Description:
This is a balance thread with a purpose and rules. It will also hopefully be a balance thread that is based a high amount around data. Requests for how to discuss opinions based on data will be described below. If you do not have interest in Task Force or smaller point games, that's ok! But this is not the thread for you to be expressing strong balance opinions, nor is it relevant to declare how much you may either hate smaller point games or love larger point games exclusively. Therefore please post relevantly and knowledgeably, be empathetic, be Good Friday peeps.
The goal is to increase the possibilities of thorough diversity in gameplay options. The research for this type of balancing exists, go look it up/educate yourself, its not classtime. Here, thorough diversity is also meant to be as diverse as possible, therefore as an example, no squadron lists, max squadron lists, some squadron, all small ships, one big ship, two mediums lists should be near equally viable to win. If you want to run something and it is a strong list, a stratified meta predisposed to a certain type of list composition should not reduce the viability significantly nor increase the difficulty of winning significantly more than that meta list.
Proposal:
Does Task Force - 3x3, 200pt, Keep-Larger-Half(KLH)-guidelined/Objectives - require a Large-ship-lower-than-half-hull-scoring rule?
The rule doesn't affect game mechanics, however during end-game scoring, a Large-Ship that ends the game at equal to or less than half its hull is scored for that Large ship plus all of its upgrades. (A la 1/2 normal scoring, a la 1.0 Xwing Large ship rule). Technically, this is doing much more damage than half the Large Ship, as the shields are not considered.
[Rephrased: At the end of the game/turn6, if a large ship has equal to or more than half its hull value in damage cards, the opposing player adds the larger half of that ship's total value including upgrades to their score during calculating points scored. This step occurs before calculating MOV score in a tournament setting.
Or in other words, if your large ship has equal to or less than half its hull left at the end of the game, your opponent adds half of its value to their score. ]
This added house rule can also be considered a temporary metagame balancing reaction, to be officialized as part of the format for either a set duration of time or when it seems the meta/game has updated in a way that the rule is no longer required for extra balancing.
Reasons for the change:
I'm going to start this out with an important con , because its an inherent character trait for the Task Force format I wish to keep: The lack of or bare minimum manipulation or changing or adding of house rules to the base game of 400pt standard Armada. Changes generally conform to the KLH guideline. At this time, no house rules are in the format. This keeps the format honest, simple, and without proactive bias. (I will not deny that the 200pt format does cause some changes in the metagame, as evidenced by the call for this testing)
During my table testing, it seems that the 200pt format exacerbates the power of the first Large ship that is added to a fleet. I posit that this is a phenomena exists to a staggering degree in standard 400pt Armada, but is mitigated somewhat in standard by the larger point values. In 200pt, it seems that a Large ship creates a execution-difficulty increase for the non-large ship lists in that a win generally must be either a full-on takedown of the large ship or a highly loss-less frugal game. Not only that, but generally the 1 Large-ship list (maybe + squadrons) is a much easier list to run.
[I'm open here to discussing whether the gathered Regionals/tournaments data shows this trend in standard Armada but it should be a data-based discussion]
I will discuss here how it would be best to discuss this with data. It would be preferable if you actually try 3 real life table games of Task Force, trying the most extreme examples you can, swapping lists, playing against the most equally-skilled opponent you can. Even as the format creator, I've found that my understanding of the format has been updated by actually playing through whole games many times. What may be common assumptions are actually not usually as true as one may think them to be.
I have played around 3-4 games of this match up and found that one side is much easier to play and much easier to win than the other:
List 1: Motti CymoonISD/SFO + 3 Firesprays + 1 Tie (66/67pt squads) 199pts
List 2: Yavaris-max-aces : Rieekan/Dodonna/Variations of Yavaris 1-2 Transports + multirole bomber/fighters (Also, Imperial based max squads)
List 3: 3-4 small ship variations: ex. 3-4 Hammerheads, 3 Raiders
Even including variations of objectives, slow playing, rush playing, it seems that List 1 generally has a much better chance of winning simply due to having a very hard to kill ISD. The smaller list generally has to bum-rush the ISD dead or kill off the other players squadrons while losing very few of anything at all of their own.
List 1 can slow play, fast play, 5 turn wait 6th turn snipe a smaller unit/squads and is generally able to get either the full brunt of the ISD or the squads onto something smaller, take a score, while avoiding losing the ISD and win on scoring. Smaller ship lists generally have to make very convoluted decisions on how to avoid the ISD AND the squads. Small ships generally get eaten alive by the squad force. Squad vs squad is generally a toss up, and then the ISD either contributes flak or eats a small ship.
List 1 seems to work pretty well when they keep their fighter ball covered (together) and/or within the flak range of the ISD.
List 2, even with advanced techniques like flotilla bumping/suicide or very good dodging, can't really get enough of a presence to play an equal game.
Note, generally a multi-role style list like 1 Large + max rogue fighter/bombers is considered a very good matchup/counter to Yavaris/small ship based max squad multi-role-squads list. However in this case also, it illuminates how much easier it is for the two squads lists to bully no squad lists like 3-4 MSU.
Other players have noted a similar issues in the ease of a Large ship centered list in Task Force, (read around page 7-8 in the main thread).
I've also introduced the game to new players using this List 1 and have found that they can easily beat experienced players without nearly knowing anything about the game whatsoever. Generally, this indicates too much inevitability and ease of play for a certain list.
Basically, surprisingly, post-nerf and post-wave5/6 Large ship centered lists + squadrons to flexibilitize striking potential seem to be miles more powerful than 200pt versions of things that should also be good: like Rieekan/Dodonna Yavaris aces.
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What are your thoughts, based on 3+ Task Force game-data?
When providing commentary, please also provide information on the 3+ games you've played.
Does this seem like a balancing need for Task Force tournaments?
Feel free to test using the List examples I've provided.
Edited by Blail Blergadded a rephrase