15 hours ago, Ardaedhel said:Of course you're at a disadvantage. With activations costing 18-23 points and providing such an obvious advantage, you're running a skew list if you show up with 2 or 3 ships. In the same way that if you show up with 9 or more activations you better be really really good or really really lucky because most of those ships can't shoot for crap. But then, you brought that list knowing those limitations, sooo... build a better list? Or, learn how to win with the one you brought.
The advantages of large ships that I laid out above have nothing to do with skill level or experience, and you didn't address any of them--you just laid out examples of the advantages of MSU lists, which are, as you said, abundantly clear. But, I'm going to address them anyway.
A) have a finite number of movements to affect the game stateEach movement of an ISD affects the game state much more than that of a CR90 does. Furthermore, incoming damage incrementally decreases the effectiveness of those CR90's faster than it does the ISD. Eight points of damage is a flesh wound for an ISD; it kills a CR90, leaving you with diminished firepower, decreased activations, and an overall weaker fleet.
You can't equate 1 ISD with 1 CR90, which is the flaw in this logic. The flip side is 3 naked cr90As have more utility and better points per die efficiency than 1 upgraded ISD, they have more total defense tokens, more health and 3 times the shots potentially ON TOP of all the deployment and activation advantages. Again, all things being equal, mechanically more small ships > few large ships for the points. Not sure why this is even for dispute when even you just said that 3 activations = "Learn to play, nub"
B) have a finite number of deployments, which is a metagame on its own
Most MSUs bring fewer squadrons than larger ship builds. This is balanced along an entirely different axis of squadron alpha strikes vs activation efficiency, as well as the point below. Therefore, while MSUs have more ship deployments, large ship builds tend to make up the difference with squadron deployments. Furthermore, see my article on the subtleties of the deployment curve--it's not all about how many you have. If you're deploying an ISD2 Christmas tree while the other guy has two CR90's left, odds are that you still came out ahead on deployments in terms of percentage of your fleet deployed before committing to a strategy. Again, assuming you didn't build your fleet poorly.
Again, you are arguing anecdotal and specific things, e.g. "experience and skill" where I'm talking about mechanics. the mechanics are skewed in favour of smaller ships, likely in an attempt to mitigate a misconceived power gap between small and large ships. I'm not saying ISDs don't have advantages, I fly ISDs and VSDs for preference, I am well aware of the advantages. What i'm saying is that the big ships are costed wrong they are costed without taking into account MSU advantages.
C) have a finite number of attacks to make
This goes back to the point I made that you ignored about upgrades being more efficient on large ships. Are an ISD's two shots, each of which one-shotting an MC30, really less valuable than the MC30s' four shots that probably still fail to tackle the ISD in one round? And consider the impact that one Flight Controllers/EHB ISD activation makes on that alternate axis of the squadron game that I just mentioned. I'd always prefer to have an EHB ISD activating my squadrons even if it's dramatically more expensive than the 2-3 Gozantis it's replacing, because alpha strikes are a really big deal.
Anecdotal. Also, a "more efficient" upgrade becomes less efficient, by definition, when it results in overkill. What good is 5 squadron activations when you can reach 2? how "efficient" is spending 30+ points on upgrades when one of the maybe 3 front arc shots you get to take over-kills something worth 44 points by 4 dice? Not very efficient. So if you want to get anecdotal, tell this to my regionals opponent with the 4 gozantis and (IIRC) 2 Glads pushing swarms of Ties. My ISD had no chance (flight controllers, EHB all went for s___)
the mechanics of defense tokens work is less effective/impactful v.s. more small attacks than less/bigger attacksAgain addressed by more efficient upgrades. Those 8 redirects in your MC30 swarm suddenly look a lot less useful when they're staring down one ISD2 rocking the Gunnery Teams and XI7's that I paid a grand total of 10 points for.
Again, you ignore "all things being equal", a poor MC30 player might eat ISD2 front arcs at medium range vs a good ISD2 player, a good MC30 player double arcs you last/first and gets away because guess what? he has activation advantage and probably bid for first cause his ships are cheaper.
Yes. More activations is an advantage. Mass is, too--ship and squadron. Survivability is, too. Throughput efficiency is, too.Just like every other advantage in this game, it has to be balanced at all points of the game from fleet-building through conclusion against aaaalll the other axes. There's a reason you don't see 7 and 8 ship builds dominating all the top tables: it's very hard to get that many activations while keeping any kind of relevance in those activations.
Yeah, you are being glib and condescending. Been playing this game and on these boards almost as long as you, i'm not some nub just coming out of the woodwork, frankly, it's fairly clear that there is a substantive advantage to MSUs, yes, I'm not stupid, I understand that other things have advantages too, my argument isn't that those advantages don't exist (I use them in the fleets I build all the time, last night my 4 activation fleet nearly tabled a 6 activation fleet), my contention is that the mechanical imbalance presented by large numbers of activations is not reflected in the actual cost of the ships in the game, this makes for a built-in imbalance that clearly skews the game towards MSU. Just ask the local meta around here. We have players here that are just absolute masters at movement and deployment, they regularly do very well at regionals, nationals and worlds (when they go) and in any meta discussion, anything less than 4 or 5 activations is considered self-inflicted harm. Coincidence? I don't think so.
