You raised an issue with points that it can cause you to not take a model, most often its the rules/statline within that model that causes me not to take it, I don't take blood knights often because they have one wound not because they cost x amount of points. Or in my WoC I don't take chaos spawn because they are flat out terrible even though I love the model and they are one of the cheapest models in our entire army. There are occasionally things I might take something else because X costs less points. I don't think having no points stops the cannon ball issue nor does it stop a beautiful model from just plain sucking because the warscroll gives it terrible rules/statline.
Yeah, terrible rules devalue a model. But when points are ascribed to it declaring it's value as a static, then the terrible rules prohibit taking it. With no points, the model can suck, and can be compensated for if it is truly that poor. What a general on a dragon with a stat like of 2 Attacks 6+, 6+, -, 1 damage? Just take something else along side it. Well, that's extreme example but you get the gist of it.
Likewise, the new system really normalizes the game. Anything can wound anything, and they have different To Hit or To Wound values, Damage or Attacks, but in the end, things have a chance. This is something that is both a failure and success to me. I hate how limiting it feels in the range of values. Either everything is going to eventually be the same or similar (There simply will come a point where you can't vary the numbers anymore), but special rules see to this issue by giving units their own flavors. Which means it's a bit harder for units to "suck" as much as they use to, and most of the entries on the WarScrolls seem to excite players when they look them over.
@najo I find it super funny that you prefaced it saying you hate artificial limits, and then "Hey, here's the artificial limits we devised". It's funny, and I don't want to insult you for that, I just think it's an odd bit of double-talk. But what you're looking to do is make artificial limits in the first place. We're all looking around for artificial limits that make our lives easier to throw models on the board in an PRE-AGREED upon way so we don't have to struggle to know every player we ever sit down with. We don't have to find out that he has never killed a Zombie-Dragon, which makes him think they are broken, so you taking one when you've never even gotten into combat with one due to your friends Gunline means you value it far less as a model.
It's like
@Malisteen said, which I understand is the reason for point costs, that all people want is the loose contract of games. And I just posted in the thread about Jervis's article talking about how much I don't think points matter, but I do understand what people are looking for. But I think it's simpler than that with
AoS.
Maybe the simplest and quickest way to start up a game of
AoS would be simply to have both players present their available models, and have only one of the players select both forces. After they pick the forces, the other player picks which team they want to play. At the very least it's super easy, and super simple. Plus it runs the natural check that the selecting player doesn't want to make either force too over powered lest you choose it, and by both players doing this they both gain understanding of what is or isn't as powerful as they may have thought. You might not play with the exact models you wanted (And if you are jonesin' to play with a specific model maybe you could just let the opponent know that first), but hopefully you're there to play a game and aren't as worried about it.
As for the system you stated
@najo, I don't know how I feel about it. Rather, what I would want to see is it in practice, being as abusive as possible towards the system, and not making consistently poor matches. I mean if someone lays down their three powerhouse monster-characters? Sure the system encourages you to have "cut them off" by the time they lay three down, but what guarantees that you are going to get a fair shake and be able to fight those three monsters? I mean if you lead into the match laying a big unit of something with lower movement, can you ever stop a unit with movement 15" or 20" that can do ranged attacks? I guess you could get lucky on a charge roll if you are close enough to try, but you could be entirely at their mercy. A gunline I don't think would work the best. You couldn't just lay cannons and call it good, since you would more than likely not be able to kill enough models before they closed for combat, but I think larger models or ones with special rules would really be a threat in this case. I know you suggested limiting the # of wounds per scroll or per monsters available or what ever, but.. it still feels like it's breakable. And doesn't do anything to solve the issue of summoning, which is only more powerful the lower the points cost you play. And if Undead can force matches to be played on their lowest unit count plus summons.. who's to stop that? And I'm not even suggesting Nagash, since he's in a world of his own (Almost literally in the new story).
The guide lines you present offer only the solution to creating an interesting and "tactically flexible" version of the game for a group of players that has the knowledge and wherewithal to play by that system. I am certain for you and your friends it would play beautifully. But I do not know if it is a good solution for people who are going to go to matches and potentially try to abuse it, or even just simply misunderstand. And granted for new players you have to expect them to misunderstand, and hold their hand and help them see what you see (Which hopefully is fair, rather than CRUSH MY OPPONENT). But at that point you're adjusting the rules on the fly, and making the game fair because that's the sense you have for the game, and other people may not.
Really in the end, the people who want points really want points for the sake of no-argument agreements that are established and easy to set up. I don't think
@Malisteen is one of the people who is looking to abuse any sort of rules, and I understand his reservation about wanting a system to quickly resolve the "Hey want to play?" phase of the game. But I believe a large part of the people who are clamoring for points are also the ones who just want a system to say "Well I'm playing by the rules, so it's fair" because they don't want to agree on fair with opponents. Thus far I have played with 2 strangers and 1 friend, and none of the games have been very balanced (Seemingly). Although it may also have been less experience with the new rules and playing slightly poorly, and the whole "glass-cannon" theory my friend has, which seems very true at points. Many units either hit first and crush, or get crushed first, not much around that. So it is admittedly hard to balance matches so far, with little experience, and further hard because experience could mean that previously "imbalanced" games could go massively different if we had only known to play correctly. It's something that is asking a great deal of time for us to understand and come to grips with.
And while I understand people's desire for a system that governs the game more clearly, and certainly the effort to understand the balance will be only earned though much time invested. So it's fairly understandable that things are a bit off right now, I suppose. Guidance from our supreme overlords at GW would certainly lessen the burden on the players, but I feel it would create many of the same issues we have had in the past, like imbalanced systems (Where certain model types or individual units are not worth taking), and especially I hate the stagnation of games you mentioned
@najo. Playing a "Cookie cutter" army is about as bland and lifeless as a game can get, and point values and comp enable that very strongly.
I dunno. I like what has come of the game personally. But I entirely understand why people would have reservations, and it's brutal how the game itself has a lot going on as far as minute choices you could have played better, but at the same time, it's hard to focus on that when you're worried if you're even getting in your fair shake.
One thing I like to try is the pre-made battalions in the back of each Compendium, where you can see general forces arrayed. That's another really easy jumping point to explore the game. But really it comes down to exploring it, and finding players willing to do so with you. But the people who understand balance the least with no points are going to be the ones who more than likely just want to min-max once they have a governing system, which forces your hand as their opponent. And that's still a situation you have to agree to or walk away from, just like we have currently.