understand that mentality. No army type should always be able to beat another type just...”because”.
Many of us can remember that fellow at our FLG who was a bit of a powergamer with limited skill but bountiful excuses and everyone was relieved when he moved away. Guess where they move to


AoS Balancing Thread @ 2019/03/24 14:14:07


Post by: auticus


Another one related to balance though not about AOS specifically. That just came up this weekend.

I was writing a warriors of chaos list for Warlords of Erehwon since there is nothing that really represents them very well.

I took most of the list from the dwarf list in Erehwon (which is high strength, high resistance) and stripped special rules like stubborn and got rid of all the guns save a hellcannon which was a dwarf bombard with a demonic rule that let it eat its own guys and did D6 hits instead of D4.

I threw in two barbarian units (marauders, and marauder horsemen)

It was veto'd because the concept of warriors of chaos, that being an army that is about high quality HTH attacks, high resistance, and little to no shooting, is OP and especially OP with marauders that let them throw spears (special rule for erehwon, and barbarian troops have it in the stock list) and have bow horsemen (remembering warriors of chaos had marauder horsemen with throwing axes).

Even though the stats and point costs were pretty much direct translations from existing units and I didn't just make up my own things, that the concept of an army that existed in whfb for 30+ years was now considered OP.

The concept of it.


AoS Balancing Thread @ 2019/04/05 02:32:58


Post by: NinthMusketeer


So with summoning being discussed lately, I was wondering; what if there was a fourth generic command ability (on top of the three from the core rules) when a unit was added to an opponent's army or returned to play after being slain to immediately remove that unit? This would not apply to units deploying from reserve; just new units added to an army or units that had been slain returning.


Automatically Appended Next Post:
So with summoning being discussed lately, I was wondering; what if there was a fourth generic command ability (on top of the three from the core rules) when a unit was added to an opponent's army or returned to play after being slain to immediately remove that unit? This would not apply to units deploying from reserve; just new units added to an army or units that had been slain returning.


AoS Balancing Thread @ 2019/04/05 11:23:06


Post by: auticus


I have used a rule in the past where when the thing responsible for the summoning died to remove its summoned units; more particularly in AOS 1.0 when chain summoning was off the hook and we were trying to find a way to reel it in with Azyr (it was a part of the Azyr document for a time)

It was removed because people complained that they didn't like seeing units that were summoned suddenly poof out. They complained that it was too hard to remember which units were summoned by a certain entity when said entity died. They complained summoned units on the table was a hassle to remove because they could have been in combat already and it was annoying to have to pull them off the table.

While not a direct correlation to your command point idea, I think it would be met with the same or similar complaining and people would complain that summoning doesn't matter anymore since you can just command point it away.

People REALLY REALLY REALLY like free units that give them free benefits and putting any type of cost to that seems to exponentially have a dampening effect on whether or not they'd consider using it.

In essence the magic formula seems to be:

{if mechanic cost < benefit AND risk near zero then always take, else do not take}


AoS Balancing Thread @ 2019/04/05 17:16:47


Post by: Amishprn86


 NinthMusketeer wrote:
So with summoning being discussed lately, I was wondering; what if there was a fourth generic command ability (on top of the three from the core rules) when a unit was added to an opponent's army or returned to play after being slain to immediately remove that unit? This would not apply to units deploying from reserve; just new units added to an army or units that had been slain returning.


Automatically Appended Next Post:
So with summoning being discussed lately, I was wondering; what if there was a fourth generic command ability (on top of the three from the core rules) when a unit was added to an opponent's army or returned to play after being slain to immediately remove that unit? This would not apply to units deploying from reserve; just new units added to an army or units that had been slain returning.


Sounds terrible. summoning honestly isnt that big of a deal and newer battletomes summoning is very well balanced. Slaanesh is the worst atm (you can have 20 harps and just infinity summon them) but with the release of the new battletome and how BoC, FeC, Kkorne were made, i dont see that being a thing anymore. Some armies like LoN has counter play as well. Newer battletomes power level takes into account for summoning as well (for the most part).

I play Boc and Deepkin, and honestly BoC summoning isnt that good, and my Deepkin dont summon, i have 0 problems with armies that does summon. Nor have i seen it as a problem in tournaments. Double turns are more of a factor than summoning has ever been.

I know its antidote but Played in a couple large tournaments in the past week, and summoning had no bearing on all my games, or my friends (a group of us played)


So to show you how unbalance your idea is. My BoC that took 3-4 turns so sacrificing 2 units worth of points and the ability to move and do other things now can summon 1 unit equal in points, just to have you stop it. Why would i even use my mechanic ever again? I could use those 180-200pts to run at your face thats 300 Raiders, those 30 Raiders can kill characters turn 1 (and i have, many, many, many times!). Especially b.c the power level of the battletome has summoning into it.

Remember Summoning is an army tool, just like raw stats, MW bombs, powers, teleporting, etc... Deepkin has 0 summoning and is still consider one of the best armies, b.c they have other tools due to not summoning.


AoS Balancing Thread @ 2019/04/05 17:46:01


Post by: auticus


The point of the balance thread is to talk about how to make the game bearable for non powergamer lists and lists that don't have newer books or an updated book.

"Summoning is not that bad" may very well be accurate if you are powergaming a newer list with an updated book.

It is not the case otherwise if you are not running a powergamer newer list with an updated book and your opponent is spamming summoning. There are still a great many factions that might as well not show up and this is trying to address that issue.

In a year if they 've released all the factions in newer books this may not even be a thing. But until that day...


AoS Balancing Thread @ 2019/04/05 17:46:16


Post by: Amishprn86


I want to add, my friend also play an almost identical Seraphon list as the Winning of Adeptcion (he doesnt have the Birds and has something else, b.c he summons the birds).

I have beaten him many times (yes there is in question of the player skill, but we all talk about everygame and try to do better, we always learn and talk for at least an hour or more about each game, we play weekly, sometimes multi times a week, we also practice for tournaments and go to them, not saying we are top players, but we do try).

And it has some good counters. Shooting for one is a strong counter, and not low shots high rend high damage, but massive easy to hit weak shots. 30-50 shots with 1 damage, and re-rolls for do work. Summong is good against melee focus armies that cant respawn well, some armies like DoK can respawn to it, but other like Golbins cant.



AoS Balancing Thread @ 2019/04/05 18:35:54


Post by: NinthMusketeer


You said FEC summoning is balanced.


Automatically Appended Next Post:
auticus wrote:
I have used a rule in the past where when the thing responsible for the summoning died to remove its summoned units; more particularly in AOS 1.0 when chain summoning was off the hook and we were trying to find a way to reel it in with Azyr (it was a part of the Azyr document for a time)

It was removed because people complained that they didn't like seeing units that were summoned suddenly poof out. They complained that it was too hard to remember which units were summoned by a certain entity when said entity died. They complained summoned units on the table was a hassle to remove because they could have been in combat already and it was annoying to have to pull them off the table.

While not a direct correlation to your command point idea, I think it would be met with the same or similar complaining and people would complain that summoning doesn't matter anymore since you can just command point it away.

People REALLY REALLY REALLY like free units that give them free benefits and putting any type of cost to that seems to exponentially have a dampening effect on whether or not they'd consider using it.

In essence the magic formula seems to be:

{if mechanic cost < benefit AND risk near zero then always take, else do not take}
Obviously some people wouldn't like it, but would it work? Also keep in mind people really really do not like seeing an opponent get free stuff when they do not.


AoS Balancing Thread @ 2019/04/05 18:47:58


Post by: auticus


I think as a stop-gap given to armies that do not have new books or updated books, that yes it could work.

However I think knowing how well things like that have been received in the past and how much the 'git gud' community thrives on just telling someone to git gud, that it would be a mighty hard sell.

Of course in a more closed insular group of friends, it could be a great balancing tool to bring back some more even matchups that aren't turn 1-2 squashings so would definitely be up to try something along those lines.


AoS Balancing Thread @ 2019/04/05 19:00:33


Post by: NinthMusketeer


Could just tell the summoners to git gud. Actually that should be your default response whenever one of those players from your local meta complains about being nerfed. I would be so curious to hear how they respond to that.


AoS Balancing Thread @ 2019/04/05 20:41:05


Post by: auticus


I have retorted with versions of that. It then boils down to "you have no right to invalidate the army that i spent my money and time on by arbitrarily changing the rules, I'd have never bought this army if the rules were as you are changing them to".

Which is how I interpret it "I bought my army knowing it was powerful and I don't want to play a weaker list to accommodate players that have weak armies, they should buy new armies to play up to me"

Which honestly can be argued both ways as being fair.

