Range, deployment, relative player skill, terrain or the lack thereof. All affects balance.
Also, time available for a game. If I’ve a home game arranged and we’re convening of an afternoon? That’s a more time relaxed environment than in-store or a tournament. And that factor can inform army design.
Hordes for instance. On paper they can be powerful. But once a stricter time limit is part of the game to be played? They can be impractical and frustrating, as it takes ages to resolve that player’s turn.
I’d also illustrate that no amount of play testing and number crunching can compare with the game being played in the wild. Every system can be broken, and once folk are playing it, oddities and “Ah, I didn’t think of that” situations will crop up. It’s inevitable.
We can look at games broadly considered well balanced, such as 1st Edition X-Wing to see that, even there, we had a decent amount of Wonk. A-Wings and TIE Advanced for example kinda sucked, and both got updates further down the line.
That’s not to say “therefore why bother”. To aim for balance is only a positive thing. But just accept perfection cannot be achieved, and something, perhaps many things, will turn out super powerful or super weak. And that will require a commitment to get those reined in or pepped up as needed.
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