Preamble
There has been a lot said about the lack of balance in the new Tyranid codex and it got me thinking about the overall balance and how hard it is to achieve.
First, let us look at games with perfect balance. The three that immediately spring to mind are draughts, chess and go. Now these games also have the advantage of being turn based to help make the comparison, so why are these games so well balance? Well with draughts and go, the pieces have identical rules and are in identical numbers so you have balance made out of symmetry. Similarly, with chess, though chess is slightly more complicated as the pieces each have their own relative strengths and weakness. But again balance is made through mirror symmetry.
The idea of chess then brings us to the idea of different models having a perceived strengths. The queen is the most powerful down to the pawn being the weakest. Though in the right situation the pawn can be invaluable, be it becoming promoted (to a queen for instance) or if it happens to make the check mate. Indeed, it is all about having the right tool for the right job.
So the easiest way to achieve perfect balance in 40k is to have mirror armies, which quite frankly is boring.
Balance with a Codex
So is it possible to achieve balance within a codex? Yes. Although there are simple ways of doing this. You first of all need to define your base line and work from there. So a unit that is twice as good as the base unit should be twice the points. And you then build out from there.
The big trouble with this approach is that there is no point in buying one unit over another since they can do the same job with a varying degree of effectiveness.
Of course in the "good old days" every army had almost every option so you didn't need to consider balance because whatever one army did another one could do identically.
What is worth a point
This is hard to define. If every model had the same purpose then how effective they are at doing this can show how they should be costed. Sometimes this is measured in their offensive ability (MEQ kills), or perhaps their defensive ability. But then there are more intangibles.
Consider a terminator and a rhino they are similarly priced, the termy weighs in cheaper. Offensively at range the rhino and termy are the similar, the power fist is certainly more dangerous than the tank shock. So is the ability to transport worth 10 extra points? Especially given the much larger target area making it more vulnerable.
Then there is an issue that Jervis describes himself and that is that when you get used to someone's rules you start to play with the philosophy behind the rules rather than all of the options available which makes it more unclear.
The affect of local meta
With the advent of netlists, and the 40k community now being a truely global thing so local meta are now becoming slightly more global.
But if you are trying to work out the point costs of a single melta gun, first you need to factor in the effectiveness of the user the ability to take them and the likely numbers of those fielding them. You then need to work out their effectiveness. Imagine then that you are play testing in a meta that is very armour heavy, then suddenly melta guns are really important and really effective. This would not be observed if you were in a horde type meta.
So you might end up with a points costing that you believe to be balanced in the way your local community play it, but then when exported to globally there are some metas where the game play is that different from the test environment that the option suddenly becomes wrongly priced.
Perhaps this is an argument for a wider play testing community? (Though that has issues which I shall try and avoid discussion here).
The issue of varied armies
The biggest problem of all comes because of GW's very wide range. If there were two armies then it would be quite simple to balance them against each other, but the more armies with varied and different styles means that it is harder and harder to get balance.
Other things to consider are things like is a unit over costed or just under utilised? Are there just bad match ups? Because of the armies themes is it possible that the encounter would not be balanced? For instance an heavy anti-tank army full of single shot weapons like meltas could potentially be at a disadvantage against say foot-slogging green tide. That isn't to say that the anti-armour army is over-costed and the green tide is under-costed, it is an issue with the list.
Then owing from the initial point costings you might get an effect that armies are better or worse at certain points levels, this is especially difficult when you consider the game is targeted for 1,500 - 3,000 points. This isn't even taking into account the affect of apocalypse.
Then we need to do that all over again taking into consideration allies, a double FOC, allied formations et al.
Closing thoughts
I think we all would love to see a balanced game regardless of the points/match up. But I think we also need to acknowledge that some lists will work better or worse against others. We also need to consider what the effect of experience has. Though the results of the LVO tournament might help mitigate the effects of poor list construction/in experience of gaming/ poor playing, so perhaps those results it does show a trend where some areas need to be addressed. Though whether the issue is the list itself, the units within the list, how the list interacts with allies/detachments etc. Would need some careful consideration, so the right aspect is tweaked.
This is all taken out of context with the fact that GW's job is to sell models, so there is an argument that new big expensive kits are under point costed in order to get people to splash out on large kits.
As we look set to have more new varied units/detachments it is a very exciting time to play 40k, but on the flip side each new unit/option makes balance that much harder.