However my campaign group went private earlier this year so those player that get mad at things like that are not part of the group and its a lot more fun for us because we can use our existing armies without needing to go spend $500+ on a new army and paint it up and then continue to cycle armies as the GHB neuters meta and raises others up in their place.


AoS Balancing Thread @ 2019/04/05 21:43:37


Post by: NinthMusketeer


I meant more when GW changes things, but I suppose the response would be similar. But the response to their response would still be 'well if you needed a gimmick to win, you weren't skilled were you? getting some will fix that.'


AoS Balancing Thread @ 2019/04/06 15:06:05


Post by: Amishprn86


 NinthMusketeer wrote:
You said FEC summoning is balanced.


Automatically Appended Next Post:
auticus wrote:
I have used a rule in the past where when the thing responsible for the summoning died to remove its summoned units; more particularly in AOS 1.0 when chain summoning was off the hook and we were trying to find a way to reel it in with Azyr (it was a part of the Azyr document for a time)

It was removed because people complained that they didn't like seeing units that were summoned suddenly poof out. They complained that it was too hard to remember which units were summoned by a certain entity when said entity died. They complained summoned units on the table was a hassle to remove because they could have been in combat already and it was annoying to have to pull them off the table.

While not a direct correlation to your command point idea, I think it would be met with the same or similar complaining and people would complain that summoning doesn't matter anymore since you can just command point it away.

People REALLY REALLY REALLY like free units that give them free benefits and putting any type of cost to that seems to exponentially have a dampening effect on whether or not they'd consider using it.

In essence the magic formula seems to be:

{if mechanic cost < benefit AND risk near zero then always take, else do not take}
Obviously some people wouldn't like it, but would it work? Also keep in mind people really really do not like seeing an opponent get free stuff when they do not.


Yes it is balance, i have 0 problem with them. Slaanesh summoning as of right now is not balanced in any way. If i player wanted to spend insane amounts of money to buy 50 of the Harps, he can have them all on the table by turn 3 and shoot you 300 times a turn with rend. GL with that. I would argue Seraphim summoning is stronger than FEC.

FEC has a couple tricks that are solid, but not over the top. Its more of a Rock, Paper, Scissor match, when playing pick up games you can prepare for that, for events its always RNG on who/what you fight. At Adepticon for Team, my team didnt want to fight 1 list, and we ended up fighting that 1 list, the other 2 games we Major and Minor, the 1st one we also won to RNG b.c we counter them.

I went against a FEC top player, his summoning did nothing, the double turn is why he won, the summoning units all died or was away from Objectives and just filled empty space for no reason. If it wasnt for the fact his Ghoul King on Terror fighting 1st 2 turns in a row. Me playing BoC, my Summoning ended up being more useful, even tho its consider weaker, b.c i can summon Spawns for more damage (+1 attack if within 12" for 1CP) and summon Shooting units.


AoS Balancing Thread @ 2019/04/06 15:54:46


Post by: auticus


Yes it is balance, i have 0 problem with them


So summoning is balanced game wide? Or summoning against your list, which is an adepticon tourney level list is not that big a deal and is balanced? (because we have discussed that several times that its probably not that bad against tourney power level lists)

Would you be taking slaves to darkness or a mixed dark elf army or a tomb king army to adepticon and also call summon spam armies balanced across the game?


AoS Balancing Thread @ 2019/04/06 16:04:17


Post by: Amishprn86


auticus wrote:
Yes it is balance, i have 0 problem with them


So summoning is balanced game wide? Or summoning against your list, which is an adepticon tourney level list is not that big a deal and is balanced? (because we have discussed that several times that its probably not that bad against tourney power level lists)

Would you be taking slaves to darkness or a mixed dark elf army or a tomb king army to adepticon and also call summon spam armies balanced across the game?


I never said summon is balanced game wide. If you go back and actually read my 1st post about it and not a comment on a comment that is talking about 1 part of my post you will see i think some are NOT balance, but they are getting a new book and will be in line with the others that are balanced.

Just like BoC, Khorne, FEC, there is much more limitations to summoning, i said Slaanesh is not balance, but they are getting a rules change very soon and seraphim is the only other one, Only those 2 armies summoning is stronger than the others.

You look at Deepkin and DoK, 1 of the top armies and they have 0 Summoning, if summoning was such a problem why are still some of the top armies?

Im saying, for the most part summoning isnt that much of a problem, there are a couple that can be a problem, but its still a rock, paper, scissor match, as they are still weak to many other armies. ANd that all new battletomes are taken into account summoning.


AoS Balancing Thread @ 2019/04/06 19:52:28


Post by: NinthMusketeer


He was saying FEC summoning is balanced and I don't know how to respond to that. It just is not true.


AoS Balancing Thread @ 2019/04/06 20:49:54


Post by: auticus


I never said summon is balanced game wide.


Thats why I was asking for clarification. I just saw "yes it is balanced, I have zero problems with it".

if summoning was such a problem why are still some of the top armies?


I've also said quite a few times that if you live in tournament powergamer land that summoning is probably not as big a deal as if you are casual playing and not fielding a powergamer list.

Powergamer land - summoning is probably ok.
Not playing in powergamer land - summoning seems pretty busted and is the opposite of balanced.

GIven answer to this: don't play non powergamer lists and you'll be ok.


AoS Balancing Thread @ 2019/04/06 20:56:52


Post by: Eldarain


I've never experienced a casual meta in all my years of GW gaming. Everyone just complains about the craziness amd fields their armies bleeding edge choices. After a while holdouts with crap armies usually start new ones to keep up.

I applaud anybody willing to try and swim against that current though. Must be super aggravating.


AoS Balancing Thread @ 2019/04/06 21:00:23


Post by: Amishprn86


auticus wrote:
I never said summon is balanced game wide.


Thats why I was asking for clarification. I just saw "yes it is balanced, I have zero problems with it".

if summoning was such a problem why are still some of the top armies?


I've also said quite a few times that if you live in tournament powergamer land that summoning is probably not as big a deal as if you are casual playing and not fielding a powergamer list.

Powergamer land - summoning is probably ok.
Not playing in powergamer land - summoning seems pretty busted and is the opposite of balanced.

GIven answer to this: don't play non powergamer lists and you'll be ok.


Anytime someone is using the fullest to their battletomes abilities against someone that isnt, yes they are going to have a bad time, with or without summoning.

You cant say anything is OP when talking about causal, b.c your casual is not the same as someone elses.


AoS Balancing Thread @ 2019/04/06 23:36:41


Post by: NinthMusketeer


 Eldarain wrote:
I've never experienced a casual meta in all my years of GW gaming. Everyone just complains about the craziness amd fields their armies bleeding edge choices. After a while holdouts with crap armies usually start new ones to keep up.

I applaud anybody willing to try and swim against that current though. Must be super aggravating.
To my understanding that trend is stronger in the US. Unsure how true it is, but if the min-maxxing is worse here than elsewhere it would explain why correcting that element is less important on a global scale. It also fits with how US culture tends to be.


AoS Balancing Thread @ 2019/04/06 23:57:22


Post by: Amishprn86


 NinthMusketeer wrote:
 Eldarain wrote:
I've never experienced a casual meta in all my years of GW gaming. Everyone just complains about the craziness amd fields their armies bleeding edge choices. After a while holdouts with crap armies usually start new ones to keep up.

I applaud anybody willing to try and swim against that current though. Must be super aggravating.
To my understanding that trend is stronger in the US. Unsure how true it is, but if the min-maxxing is worse here than elsewhere it would explain why correcting that element is less important on a global scale. It also fits with how US culture tends to be.


I know more casual than comp players, out of 3 locations its easily 4/1 (casual/comp) and im in the USA



AoS Balancing Thread @ 2019/04/07 00:02:29


Post by: auticus


I run campaigns. I also have about five legacy armies that take up two whole rooms in my house with all my terrain so just going out and buying more armies to keep up isn't happening.

Anytime someone is using the fullest to their battletomes abilities against someone that isnt


I'ma gunna stop you right there. Most agree on a few points.

1) The external balance is getting better among books just released, and the outliers of armies that don't have books just released exist. The overall external balance when it comes to the game as a whole, defined as every faction, trends to poor.

The tournaments are great so the game is great comes from a larger number of factions now appearing in top 10s (thats good) but those factions largely have poor internal balance which is indicatitive of those armies largely being the same type of build. (thats bad)

2) in a system that sells hundreds of types of models and units, having 10-20% of those units performing well and the rest being non-takes is bad.

