This is getting pointless so I'm only going to reply to two things, the first is the crux of our argument, the second is a correction about the eels example to put into perspective how ridiculously small the mistake in that actually was and how yes, all it boiled down to was a 1/2"
um no . skinks tear the shit out of most things. they are one of our better builds at the moment they just wont do it on their own. blocks take buffs well so with the right set up even chaff can do well but not in a 1 to 1 comparison. this game is more complicated then that.
This is the main issue we're having.
Every. Single. Time. We discuss something you assume every side is playing in (near) optimal scenarios. And since I don't want to type near optimal constantly i'm just going to stick with optimal for the rest of the post, so whereever you see optimal, just pretend it says (near) optimal
Anyway, I mention Skinks having lacking damage, and you immeadiatly counter with the above. And while, yes, in an optimal scenario skinks can do some decent damage, you ignore that more often than not you're not playing under optimal circumstances.
There's myriad of reasons for that. Maybe the player just isn't that good, maybe he made a small mistake earlier that broke the chain of buffs, maybe he got unlucky and the spellcast for a crucial buff failed, maybe he's just stuck in a circumstance were he can't possibly play optimally (e.g. rule of one preventing you from buffing both of your units that are in combat). Or maybe he's simply 3 turns into the game and the progressive losses he has taken over the game have pushed him below a certain treshold of efficiency. Or most common of all, maybe he simply hasn't optimized for this particular scenario, I mean let's be honest 90% of skinks are probably used as cannonfodder who's sole purpose is dying and you're lucky if they manage to do 1 whole wound over the course of the entire game. So if you ever end up in a scenario where those MSU skinks need to do any damage whatsoever you're screwed. No matter how much damage they could theoretically do if they were optimally supported.
Essentially most of the time people are not going to be playing optimally. And balancing as if they constantly are, is rather silly. And if it's balanced like that for long enough, leads to a worse game as you're not balancing for what realistically happens throughout most games for most players. Sure your competitive focused players will be relativly happy, but everyone else will probably suffer for it and leave, until eventually (nearly) all you have left are competitive players. And that generally does not bode well for a game's ability to draw in new players or to retain other types of players.
um what? you would need to be more the .5" out of position so lett eels in. in fact they have a 3" range of wiggle room for defensive screening.
this has always been a thing
and that part of learning the game. happened to me it will happen to every one. you take the loss and learn from it.
um it's fairly basic, my 12 year old sister knows how to do this.
wow you do not have a high opinion of your fellow players do you?
The 1/2" out of position example was the following (or well, I've done my best to approximate it.)
Player 1 has 3 units, A, B & C. C was a high value unit, a hero or monster or something. B is a screen. A is just some random unit.
Player 2 has 2 eels.
Neither of them can reach C as it is both screened and out of range.
Eel 1 can only reach unit A on the charge, but not B. However, it can charge in such a way that it can pile in on B if A gets removed by utilizing it's flying ability
Eel 2 can only reach B on the charge, but can charge in such a way that it can pile in on C by utilizing its flying ability
Also, eel 1 and 2 utilize one of those silly looking congaline formation to make sure they can reach everything (e.g. only 1 eel of the unit eel 2 is actually in combat with B to ensure it can still pile into C effectivly)
Also, these charges only worked because of a support ability, either the tides ability or a nearby support hero, can't quite remember which it was.
What happens is then that Eel 1 uses Biovaltic blast to nuke A into oblivion.
This allows Eel 1 to pile in onto unit B.
Eel 1 then absolutly destroys unit B.
This allows Eel 2 to pile in onto C.
Eel 2 then absolutly destroys unit C.
O, and because C wasn't initially in combat it doesn't get to pile in and thus can't destroy "eel 2" first.
This relied on:
1) Great charges with a bonus to charge
2) Eels being able to fly over the various units to get in optimal positions
3) All units being positioned perfectly for this. For example had unit C been 1/2" further back it would've been out of reach for the eels, if it had been 1/2" further forward it would've been able to pile in and killed "eel 2" first. Similarly, moving A or B 1/2" in the any direction would also make this whole scenario fall apart as the ranges would no longer line up perfectly.
This is player 1's only real mistake, or even input in this scenario, all other points are things the idoneth player did/utilizes to leverage this mistake into a massive advantage and kill C.
4) Positioning the eels in in a convoluted congaline to make sure that technically the eels are in range for everything.
5) The ability to pile in after you've charged, even if the initial target has already been killed, for both eels
6) The fact that C doesn't get to pile in and kill the the unit "eel 2" first, so the idoneth don't have to fear any counter-attack.
7) Biovaltic shock annihilating A.
8) Eel 1 being able to annihilate the screen in combat with ease.
Player 1 would've screened perfectly fine and protected C if this was a basic scenario, all he did wrong was that he's 1/2" out of position, and the Idoneth player then used 7 different rules/mechanics/aspects to leverage that 1/2" mistake into killing high value target C. Expecting player 1 to be aware of the cascading effects of 7 different things on 1 small mistake seems optimistic at best.
And don't get me wrong. Very well played from the Idoneth player. But this isn't exactly a basic scenario that we can expect your 12 year old sister to instantly recognize during her 3th game, yet it was presented as a very basic strategy everyone should be aware of. And expecting that, is just a tad silly.