Okay, a couple things first off: I'm making this a forum post in the hopes of getting community feedback; it's always possible my reasoning is flawed after all; and if others agree with me (and perhaps provide additional reasoning in support of my argument), then that will provide greater incentive to the IACP to change their stance. Second, I would again like to take a moment to sincerely thank the IACP for your efforts. As I've posted here before, if IA Skirmish is still being played in a year or two, I firmly believe it will be largely due to your efforts. You don't have to do this, it takes a lot of time and effort, and you'll never be able to please everyone. So, seriously: thank you again.
And tonight, I'm going to take on the role of a displeased player. ; )
I've seen a few posts now by IACP members, basically making statements that apparently can be summarized as: the IACP does not intend to ever balance regular deployments, or reduce the costs of too many of the low-cost elite deployments, because that would potentially lead to "swarm" play, which they consider to be a NPE (Negative Player Experience). (And for any that may not know: a swarm list consists of multiple, small-cost activations. In IA, that would basically look like around 10 or more activations of low cost deployments such as regular Imperial Officers, regular Stormtroopers, regular/elite Probe Droids, etc.) In my opinion, that stance will severely hinder any balancing efforts for IA, and quite probably make it literally impossible.
Most lists right now (and for a long time now) include a Queen Piece (Hater Vader, FotK IG-88, Jedi Luke, Ezra, etc) that deal a ton of damage and are hard to put down. The remaining figures largely fall into three main categories: secondary figures that can deal a disproportionate amount of damage for their cost (eRangers, Onar, Greedo, eSentry Droids, etc), support figures that can make the hard-hitting center pieces hit even harder and/or help protect them (Jabba, C-3P0, R2-D2, Hera, etc), and one or two low-cost "camping" figures that are designed to sit beside terminals or gain map points (rOfficers, rHired Guns, rSmugglers, etc).
Those damage-dealing Queen Piece figures need to be taken down as fast and hard as possible; Hater Vader with one health remaining is almost as big a threat as Hater Vader undamaged. Thus Command Card decks tend to be crammed with as much direct damage-boosting and extra-attack cards as possible. The remaining pack of cards tend to consist of very good damage mitigation (On the Lam), indirect damage increases (Element of Surprise, Take Initiative), and cards that help the Queen Pieces get into/out of the ranges required (Fleet Footed, Force Rush).
The meta becomes what I call "Build-Smash": spend a few activations building up tokens and Command Cards to spend on 1-3 massive attacks as late as possible in the round (or perhaps as early as possible next round), specifically designed to try to take out the inevitable Queen Piece figures your opponent is fielding.
Every. Single. Game. of Skirmish. currently plays around this central tactic. There are no viable variations.
So long as swarm lists are discouraged, this problem cannot be resolved!
Swarm lists are the direct counter to these Queen Pieces and Glass Cannons (among other things). They almost always have been, in most miniatures games, and probably always will be. When (for example), your largest figure has four hit points, your opponent's hunters will often be hard-pressed to even find a use for Assassinate or Primary Target. When the most Hater Vader can do on his activation is take out one or maybe two 2-VP figures, then Take Initiative isn't quite so powerful a card. (It's still very very strong, but its power is at least weakened slightly--even more so when you consider that if the swarm player has initiative, he might at most be able to activate three regular Stormtroopers anyway!)
I've seen posts calling playing against swarms an NPE. -Of course- they are! Every list nowadays is tooled up to deal, and perhaps survive, a frankly -absurd- amount of damage per individual attack. A regular Stormtrooper doesn't care if your attack deals three or thirteen damage to it; it's dead either way. Suddenly IG-88 has a little more of a struggle to justify his 12 points. It's no longer automatic to focus Greedo and throw him in the middle of things, or Hondo so that he can do a bazillion damage before he inevitably dies. The way we've been playing the game, for something like two or three years now, will need to change.
This is a good thing!
Bring swarms back, and players will have to build their lists with swarms in mind. The rush to the most damage per attack will be lessened, if only a little. Strategies that were pushed back will become more favourable, and figures on the backburner could become more viable even before changes are applied. Blast becomes a more appealing option as the figure counts go up. It becomes at least an option to include figures such as eStormtroopers, specifically to help take out swarm units with three separate attacks. Cleave and Blast make a comeback.
A new form of gameplay is introduced. Instead of a race to deal or mitigate the most damage in a single attack, there's a race to try to decrease your opponent's quantity of figures, while he tries to use them to whittle your pieces down bit by bit. Or, better, he uses the swarm to gather map VPs as much as possible. If swarms are viable, and your list does not include at least something to handle them, then you will lose. Also a good thing! Suddenly it's no longer 100% a race to the maximum damage. Now we're faced with a difficult decision: how much build-smash, and how much balanced attack against swarms? Should I add a few regular deployments myself, that can run off to grab map VPs as well?
The game opens up. Now we have options.
Another concern I've seen expressed is that swarms slow the game down. Too many options, or something. Honestly, I don't think this is a valid argument. (Sorry!) Again, literally -no one- plays swarms nowadays, because swarms are just not viable. So no one has experience with swarms, so playing with and against swarms is slower as players try to figure out what to do with this unfamiliar beast. Familiarity will increase speed. If it doesn't, call a TO over and force the swarm player to speed up, until they do. The thing about swarms is: most of the figures have the same (or at least, very similar) stats. Four rStormtroopers consist of twelve figures...all exactly alike. How many games did it take players to become familiar with Spectre Cell--just six figures, but each with their own completely different set of attributes, attack and defense styles, and special abilities? Twenty? Fifty?
Swarms do not take inherently longer to play than other lists, if players are familiar with playing with (and against) them.
It's also worth noting I'm not advocating a return of the specific Ugnaught Swarm list that very briefly threatened the meta, here. The vast majority of players hated Ugnaughts, and had some valid reasons for this. But we can have swarms without Ugnaughts. It's unlikely that Ugnaughts will make a comeback anyway, with the current maps that don't favour them and the proliferation of popular deployments that can handle them reasonably well or are almost impossible for the Junk Droid to hurt (Hater Vader, Jabba, Sabine, Drokatta, etc).
And there already exist natural counters to (non-Ugnaught) swarms. A swarm player will have a very hard time taking out Hater Vader, or avoiding a Bantha Rider trampling them by the handful. Swarms will struggle winning on maps without recharging VPs (such as the Gangster side of Maul's Alley map). A well-placed Grenadier or Parting Gift can utterly ruin a swarm's day. Vinto is almost overpowered against swarms. Jabba loves all the bonus VPs. There are many many more examples I could cite, if needed.
Swarms are not a NPE; it's just that, because they don't allow us to play with all the tools we have been conditioned to include in every single list, they seem to take away our toys, and we never like that. What swarms provide are new gameplay options that help mitigate--or even directly counter--the current meta that consists exclusively of piling on the absolute maximum damage we can into one attack or a small handful of attacks.
Edit: mostly typo corrections.
Edited by IndyPendant