3) Tournament players trend very hotly to "the game is fine you just have to powergame and it'll be fine" because thats what they are doing, and indeed at that level the game probably does seem fine.

Thats the point of this thread.

If the mindset is simply "just powergame, then you'll be fine" that is not addressing the overall balance of the game. Thats saying "yeah the balance is bad... so just powergame to get around that, thats just what you have to do" when there are cures for those bad balanced items.

Thats what we have been discussing in this thread. How we get around those bad balanced items.

How to make more factions viable.

How to increase the internal viability of factions even if they have a powergamer adepticon build, because people dont' want to be forced to use the same build just so they can have a good game.

So back to the original quote, not everyone has a battletome they can powergame out of firstly. Secondly, it is not desirable for many people to field mirror armies of power builds just so they can have a good game.

We can do that cheaper with card games.

My regional culture here is very hotly powergamer (US). If you aren't powergaming, gtfo. It took a great many years to build up a campaign group, and even if you get a dozen guys together that play by a ruleset that illustrates how not to powerlist on someone for a narrative game, there are always one or two fellas that show up that want to play campaign narrative games, just with adepticon power lists. It is because of that, that threads like this exist, because we need ways to get around that and be able to have good games that encourage people to play, not drive them out because they don't want to invest many hundreds of dollars on miniatures when 80% of the line is garbage in terms of rules and many hundreds of hours painting when their model collection is largely garbage because meta.

Now the hardcore powergamers are indeed about 1 in 4 players. But the 1 in 4 power gamers infect the 3 in 4 casual players and force them to arms race so they aren't getting turn 1 tabled, and that makes for difficult times in trying to do narrative games with a wider model collection.


AoS Balancing Thread @ 2019/04/07 00:05:16


Post by: NinthMusketeer


 Amishprn86 wrote:
 NinthMusketeer wrote:
 Eldarain wrote:
I've never experienced a casual meta in all my years of GW gaming. Everyone just complains about the craziness amd fields their armies bleeding edge choices. After a while holdouts with crap armies usually start new ones to keep up.

I applaud anybody willing to try and swim against that current though. Must be super aggravating.
To my understanding that trend is stronger in the US. Unsure how true it is, but if the min-maxxing is worse here than elsewhere it would explain why correcting that element is less important on a global scale. It also fits with how US culture tends to be.


I know more casual than comp players, out of 3 locations its easily 4/1 (casual/comp) and im in the USA

It's something I have heard from a lot of places over the years but never been sure of. Could be totally wrong.


AoS Balancing Thread @ 2019/04/07 00:20:59


Post by: Amishprn86


 NinthMusketeer wrote:
 Amishprn86 wrote:
 NinthMusketeer wrote:
 Eldarain wrote:
I've never experienced a casual meta in all my years of GW gaming. Everyone just complains about the craziness amd fields their armies bleeding edge choices. After a while holdouts with crap armies usually start new ones to keep up.

I applaud anybody willing to try and swim against that current though. Must be super aggravating.
To my understanding that trend is stronger in the US. Unsure how true it is, but if the min-maxxing is worse here than elsewhere it would explain why correcting that element is less important on a global scale. It also fits with how US culture tends to be.


I know more casual than comp players, out of 3 locations its easily 4/1 (casual/comp) and im in the USA

It's something I have heard from a lot of places over the years but never been sure of. Could be totally wrong.


One of the biggest local tournaments (I dont go to, b.c i would ruin it) is a causal tournament, they are so casual that Balewind vortex can no be with in 6" of objectives b.c its unfair.

I play in both causal and competitive, i prefer a semi-competitive honestly. But i do play down (Like i will take a Ghorgon instead of another unit of Tzaangors on Disks)

I know its antidote but my full area isnt hyper comp.


AoS Balancing Thread @ 2019/04/07 00:46:12


Post by: NinthMusketeer


Anyways, going back to the cp-to-deny-summoning thing, what are some potential problems with that approach? I can imagine that saving up for a 'big' summon becomes much less attractive. But at the same time it creates a game of chicken in regards to summons; break it up into a bunch of little things and the enemy won't stop it but the summons are also less efficient, bundle it into larger summons and the result is better but can be more readily blocked. I think there is a certain 'unfairness' that can seem to be in play; the summoning player loses out on a whole unit just because the other guy spent a CP! But the thing is that unit was free and the summoning player rarely needs to expend notable effort to get it, and the CP option is just to provide a counter-play to free stuff that does not particularly exist otherwise for many armies.


AoS Balancing Thread @ 2019/04/07 01:36:32


Post by: auticus


The biggest thing that I see is that people will say it makes summoning worthless because you can just stop it with CP.


Automatically Appended Next Post:
I am thinking of a way to use it as a 1x bonus in a game however. It will cost CP but only usable once and from gameplay in previous games to unlock it.


AoS Balancing Thread @ 2019/04/07 02:19:25


Post by: Amishprn86


auticus wrote:
The biggest thing that I see is that people will say it makes summoning worthless because you can just stop it with CP.


Automatically Appended Next Post:
I am thinking of a way to use it as a 1x bonus in a game however. It will cost CP but only usable once and from gameplay in previous games to unlock it.


It will make it completely worthless and skavin with be top army with no way to beat it. They easily get 3-4 CP turn 1 and can keep getting them back here and there on 5+, with massive powerful shooting and endless spell. GL.


AoS Balancing Thread @ 2019/04/07 02:39:30


Post by: NinthMusketeer


auticus wrote:
The biggest thing that I see is that people will say it makes summoning worthless because you can just stop it with CP.


Automatically Appended Next Post:
I am thinking of a way to use it as a 1x bonus in a game however. It will cost CP but only usable once and from gameplay in previous games to unlock it.
I think we both know that what people SAY does not always correlate with what actually works. Your point on making it 1x/game is a good idea though, makes me wonder what other 1/game 'generic' abilities could improve things.


Automatically Appended Next Post:
 Amishprn86 wrote:
auticus wrote:
The biggest thing that I see is that people will say it makes summoning worthless because you can just stop it with CP.


Automatically Appended Next Post:
I am thinking of a way to use it as a 1x bonus in a game however. It will cost CP but only usable once and from gameplay in previous games to unlock it.


It will make it completely worthless and skavin with be top army with no way to beat it. They easily get 3-4 CP turn 1 and can keep getting them back here and there on 5+, with massive powerful shooting and endless spell. GL.
Skaven are already a top army that many factions cannot compete with, that is unrelated to summoning. Also, I am pretty sure there are non-summoning armies with ways to beat Skaven.


AoS Balancing Thread @ 2019/04/07 03:17:01


Post by: Amishprn86


Thats my points, if non-summoning armies are already OP, that just makes them even more OP if you take away the summoning from others.


AoS Balancing Thread @ 2019/04/07 04:07:55


Post by: NinthMusketeer


Non-summoning armies are not OP, they underperform compared to summoning ones on average.

But that is tangential to saying that only summoning armies can beat skaven, I am curious as to how you reached that conclusion.


AoS Balancing Thread @ 2019/04/07 12:30:28


Post by: Amishprn86


 NinthMusketeer wrote:
Non-summoning armies are not OP, they underperform compared to summoning ones on average.

But that is tangential to saying that only summoning armies can beat skaven, I am curious as to how you reached that conclusion.


You seem to not understand.. if all non-summing armies can shut down summoning armies with 1CP per unit for summoning, armies that are non-summoning that dont relay on summoning to work (AKA Skavin) but also are very strong and can easily get CP (AKA skavin) with the tools to deal with heroes, elite units, or hordes easily as well, then non-summing armies will out-class all summoning armies.

Look at it this way
Player A - "My army is balanced to summon"
Player B - "Mine isnt"
Player A - "I summong this unit"
Player B - "I spend 1 CP to stop it"
Player A - "Can i stop your army from teleporting?"
Player B - "No, thats stupid, teleporting isnt that strong"
Player A - "Tables Flips"


Also, Non-summoning armies with battletomes do not under-preform, DoK, IDK, BcR, SCE, all has done extremely well for not having Summoning.



AoS Balancing Thread @ 2019/04/07 17:04:33


Post by: NinthMusketeer


On average, summoning armies outperform non-summoning ones.

But I am not asking about that, I am asking why you think only summoning armies can beat Skaven. I am not trying to be snarky here, I genuinely want to know how you reached that conclusion.


Automatically Appended Next Post:
On the command ability topic, was thinking about a less extreme version; start of any hero phase spend a CP and pick a friendly hero/the general, enemy models cannot be deployed within X" of that model this turn. Since it is only one hero per CP I'm thinking 18" (double the normal amount) would be appropriate, but I could see as low as 12" or as high as 24" working.


