Good morning ladies and gentlemen.
As with any 1st edition of a war game, many members of the community fear issues with what is otherwise a Stella product when it comes to the balance boogieman. Players worry that units have been ill designed, poorly tested or worse yet ignored entirely. While no game can truly maintain balance, nor can comparisons be made via one faction to the other when it comes to cost and ability, such comparisons are inevitably made, resulting in players having many questions on their lips.
What I wish to purpose here is a thread that contains slight alterations to units to help level any perceived unfairness, weaknesses or strengths that are undue to particular factions or units. It is my hope that should a unit’s problems be heard when spoken by the majority that FFG will be willing to make said suggested alterations to a unit within an errata. With any great war game, tournament scenes and balance are key, yet the most valuable resource a game has is its players, who are able to crunch literally thousands of man hours a day to ensure as most rigorous a testing as possible.
The 21st century is a marvellous thing for the most part, and it would be a benefit to drag said hobby kicking and screaming into the internet age, putting the power of networking a community to good use.
For consideration by the community (And fantasy flight games, should they be listening) I present a small number of changes which the community in general have aired as desired. Where possible, I would ask that players attempt a game or three with the proposed balance changes and return feedback in their own threads.
Suggested Allied Changes.
Recon Boys – The physical models contain only two UGL. Considering the recon boys damage output of 15 dice vs tier 2 infantry for a very small points cost at a 12 inch range, simply errataing the unit to have only two UGL’s would both return the unit to WYSIWYG status and most likely remove a small amount of sting from what is otherwise during personal play testing a very effective unit for its cost. No other unit compares within the axis forces for raw damage output at such a cost vs tier 2 infantry, though Panzerfausts admittedly do give axis infantry an edge in anti-walker tactics.
Steel Rain- Indirect units are few and few between, yet the steel rain appears to be woefully lacking in damage output for the investment of its actions. With the 4.2 rockets able to drop 5 dice any any target, coupled with the petard mortar, 10 or so dice given for a sustained action that then requires a reload appears steep for a 45 point cost. A simple repricing to 40 ap would most likely be very welcome indeed.
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Suggested Axis Changes
MG48 – to improve the general abilities of axis infantry a simple change from 3/1 to 4/1 vs tier 2 infantry would no doubt allow axis squads to perform marginally better then they currently do. Not only does the fiction suggest such performance improvements over the victory MG, but with the vast majority of tier 2 allied units packing huge dice outputs, it would be nice to see the axis see a little something to differentiate them past “each dude rolls a dice, the guy with the big gun rolls 3”.
MG44ZWEI – much like the MG48, a simply increase of 1 die per infantry tier would help greatly. Currently heavy recon grenadiers have the same AP cost as heavy attack rangers, yet mysteriously are unable to hurt tier 4 infantry, and have damage resilience to make up for the heavy attack rangers movement and jump ability.
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These two alterations per faction are early suggestions, to be mulled over, considered and chewed. It is my sincere hope that the community can attempt these changes, test them and report feedback. I ask my fellow players now to conduct themselves in a manner fitting of a play testing team, for how players conduct themselves most certainly affects how seriously their requests and input are taken.
Time for a coffee.
Dave