ok then at what point does that chang do phoenix guard count? they are farly unbreakable by anything that dosent have rend 2 how about our bastiladons every one i have ever feilden it against have canlled it a broken mess and most troops can't toch it if the skink is around or temple guard all of the abouve is almost imune to like 60% of the game thats why people take them.
Temple guard are in a bad place as they combine 1 wound with a potential 2+ re-rollable rend-protected save. Which is either far too resilient, or squishy as hell depending on how easy the acces to mortal wounds is.
Phoenix guard have a similar issue, as temple guard, though a bit less OP against regular wounds, while far less vulnerable against mortal wounds which makes them far more annoying as now you have no clear counter anymore. At least guard have a clear weakness. In general, I'd say a defensive unit that has only 1 wound and relies on a good (ward) save is always going to be problematic in AoS.
The bastiladon I'd actually consider fairly balanced. It's sturdy, but not impossible to kill as it doesn't have a very large amount of wounds nor does it have acces to a save after save. And it can't take artifacts. If it were a hero and you'd stick for example a gryph feather on it it'd quickly become problematic. Simply throwing a large volume of attacks at him will do the trick, and you're not even going to need 100's of hits to succeed at it either.
and there hyper anvil is limited by it's very high cost almost a 1000 points to do it right the fact that they are slow as dirt and cant relly fight in more then 2 places so most people fined it reasonable dispite it being a hard counter to the big players in the league.
There's 1 issue with that drawback though; mobility doesn't always matter. Yeah it's a great drawback when he's on the other side of the table. But if he's already sitting on top of the objective then it doesn't matter that he's slow.
And this imho is one of the biggest flaws designers tend to make. Something is made OP in one department, with a significant drawback in another, unrelated, aspect to balance it out. But since the advantages and disadvantages are unrelated you end up in situations where the drawback simply doesn't matter. And yes, usually that drawback will be enough to keep the thing in check with respect to win-rates. But that doesn't make it any less OP.
Also, it further aggrevates the arms race. Yeah it's slow, but sometimes you have no choice you're going to need to kill them. So stuff needs to be able to kill them. So a counter unit is designed that can kill them but this counter is so powerfull that "normal" anvils get completly annihilated, so we need even hyper-der anvils and the cycle continues...
but we have that that is what our chameleons do a unit that we can summon 3 of turne 1 and then there is the battle plan that gives you more points if you take a objective from a oponent so that counteracts the long turme one in fact it's good on the long turm one as well as that one you burn objectivs for points.
yes, as I said, that one can be OP in certain situations/matchups, but as far as I've seen so far in most it isn't too terrible (yet).
Also, chameleons are a seperate thing entirely, even if they have their own teleport
so a powerful ability or unit can be mitigated by safishent down sides like the ones stated above
Provided the downsides are actually relevant. Which is often not the case.
well then tell that to orks the big weagh buffs alredy powerful units the tide of death takes a already powerfull and mobile unit and just makes it worse skaven takes the big units and makes it a very powerful strength undoing any week units and OBR takes good units and breaks them so i think the statement still stands
Hence the caveat
most allegiance abilities are fine. OBR especially seems to be rather ridiculous.
right which is why when we are talking in objective turms we use win rates mixed with tournament placing and a bit of deductive reasoning as it's the best(although not nearly perfect) way to codify power in any meta. i know you don't like it as you focus an whats fun to play against(which is fair and a good way to look at things) but when we are trying to judge results it's the best thing we currently have.
Except winrates are fairly meaningless as there's too many factors contributing to them so reducing "balanced" to this simple number is pointless. My favorite example of this League of legends, where you play using champions. Champions often have different winrates depending on which level of play you're looking at. Certain champions are super OP, but easy to shut down, so they are oppresive as hell in low level play, while completly irrelevant at higher levels. Others are too complicated, but mastery pays off, so at low level they don't achieve anything while at the top they consistently win. So regardless of which level of play you're going to take as the benchmark, your balance will be wonky at the other levels... and that's just looking at 1 factor that influences winrates...
this has always been the best against doomstars
Which I consider bad, to an extent at least.
i haven't done the math but i think you can do this if your name is DoK Skaven OBR or cities so a maybe
When I said "lesser" troops I did mean relativly unsupported mediocre troops. So let's say throwing 40 unsupported saurus knights at em Not throwing 100 fully buffed up clanrats at em.
well cities can do it with iron drakes and the hurricaneium the and scaven can do it with jesuaries and lighting gun. the problem is more that there are so few ranged armies we use to be one but we are old and tierd same with KO and tzeench i think it's just all the counters to fyrslayers havent been updated yet and i think that STD will hard counter them they have a lot of you can't move abilities that will suck for FS as they reliy on 1 or 2 verry powerfull units to be any good.
TL DR there is solid cointerplay to FS we just don't have it so it's back to skink spam like always
Imho, that's problematic in itself. An army should not only be counterable by specific other armies. Don't get me wrong, obviously being a fast shooty army will give you certain advantages over a slow choppy army. But you shouldn't
need to be a fast shooty army to actually be able to fight the slow choppy army. Other compositions should still be able to succeed.