AoS Balancing Thread @ 2019/04/07 20:14:29


Post by: Amishprn86


 NinthMusketeer wrote:
On average, summoning armies outperform non-summoning ones.

But I am not asking about that, I am asking why you think only summoning armies can beat Skaven. I am not trying to be snarky here, I genuinely want to know how you reached that conclusion.


Automatically Appended Next Post:
On the command ability topic, was thinking about a less extreme version; start of any hero phase spend a CP and pick a friendly hero/the general, enemy models cannot be deployed within X" of that model this turn. Since it is only one hero per CP I'm thinking 18" (double the normal amount) would be appropriate, but I could see as low as 12" or as high as 24" working.


B.c they can gain CP and keep it moreso than many other armies, they have very good range to deal with armies like BcR and FeC (can easily stay away from 6MW attacks), they have the numbers and teleport abilities, the spells as well. But DoK and Deepkin can easily do it too, just that Skavin will be better at it. BcR are still very strong vs summoning armies without summon as well, 1 Drop, cant fallback, 6MW range bombs and massive amounts of attacks with extra movements, i just think Skavin will counter them more.

Also you wont see units like Alarielle anymore, she is only worth her points b.c she can summon.


AoS Balancing Thread @ 2019/04/07 21:01:29


Post by: NinthMusketeer


So, DoC and Idoneth can't beat Skaven? I am honestly confused.

To be clear I see that there are many ways for non-summoning armies. There are many ways to beat skaven and "skaven" is a hugely broad term because even just looking at optimized lists there are a ton of options. So that leaves me at a loss as to why someone would think Skaven can only be beaten by summoning armies.

I am hoping for some insight here thst I can add to the oberall picture.


AoS Balancing Thread @ 2019/04/07 21:22:42


Post by: Amishprn86


 NinthMusketeer wrote:
So, DoC and Idoneth can't beat Skaven? I am honestly confused.

To be clear I see that there are many ways for non-summoning armies. There are many ways to beat skaven and "skaven" is a hugely broad term because even just looking at optimized lists there are a ton of options. So that leaves me at a loss as to why someone would think Skaven can only be beaten by summoning armies.

I am hoping for some insight here thst I can add to the oberall picture.


You are hyperbole now. You know by saying they will be extremely strong vs summoning armies with your idea of 1CP to stop a summon =/= mean they are unbeatable. Comments like the one you just made kills any motivation to even have any discussion with you.


AoS Balancing Thread @ 2019/04/07 21:54:41


Post by: NinthMusketeer


You said that with the change summoning armies could not be skaven, thereby no one could beat skaven. This is to say you feel non-summoning armies cannot beat skaven right now. I really don't understand that, so I am really trying to figure out what you mean. I am not asking you about the effect of the cp ability right now, I am asking:

Why do you believe that non-summoning armies cannot beat Skaven? Why is it that only armies which summon can beat Skaven?


AoS Balancing Thread @ 2019/04/07 21:58:30


Post by: Amishprn86


 NinthMusketeer wrote:
You said that with the change summoning armies could not be skaven, thereby no one could beat skaven. This is to say you feel non-summoning armies cannot beat skaven right now. I really don't understand that, so I am really trying to figure out what you mean. I am not asking you about the effect of the cp ability right now, I am asking:

Why do you believe that non-summoning armies cannot beat Skaven? Why is it that only armies which summon can beat Skaven?


With your "1CP to stop summoning" that was the entire point, to show you how strong stopping a game mechanic is.

How about 1CP to stop a spell? Or 1CP to stop a combat? Or 1 CP to stop shooting?

The suggestion to stop summoning with 1 CP will make armies "like" Skavin extremely strong, armies that dont need or have summoning at all and can have lots of CP.

Now are you done with this hyperboling? B.c you 100% what im talking about and im tired of saying the same thing over and over again.


AoS Balancing Thread @ 2019/04/07 22:36:06


Post by: kodos


I don't know why automatic dispel summoning as long as you have CP should be so dramatic?

Not that summoning had always those restriction.

Either it can be dispelled and summoned units easily destroyed by killing the army general, or you start paying points for it.

Of course summoning has a light pay2win touch as the one guy who just invests enough money in more models easy wins over the one who did not.
And no one wants that his invested money is being worthless after an update

But we cannot talk about balance as long as armies can add more units to bypass the initial point limit without a big disadvantage.

And now you say armies with moire CP will be stronger because they can easy keep summoning armies in line with a 1 CP dispel .

This indicates that armies like Skaven are already stronger than other non-summoning lists and that all armies that can summon are worthless with a restriction to it.

But this also just shows that the balance is much more off than most would think when some armies need 3000 points to beat other armies with 2000 points worth of models


AoS Balancing Thread @ 2019/04/07 22:40:49


Post by: auticus


I'd say summoning is loads more powerful than a spell.

But thats based on summoning is giving you essentially free points in addition to the points you already have.

And I know the counter argument is that GW bakes that cost in, but I also know that I have the numbers and bell curve in front of me and know that to not be a true statement. The cost of items being artificially high is no where near the investment that the free points gives.

It is essentially a false cost. If it did have a true cost, people would not want to use it.

The purest form of that was the old summoning mechanic of reserve points. Almost nobody used that because the cost was too high (you were still fielding a 2000 point force, but the reward of getting to summon them in and save them from being shot at was not high enough for the risk of them maybe not coming in)

The carrot on the stick in today's game dev has to be cost is way lower than reward to entice people to take, because the whole point of listbuilding is underpointed / low cost for high reward.


AoS Balancing Thread @ 2019/04/07 22:42:55


Post by: NinthMusketeer


That isn't what I am asking. I understand your feedback about the CP already. I am asking about the game state completely independent of that suggestion. Let me try to explain differently.

 Amishprn86 wrote:
auticus wrote:
The biggest thing that I see is that people will say it makes summoning worthless because you can just stop it with CP.


Automatically Appended Next Post:
I am thinking of a way to use it as a 1x bonus in a game however. It will cost CP but only usable once and from gameplay in previous games to unlock it.


It will make it completely worthless and skavin with be top army with no way to beat it. They easily get 3-4 CP turn 1 and can keep getting them back here and there on 5+, with massive powerful shooting and endless spell. GL.
Emphasis mine. The bold part is what I am curious about.

So, what I am reading here, is 'If summoning were worthless, Skaven could not be beaten.'

Non-summoning armies would not increase or decrease in strength were summoning to be changed or made worthless, because those armies engage in no summoning at all.

Accordingly, for the above statement to work, it means that Skaven can not currently be beaten by non-summoning armies. If, say, DoK beats Skaven then the statement you made does not make sense. It follows your opinion is that DoK, Idoneth, SCE, or any other army which does not summon cannot beat Skaven right now.

I want to know why you have expressed that even the likes of DoK (or any other non-summon army) cannot beat Skaven right now, because that is the part I do not understand. I really, honestly do. I am not trying to be passive-aggressive or anything.


AoS Balancing Thread @ 2019/04/07 22:49:34


Post by: auticus


That is predicated on the concept that armies that spam summoning are not viable unless they can get 750-1000 free points a game and then armies like skaven which rotate around the concept of doing high damage en masse would just be free to do whatever with no way to beat them.

Which I don't agree with.

Because if the game were balanced around the point costs better, an army wouldn't require 750-1000 free points in the game on top of their base 2000 to be viable.


AoS Balancing Thread @ 2019/04/07 23:14:01


Post by: Amishprn86


auticus wrote:
That is predicated on the concept that armies that spam summoning are not viable unless they can get 750-1000 free points a game and then armies like skaven which rotate around the concept of doing high damage en masse would just be free to do whatever with no way to beat them.

Which I don't agree with.

Because if the game were balanced around the point costs better, an army wouldn't require 750-1000 free points in the game on top of their base 2000 to be viable.


The idea is, you are removing a function of the game that some armies are using, sure you can build around it, and that is what players will do. If someone builds for Summoning with that 1CP stops ability, that list will lose to others not building for summoning, b.c they get full use of their mechanics and the other player doesnt.

Its like building 2 armies, 1 with focus on melee, 1 focus on shooting, with 1CP you could stop shooting of 1 unit, the melee army will be at an advantage, given equal skill levels and no player errors, the player with the advantage will win. Im trying to show that spending 1CP for stop a game mechanic (Summoning, Shooting, Melee, Moving, etc...) isnt a good way to balance the game.

And if you think the armies with summoning are paying to little points for that mechanic, then summoning isnt the problem the problem is army balance.


Look at Khorne and BoC summoning, do you really feel their summoning are to strong?



AoS Balancing Thread @ 2019/04/07 23:25:21


Post by: NinthMusketeer


I like Khorne summoning, feel it is reasonably well balanced, and hope GW structures future mechanics like that. There is a distinct cost within the context of the allegiance (blood tithe used for summons cannot be used for the abilities) which is unlike the standard summoning. BoC are also on the better side, because they do have a cost in needing to camp a character & throw-away unit on the herdstone. However the latter suffers in that the cost is not appropriately balanced to the benefit. Seraphon are technically like that, but the 'cost' is utterly trivial.

Ultimately, you argue that summoning armies are paying to get their summoning, when most commonly they are not. And it shows, with summon armies out-performing non-summon ones (established earlier in the thread).

But I still want to know why you think only summon armies can beat Skaven. Lets make it more specific; why can't DoK beat Skaven?


AoS Balancing Thread @ 2019/04/08 00:05:47


Post by: auticus


No matter how much you look at it, summoning is free points.

Do I think Khorne and BoC summoning are *too strong*?

I think they are benefiting from free points, so against half the game that can't do the damage required OR summon themselves, that would indeed be too strong against those armies.

Against armies that can do the damage required OR summon themselves, no they are probably ok.


AoS Balancing Thread @ 2019/04/08 00:12:10


Post by: NinthMusketeer


Allegiance is free buffs, with summons just being one of those buffs. They are adding points to the table, but allegiance benefits making existing units stronger are making them worth more points.

The problem is armies which get their set of allegiance buffs, then get another set of allegiance buffs in the form of summoning. Its like getting to take two allegiances abilities and benefit from both.


AoS Balancing Thread @ 2019/04/08 08:36:06


Post by: Elmir


I've been wondering about summoning and what other's experience has been. Seems like some people think summoning is OP for some, just fine for others. I'm not 100% sure this list is complete, but I do wonder if you consider the summoning for this army fine (as in: strong, but nothing game breaking) or problematic (completely game breaking in a type of setting). So feel free to fill in your own experiences so far.

Order:

Sylvaneth: Some heroes (Branchwwraith, Alarielle), but nothing too game breaking it seems (considered fine by me)
Seraphon: can be grotesquely overdone in a list (considered OTT by many, myself included)

Chaos:

Beasts of Chaos: Sacrifices via heardstone, seems fine to me with their limitations on how to get resources however.
Blades of Khorne: Bloodtithe points, seems fine to me in 1V1, spirals out of control in multiplayer games however (in my own experience)
Disciples of Tzeenth: Points via magic, again seems fine in 1V1, spirals out of control in multiplayer games.
Hosts of Slaanesh: Via pain points: haven't seen it happen myself, but some say it gets really crazy if you fight against multi-wound armies and many monsters.
Maggotkin of Nurgle: Contagion points: seems fine so far with the limited resource acquirement.

Death:

Flesh-eater courts: Summoning via once per game command abilities: can be WAACed by spamming loads of Archregents because of throne terrain circumvents the resource limiting factor. Solutions might be to limit Archregents to 1 per army (fluffwise as well)?
Legions of Nagash: doesn't summon additional points, but gets a unit regeneration mechanic on steroids. Limiting this to "use once per 1000p in the battle" (due to scaling) is a fix I hope they do however.

Destruction:

Gloomspite Gitz: Have a limited and not guaranteed LoN-style resurrection mechanic for moonclan grots via their terrain.




I think that's the complete overview of summoning. Feel free to add in your own thoughts, because when I look at this overview, I don't think summoning as a whole is problematic, just some of the outliers.


AoS Balancing Thread @ 2019/04/08 12:15:37


Post by: auticus


The ones I have seen be the most bent are the seraphon and both FEC and legion of nagash. I do consider recycling entire dead units back to life as summoning because unit was destroyed and removed from table and then comes back and to me is having the unit twice.

The rest can trend toward unfun if you aren't rolling a newer army book but don't feel as hopeless as the top 3.


Automatically Appended Next Post:
So looking like fyreslayers. 2 wounds. The ability to get to a 2+ save and make that rerollable.

The return of the 2+/rerollable saves which forces the need for mortal wound spam.

This changes my campaign setup. Its getting tiring having to houserule, so I think we'll just go with if you have newer books vs newer books just bust the game how you want, and if you are running an older list we'll deal with that then. I don't think anyone in my area runs a list thats trash because no one wants to get face planted anyway and limiting mortal wounds worked up until this release where they are bringing back 2++ rerollables.


AoS Balancing Thread @ 2019/04/08 15:35:13


Post by: Eldarsif


The ones I have seen be the most bent are the seraphon and both FEC and legion of nagash. I do consider recycling entire dead units back to life as summoning because unit was destroyed and removed from table and then comes back and to me is having the unit twice.


I agree with the Nagash thing. It is very tiresome to see a horde of undead troops come back and back again turn after turn.

Khorne summoning I find to be interesting seesaw. It punishes armies(both Khorne and otherwise) for having nothing but MSU, but is deflated against armies that go for large units. Fought a Nagash army that had the largest Battleline choices(in amount of bodies) the player could choose and only Blood Tithe points I was getting reliably were from my own units.


AoS Balancing Thread @ 2019/04/08 16:39:47


Post by: Amishprn86


 Eldarsif wrote:
The ones I have seen be the most bent are the seraphon and both FEC and legion of nagash. I do consider recycling entire dead units back to life as summoning because unit was destroyed and removed from table and then comes back and to me is having the unit twice.


I agree with the Nagash thing. It is very tiresome to see a horde of undead troops come back and back again turn after turn.

Khorne summoning I find to be interesting seesaw. It punishes armies(both Khorne and otherwise) for having nothing but MSU, but is deflated against armies that go for large units. Fought a Nagash army that had the largest Battleline choices(in amount of bodies) the player could choose and only Blood Tithe points I was getting reliably were from my own units.


The Khrone players i know dont summon much anymore, its either summon turn 4 to get someone on late objective turn 5, or summon a big guy turn 3. Mostly they use for Spelleater Curse or Murderlust.


AoS Balancing Thread @ 2019/04/08 16:51:13


Post by: auticus


Thats what happens when you have an actual choice with actual decisions lol. If it were free with no cost except having to have a skull altar for example they'd be pumping out little khorne babies


AoS Balancing Thread @ 2019/04/08 17:16:54


Post by: Amishprn86


auticus wrote:
Thats what happens when you have an actual choice with actual decisions lol. If it were free with no cost except having to have a skull altar for example they'd be pumping out little khorne babies


Yes that is very so true, but are other armies balanced in mind with free summoning? If so then it is a balanced mechanic, you can have it both ways.


AoS Balancing Thread @ 2019/04/08 17:35:37


Post by: auticus


I would say that the NEW books are. The older books and factions with no battletome are not. Which is over half of the game still.



AoS Balancing Thread @ 2019/04/08 19:59:57


Post by: Eldarsif


I would argue that factions without battletomes are technically faction non grata until they see a tome considering how GW has shied away from committing to these factions fully and have up to this point removed some of the completely.


AoS Balancing Thread @ 2019/04/08 20:38:59


Post by: Elmir


auticus wrote:
I do consider recycling entire dead units back to life as summoning because unit was destroyed and removed from table and then comes back and to me is having the unit twice.



Sounds to me like that is Resurrection on steroids rather than adding something new to the table. And if the unit can only be brought back after it was gone, it's not like having it twice... It's just resurrected (in a very powerful way... as if it were on steroids. ). But yeah, it is very powerful, that's 100% true. So I would like to see a bit of a restriction on it.


AoS Balancing Thread @ 2019/04/08 23:44:09


Post by: Carnith


To weigh in on Slaanesh Summoning.

Slaanesh does best when they fight multi wound models and their opponent doesn't have a chance to do mortal wounds in return. Some good opponents for Slaanesh to fight are Stormcast, other chaos gods, and generally any elite army as they all have multi wound models. Any 1 wound army who can't bring monsters will do well against slaanesh as the player will struggle to summon.

Our best strat is summoning the enrapturess as she generates points, can shoot for a decent amount, and if she gets changed, will generate points. I have summoned 4 of them by turn 3 and shot off a lord arcanum handing out spells, staunch defender, and buffs to sequitors. Once he fell, my opponent tried a hail mary that failed and conceded.

Our way to get points is to fight in combat. Our heroes need to be damaging to generate points, but you also don't want paper thin heroes who die to stiff breeze so that they can summon. Anyone who can deal mortal wounds will negate our summoning, and anyone who can get past Slaanesh's ability to negate attack either through weight of attacks or counter modifiers will be able to demolish Slaanesh.


AoS Balancing Thread @ 2019/04/09 06:14:52


Post by: NinthMusketeer


I think it is hard to make the call on GW getting better about summoning, because only three summon armies have been released after the 2.0 launch; BoC (some problems, but OK overall), FEC (all sorts of busted), and Khorne (probably the best executed). Those are all over the map.

As for the others, it is literally a free upgrade as they went from not being able to summon to having it added on for free with the 2.0 launch. These armies were not widely regarded as bad before; they didn't need a buff or anything. They just got it. I think that breeds a certain resentment.


AoS Balancing Thread @ 2019/04/09 17:07:14


Post by: Elmir


That's so weird... Were you very knowledgeable about FEC before book 2 Ninthmusketeer? The FEC summoning potential actually took a hit (outside of Archregent spam, which is why I put him up as problematic). In my old FEC v1 list, I actually made a list that was able to summon over 1k points in a 2k game. I cannot pull that one off at all anymore.

Majestic horror + royal family essentially allowed my general to summon a unit of big guys twice (for free), then (because he was part of a royal family) could summon 2 additional ghoul kings, who could then summon a unit of 10 ghouls themselves on their own.

Essentially, that little battalion allowed me to summon:

2 units of 160p worth of big guys
2 units of 100p each for the ghoul kings you had to include baseline
2 new ghouls kings worth 280p
Those 2 ghoul kings could then summon 200p worth of ghouls too.

All in all, it was a battalion that cost 840p and it could summon 1000p (would be 1040p in the new book) on it's own for 5CP. (and 1 CP was tossed in as a freebie because it's a battalion). And that doesn't even account for any other summoning the remaining 1160p of your army could do.

That's actually as much as 5 Archregents (so nearly all your heroes) could muster.



The main difference: people didn't notice FEC V1 could do this because all the rest of the army was .... So it completely flew under the radar for most people. The only player to actively (ab)use the FEC summoning back then was captain America (Bill Souza) himself.


AoS Balancing Thread @ 2019/04/09 18:08:14


Post by: NinthMusketeer


Yes, I am well aware of FEC summoning before. Before you had to spend a cp for every summon, now only the mounted ones do. It all comes in round one and leaves the later cp open for use; much stronger. Further, much of the point cost you have there is 10-man ghoul units; the worst of the FEC summons. A 20-man unit is worth more than twice as much because it gets an extra attack at that size and is harder to wipe out completely. It can also only summon exactly those options, Archregents can summon whatever best fits the situation which improves their tactical options considerably.


For being terrible, FEC still won tournaments, and not using royal family.


AoS Balancing Thread @ 2019/04/09 18:28:42


Post by: Future War Cultist


I’ve been out of the loop (sorry, starting new job) but it’s obvious how much of a sticking point summoning is.

Seriously, how do we fix this?


AoS Balancing Thread @ 2019/04/09 18:45:28


Post by: Elmir


 NinthMusketeer wrote:
Yes, I am well aware of FEC summoning before. Before you had to spend a cp for every summon, now only the mounted ones do. It all comes in round one and leaves the later cp open for use; much stronger. Further, much of the point cost you have there is 10-man ghoul units; the worst of the FEC summons. A 20-man unit is worth more than twice as much because it gets an extra attack at that size and is harder to wipe out completely. It can also only summon exactly those options, Archregents can summon whatever best fits the situation which improves their tactical options considerably.


For being terrible, FEC still won tournaments, and not using royal family.


You do know how Bill Souza ended up with FEC as his choice right? He asked the internet what he should field next and the internet did what the internet always does: joke around and tried to suggest a super weak army (according to internetz wisdom at least) to him. He took it and surprised everybody with it. He was literally the only one in the competitive scene running FEC at a high level and he did use a version of summoning that was actually way more grotesque than anything the V2 book could muster, including turn 1 summoning with a +5" on the charge that could all be re-rolled for free.

And in fact, through majestic horror, his summoning potential was higher than it would be now (even without Royal family... although he did use ghoul patrol, a battalion that makes his ghoul units larger than starting size, so still increasing his army size as the game went along, I didn't even mention that in my previous post as that "army growth potential" was just removed in the new book without any compensation).

And again: the summoning problem now (even in the description you are giving) lies in the abhorrent Archregent, not the summoning overall (as all but Archregent and foot ghoul king (and the later hasn't changed at all and you wouldn't want to spam those anyway) still have to pay CP for it).


AoS Balancing Thread @ 2019/04/09 18:55:55


Post by: Amishprn86


 Future War Cultist wrote:
I’ve been out of the loop (sorry, starting new job) but it’s obvious how much of a sticking point summoning is.

Seriously, how do we fix this?


You dont need to stop summoning to fix it, let it be a mechanic in many armies, just make sure the armies without it are strong enough to not need it.

When i first started, i thought summoning was broken, not after many games, playing in tournaments, and understanding so much more, i dont feel summoning is all that big of a deal, i feel double turns are the worst part of the game and in no way is summoning even close to a problem of the double turn.


AoS Balancing Thread @ 2019/04/09 19:03:33


Post by: Elmir


 Future War Cultist wrote:
I’ve been out of the loop (sorry, starting new job) but it’s obvious how much of a sticking point summoning is.

Seriously, how do we fix this?


It's a pet peeve for some, that much is for sure. But, if you stop and rationally think about it, there are more versions of summoning that are just fine (I tried to make a list earlier in the thread too) than there are busted versions.... But the busted versions do stand out like a sore thumb. (Seraphon Slann + astrolith, engine of the gods, LoN Endless legions and FEC Archregent). Are fixes in order? I hope GHB19 (or a new seraphon book) fixes some of the worst culprits beyond just a point increase, but an actual mechanics change/limitation would be nice.


AoS Balancing Thread @ 2019/04/09 20:43:04


Post by: NinthMusketeer


 Elmir wrote:
 NinthMusketeer wrote:
Yes, I am well aware of FEC summoning before. Before you had to spend a cp for every summon, now only the mounted ones do. It all comes in round one and leaves the later cp open for use; much stronger. Further, much of the point cost you have there is 10-man ghoul units; the worst of the FEC summons. A 20-man unit is worth more than twice as much because it gets an extra attack at that size and is harder to wipe out completely. It can also only summon exactly those options, Archregents can summon whatever best fits the situation which improves their tactical options considerably.


For being terrible, FEC still won tournaments, and not using royal family.


You do know how Bill Souza ended up with FEC as his choice right? He asked the internet what he should field next and the internet did what the internet always does: joke around and tried to suggest a super weak army (according to internetz wisdom at least) to him. He took it and surprised everybody with it. He was literally the only one in the competitive scene running FEC at a high level and he did use a version of summoning that was actually way more grotesque than anything the V2 book could muster, including turn 1 summoning with a +5" on the charge that could all be re-rolled for free.

And in fact, through majestic horror, his summoning potential was higher than it would be now (even without Royal family... although he did use ghoul patrol, a battalion that makes his ghoul units larger than starting size, so still increasing his army size as the game went along, I didn't even mention that in my previous post as that "army growth potential" was just removed in the new book without any compensation).

And again: the summoning problem now (even in the description you are giving) lies in the abhorrent Archregent, not the summoning overall (as all but Archregent and foot ghoul king (and the later hasn't changed at all and you wouldn't want to spam those anyway) still have to pay CP for it).
I am still not seeing what makes old FEC summoning better than new FEC summoning. Also, afaik at the time he was picking the army FEC were among the worst battletome-armies since they did not have summoning yet; AoS 2nd ed was not out. And that mentality stuck for some time even after it was no longer true because of their reputation.


Automatically Appended Next Post:
 Elmir wrote:
 Future War Cultist wrote:
I’ve been out of the loop (sorry, starting new job) but it’s obvious how much of a sticking point summoning is.

Seriously, how do we fix this?


It's a pet peeve for some, that much is for sure. But, if you stop and rationally think about it, there are more versions of summoning that are just fine (I tried to make a list earlier in the thread too) than there are busted versions.... But the busted versions do stand out like a sore thumb. (Seraphon Slann + astrolith, engine of the gods, LoN Endless legions and FEC Archregent). Are fixes in order? I hope GHB19 (or a new seraphon book) fixes some of the worst culprits beyond just a point increase, but an actual mechanics change/limitation would be nice.
Busted or no, summoning armies out-perform non-summoning ones. It does not have to be broken to be giving a free advantage.

Which brings up an interesting and perhaps useful question; if all armies lost all summoning (not including returning slain models to existing units) which armies would actually be screwed by that? As in, made bad enough as to be considered an underdog like KO, Ironjawz, etc. LoN & FEC would be fine and possibly still strong due to what else their allegiance does, Seraphon's viable builds would still be viable, Khorne would not particularly be affected since it is a choice rather than an upgrade, Tzeentch would be fine, Nurgle & BoC would still be fine...

Is there any army that would actually be screwed *without* summoning?


AoS Balancing Thread @ 2019/04/09 22:51:36


Post by: Elmir


 NinthMusketeer wrote:
Busted or no, summoning armies out-perform non-summoning ones. It does not have to be broken to be giving a free advantage.

Which brings up an interesting and perhaps useful question; if all armies lost all summoning (not including returning slain models to existing units) which armies would actually be screwed by that? As in, made bad enough as to be considered an underdog like KO, Ironjawz, etc. LoN & FEC would be fine and possibly still strong due to what else their allegiance does, Seraphon's viable builds would still be viable, Khorne would not particularly be affected since it is a choice rather than an upgrade, Tzeentch would be fine, Nurgle & BoC would still be fine...

Is there any army that would actually be screwed *without* summoning?


Summoning armies are out there dominating non-summoning? That black and white statement is just simply not true. It's actually hard to discuss any nuance in problems with summoning if you just throw these types of completely non-nuanced (and therefor outright false) statements around. At high-end gameplay, the non-summoning armies still do quite well with several builds that have zero summoning in them, regularly creeping into top spots or even winning events. And even in casual play, it's mostly the outliers that I detailed before that cause problems (and even then, you have to ask yourself: are FEC with lots of archregents, seraphon with Slann, astrolith, EotG etc "casual lists" to begin with). ANY army trait is a free advantage! Not just the summoning ones. The Draconic measure of just scrapping that one takes a lot of enjoyment out of the game.

Even so, I'll indulge in your list (and leave the most interesting one for last):

FEC: they might be able to compete without summoning? Provided GW actually starts returning (or turning) some of their points costs to be less inflated (Ghouls @100p for 4+/4+ 2A infantry is very steep compared to other armies' core units in today's environment, as are 160p crypt horrors with their stats, as would 140p heroes like the GK be). But they could probably still end up middle of the pack with their new book. They still punch hard after all. It's an army that lacks tools though, so they might suffer more for it. Not having a single command ability on a card that is not summoning instantly reduces their options for CP though, it would be feeding frenzy only as a CP dump.

Sylvaneth: ridiculously overcosted units like Alarielle were not given a pointscost reduction because they received summoning. It was a balancing act there. Take that away and at least be kind enough to give her a DRAMATIC points reduction.

Nurgle: yeah sure, you'd just be removing an interesting and well executed mechanic over a pet peeve, but I'm sure they could get some viable builds going. Could do with a points cost reduction for some units overall.

Seraphon: I'm not knowledgeable enough about what their other viable builds were. Kroaknado hasn't been a thing for ages, saurus heavy has never really worked in the past years, but maybe I'm missing things. I doubt you'll see them in any top 10 list though with things like eelspam, skaven, shooty SCE or gav bombs still going around unhindered. It's an army with plenty of tools in their toolbox, so I could see them still getting other viable builds.

Khorne: perfect example of summoning being just fine, with or without. With their new "double" bloodtithe tables, it's actually a super interesting game choice, so much so that it could compensate for all summoning being gone. The designers on the twitch stream even mentioned they wanted summoning to be more of a choice.

Tzeentch: provided tweaks to pink horrors (who are definitely now costed with summoning in mind) and a few other units, they probably don't need the summoning to be viable, as they have plenty of other tools.

BoC: they'd be fine, but again, it's an interesting game-play mechanic that doesn't lead to anything ground breaking so far, so I'd hate to see that individuality of the army gone.

Gloomspite Gitz: it's so unpredictable that it's hard to rely on for competitive play. Very random (and very goblin like in that respect), but it would not be a major loss for GGS at all.

LoN: they'd lose a major allegiance ability, but they'll probably be able to hold their ground still. They'd lose the dominance they had in the competitive scene for a few months for sure! I find this the trickiest to assess, as it doesn't look like they really factored the summonable keyword into their points cost. Their points pre-LoN book just carried over and seemingly no "points value" was assigned to the now very strong summonable keyword. Dire wolves are the best example of this: they are now a steal at 60p each (remember that they had ZERO regeneration skills before). I just find this faction the most baffling and could not pinpoint any units that were so overcosted that they needed a points drop, but were not given one because summoning compensated. In fact, the non-summonable units are left out a lot (blood knights, morghasts etc) because they don't have the potential to be ressurrected.



Overall though, would I want to go back to a world without summoning? Hell no. One of my personal annoyances with early-AoS, was that no army actually felt unique with distinctive playstyles. Hell, the very first years were even worse, with almost all warriors being 1A 4+/4+ models with no discernible difference between how empire played vs how chaos marauders played. That was a dull AF game.

If you are so entrenched in your anti-summoning stance "because it's a free advantage some armies get", be consistent: scrap the SCE deepstrike, scrap the deepkin tides, scrap the DoK temples, scrap almost everything that isn't a unit in it's own right and marvel at what a sterile and boring game it would become, and all that for 3 outliers of armies where summoning feels too strong and do away with the 7 instances where it's just fine and actually adds to the overall game-play richness without breaking it.


AoS Balancing Thread @ 2019/04/09 23:09:29


Post by: Amishprn86


 Elmir wrote:
 NinthMusketeer wrote:
Busted or no, summoning armies out-perform non-summoning ones. It does not have to be broken to be giving a free advantage.

Which brings up an interesting and perhaps useful question; if all armies lost all summoning (not including returning slain models to existing units) which armies would actually be screwed by that? As in, made bad enough as to be considered an underdog like KO, Ironjawz, etc. LoN & FEC would be fine and possibly still strong due to what else their allegiance does, Seraphon's viable builds would still be viable, Khorne would not particularly be affected since it is a choice rather than an upgrade, Tzeentch would be fine, Nurgle & BoC would still be fine...

Is there any army that would actually be screwed *without* summoning?


Summoning armies are out there dominating non-summoning? That black and white statement is just simply not true. It's actually hard to discuss any nuance in problems with summoning if you just throw these types of completely non-nuanced (and therefor outright false) statements around. At high-end gameplay, the non-summoning armies still do quite well with several builds that have zero summoning in them, regularly creeping into top spots or even winning events. And even in casual play, it's mostly the outliers that I detailed before that cause problems (and even then, you have to ask yourself: are FEC with lots of archregents, seraphon with Slann, astrolith, EotG etc "casual lists" to begin with). ANY army trait is a free advantage! Not just the summoning ones. The Draconic measure of just scrapping that one takes a lot of enjoyment out of the game.

Even so, I'll indulge in your list (and leave the most interesting one for last):

FEC: they might be able to compete without summoning? Provided GW actually starts returning (or turning) some of their points costs to be less inflated (Ghouls @100p for 4+/4+ 2A infantry is very steep compared to other armies' core units in today's environment, as are 160p crypt horrors with their stats, as would 140p heroes like the GK be). But they could probably still end up middle of the pack with their new book. They still punch hard after all. It's an army that lacks tools though, so they might suffer more for it. Not having a single command ability on a card that is not summoning instantly reduces their options for CP though, it would be feeding frenzy only as a CP dump.

Sylvaneth: ridiculously overcosted units like Alarielle were not given a pointscost reduction because they received summoning. It was a balancing act there. Take that away and at least be kind enough to give her a DRAMATIC points reduction.

Nurgle: yeah sure, you'd just be removing an interesting and well executed mechanic over a pet peeve, but I'm sure they could get some viable builds going. Could do with a points cost reduction for some units overall.

Seraphon: I'm not knowledgeable enough about what their other viable builds were. Kroaknado hasn't been a thing for ages, saurus heavy has never really worked in the past years, but maybe I'm missing things. I doubt you'll see them in any top 10 list though with things like eelspam, skaven, shooty SCE or gav bombs still going around unhindered. It's an army with plenty of tools in their toolbox, so I could see them still getting other viable builds.

Khorne: perfect example of summoning being just fine, with or without. With their new "double" bloodtithe tables, it's actually a super interesting game choice, so much so that it could compensate for all summoning being gone. The designers on the twitch stream even mentioned they wanted summoning to be more of a choice.

Tzeentch: provided tweaks to pink horrors (who are definitely now costed with summoning in mind) and a few other units, they probably don't need the summoning to be viable, as they have plenty of other tools.

BoC: they'd be fine, but again, it's an interesting game-play mechanic that doesn't lead to anything ground breaking so far, so I'd hate to see that individuality of the army gone.

Gloomspite Gitz: it's so unpredictable that it's hard to rely on for competitive play. Very random (and very goblin like in that respect), but it would not be a major loss for GGS at all.

LoN: they'd lose a major allegiance ability, but they'll probably be able to hold their ground still. They'd lose the dominance they had in the competitive scene for a few months for sure! I find this the trickiest to assess, as it doesn't look like they really factored the summonable keyword into their points cost. Their points pre-LoN book just carried over and seemingly no "points value" was assigned to the now very strong summonable keyword. Dire wolves are the best example of this: they are now a steal at 60p each (remember that they had ZERO regeneration skills before). I just find this faction the most baffling and could not pinpoint any units that were so overcosted that they needed a points drop, but were not given one because summoning compensated. In fact, the non-summonable units are left out a lot (blood knights, morghasts etc) because they don't have the potential to be ressurrected.



Overall though, would I want to go back to a world without summoning? Hell no. One of my personal annoyances with early-AoS, was that no army actually felt unique with distinctive playstyles. Hell, the very first years were even worse, with almost all warriors being 1A 4+/4+ models with no discernible difference between how empire played vs how chaos marauders played. That was a dull AF game.

If you are so entrenched in your anti-summoning stance "because it's a free advantage some armies get", be consistent: scrap the SCE deepstrike, scrap the deepkin tides, scrap the DoK temples, scrap almost everything that isn't a unit in it's own right and marvel at what a sterile and boring game it would become, and all that for 3 outliers of armies where summoning feels too strong and do away with the 7 instances where it's just fine and actually adds to the overall game-play richness without breaking it.


I fully agree with you, Ive been trying to show Non-summoning armies are just as good in top levels as summoning, go back and read, they literally said "Its balances in comp, not in causal" you cant win with them, they are very bias against summoning and even admitted player skill is why summoning is "OP"

All stats shows summoning and non-summoning armies are equal on the table tops.

Oddly The game is very well balanced atm, yes there are some armies better than others, but that willa lways be the chase, this is the most balanced i have seen 40k/AoS has ever been. I have seen (You guys can go look it up, its every where now thanks to BCP) BCR, LoN, DoK, IDK, Seraphon, KO, Frees People, Goblins, BoC, FeC, ScE, SKaven, BoK, all has hit top 1 and all within top 5 many times, with a few others normally hitting top 5 (like Bonesplitters and Slaanesh).


AoS Balancing Thread @ 2019/04/09 23:14:34


Post by: NinthMusketeer


 Elmir wrote:
 NinthMusketeer wrote:
Busted or no, summoning armies out-perform non-summoning ones. It does not have to be broken to be giving a free advantage.

Which brings up an interesting and perhaps useful question; if all armies lost all summoning (not including returning slain models to existing units) which armies would actually be screwed by that? As in, made bad enough as to be considered an underdog like KO, Ironjawz, etc. LoN & FEC would be fine and possibly still strong due to what else their allegiance does, Seraphon's viable builds would still be viable, Khorne would not particularly be affected since it is a choice rather than an upgrade, Tzeentch would be fine, Nurgle & BoC would still be fine...

Is there any army that would actually be screwed *without* summoning?


Summoning armies are out there dominating non-summoning? That black and white statement is just simply not true.
Stop. One: that is not what I said. Two: the tournament stats quite clearly show summoning armies out-performing non-summoning armies. As the only set of data we have, that is what I refer to.

 Elmir wrote:
It's actually hard to discuss any nuance in problems with summoning if you just throw these types of completely non-nuanced (and therefor outright false) statements around.
It is hard to discuss any nuance when someone disregards rule #1. I have been guilty of it in the past and am trying to be better. So I'm not going to engage further.


Automatically Appended Next Post:
 Amishprn86 wrote:
Ive been trying to show Non-summoning armies are just as good in top levels as summoning
When I say summoners out-perform non-summoners I am referencing tournament data (since that is the only data we have to go off). Can you link/share what you are looking at?


AoS Balancing Thread @ 2019/04/10 00:09:06


Post by: auticus


When someone can illustrate in depth a casual non tournament powered list holding their own just fine against a strong summoning list i will reconsider my stance.

To date that has never been done and the fallback is either “git gud”, “tourney lists will always destroy casual lists” or “dont play a casual list”

This thread illustrates WHY casual lists are blown out of the water and seeks to illuminate possible houserule remedies for casual lists or lists that dont have an updated book can have a good game (yes i know seraphon adepticon)


I have sought a detailed how to for a very long time with bo answers given beyond the above.


AoS Balancing Thread @ 2019/04/10 00:15:16


Post by: Amishprn86


https://thehonestwargamer.com/wp-content/uploads/2019/04/6.png

1 out of the top 5 as of Apirl 5th isnt Summoning armies. In the Top 10 1/2 is summoning.

Meaning its about equal, especially given that skaven is newer and soon will have more games. Serahpon isnt even above a 50% but its only 35 players, now that they won a large event we will see them more, so i am hoping to see how they do next moths report.


Automatically Appended Next Post:
auticus wrote:
When someone can illustrate in depth a casual non tournament powered list holding their own just fine against a strong summoning list i will reconsider my stance.

To date that has never been done and the fallback is either “git gud”, “tourney lists will always destroy casual lists” or “dont play a casual list”

This thread illustrates WHY casual lists are blown out of the water and seeks to illuminate possible houserule remedies for casual lists or lists that dont have an updated book can have a good game (yes i know seraphon adepticon)


I have sought a detailed how to for a very long time with bo answers given beyond the above.


KO won a large event, did that not count?


AoS Balancing Thread @ 2019/04/10 00:43:17


Post by: NinthMusketeer


So spell armies vs non-spell armies. A few armies have no spellcasters at all, while for many it is simply non-viable to use/ally in more than a small amount of spell support. This imbalance is not too bad as spellcasters do tend to pay a good chunk of extra points for the ability to do so, and even non-casting armies have readily available ways to unbind spells.

Until malign sorcery gets involved. Being able to summon the spells costs points, but it puts non-casting armies at a disadvantage because even their unique unbind mechanics are unable to dispel one once its on the table. The Khorne update shows that GW intends for models which can unbind to be able to dispel endless spells as well. Perhaps a house rule that affects armies without wizards, updating their unbinders (like aether navigator) to be able to attempt to dispel an endless spell at the start of turn like the slaughterpriest now does?

The other issue with malign sorcery is the realm spells. Suddenly every wizard gets access to 6 more spells, increasing the value of wizards across the board. The difference is subtle but I have seen it enough times to say there is definitely a notable impact; I'd estimate a wizard is about 10% more valuable per spell it can cast. On the extreme end we have Nagash who is good but not amazingly so without realm spells, but becomes a cheese fest when they are present. I've heard it suggested that wizards can pick a spell from the appropriate realm lore instead of from their battletome lore, which seems like it would work but also seems like it could put people off if they have to decide 'on the spot' when the realm is decided pre-game.

As I understand it many players simply avoid the realm rules & spells entirely, which I totally understand but causes an issue for the community overall when GW *supposedly* wants them to be standard and balanced around them.


Automatically Appended Next Post:
 Amishprn86 wrote:
https://thehonestwargamer.com/wp-content/uploads/2019/04/6.png

1 out of the top 5 as of Apirl 5th isnt Summoning armies. In the Top 10 1/2 is summoning.

Meaning its about equal, especially given that skaven is newer and soon will have more games. Serahpon isnt even above a 50% but its only 35 players, now that they won a large event we will see them more, so i am hoping to see how they do next moths report.
The entire bottom half is non-summoning armies... That is a massive chart of evidence showing summoning armies doing better. Even that aside, the percentage of summoners to non-summoners is not 50-50, which undermines your argument from the onset.


Automatically Appended Next Post:
 Amishprn86 wrote:
auticus wrote:
When someone can illustrate in depth a casual non tournament powered list holding their own just fine against a strong summoning list i will reconsider my stance.

To date that has never been done and the fallback is either “git gud”, “tourney lists will always destroy casual lists” or “dont play a casual list”

This thread illustrates WHY casual lists are blown out of the water and seeks to illuminate possible houserule remedies for casual lists or lists that dont have an updated book can have a good game (yes i know seraphon adepticon)


I have sought a detailed how to for a very long time with bo answers given beyond the above.


KO won a large event, did that not count?
Do you know what the matchups that KO army played? The lists of what it played against?