Loyal People are faster? You on fucking crack? I'm loyal to most things, but if I was in a scrap, I'd fight at the same speed as always.
Well wayhay, guess where your theory falls down -
T4 High AS, not exactly rare. But also, tell me, do all these units have +1 to hit, and Str 4 AP 24" shots?
Anyone can do gunlines you say? TOO FUCKING RIGHT GO CHAOS MORTAL GUNLINES!! WOOHOO. That's half a dozen units of Marauder Cavalry with Javelins or Throwing Axes, and 2 Hellcannons whoohooo!
Oh, and aren't you forgetting something about Tomb Guard? They have Killing Blow. Or is that not right? I admit, killing blow is shite. But then again, Tomb Guard are shite in any case. Tomb Kings are a shooting army. Look at their combat troops. State Troopers, with a 5+ Armour Save. The only efficient combat units are Ushabti, Tomb Scorpions and Chariots. But then look at the cheapness of their Archers, Two Shooting attacks per turn, and Twin SCC's, that's a fuck load of shots. High Elves? Infantry have T3 and a 5+ AS? I think that's right? Should be easy prey, right? But NO. They have ASF! It's so broken I still decide to Attack them! As in full on charges. Yeah, no. Not use my advantage of range to bypass ASF, but just actually attack. No sympathy mate, those a pathetic excuses as to why it might be broken.
Gunlines, funnily enough, don't require a wide spread. Requires a concentration, with a shielding unit, and a a bloody big hammer unit, with ideally +3 SCR, fast movement, and high armour/toughness to break through.
Sheild the rest behind it - or, do as you do, and leave your entire army open to an attack, and then when the counter charges hit home, you're left high and dry with your flank exposed, and noone to counter his flank. Oh whoops, didn't think of that?
Dwarven gunline ARE complained about. Thorek Gunline? No, never? It's harder to break than a fucking concrete walnut.
Also, let's do the math - IIRC, Sword Master have WS5 - correct. That's hitting on 3's. Wound on 2's. So with the... let's see, Cavalry are Base 25, Swordmaster 20. So for the 3 knights in the lance, that's 75, and leaves 4 Swordmasters. That's... Um 8, maybe 9 if you wing the Champion. Wound on 2's? Fair dos. 6/6 wounds. You forgot the 4+ Armour Save, that's 3 wounds at most, leaving you with a Knight Champion, and in a 9 strong knightly unit, that's another 4 Knights who hit home, so 5 Attacks, hit on 4's, wound on 2's, ignore armour. You cause 3 wounds, equal combat. If they're as they should be in a small line supporting, rather than as an anchor (already gone through the argument of line over ranks - paying 135points for extra ranks is not a nice idea, when you can have another 9 swordmasters doing something), then you win - 3 wounds, versus 3 wounds, cancel out, against outnumber - 12 US on the knights compared to 9 US of the Swordmasters, then there's banners - not sure why a flanking unit to support a spear/white lion anchor would have a banner, as you only recieve said benefit once, but that's perhaps +2 for the knights already, then 2 ranks, against 1, so +3 for the knights. However you swing it, those Swordmasters are taking a Ld5 Break Test.
And let's look at the Chaos Knights - Mark of Nurgle, and Banner of Rage, costs 275points. You charge a swordmaster unit - that's 12/13 attacks hitting on 4's, so there's 6/7 hits. Wounds on 3's, so that's 4 wounds, save on 3's... Wow 1 UNSAVED WOUND FUCKING OVERPOWERED JESUS CHRIST GET THAT SHIT OUTTA HERE. Okay, return attacks - 12 Attacks, hit on 3's, so there are 8 hits, wound on 2's, 6/7 wounds, no armour saves. 8 Attacks, hit on 4's, so 4 hits, wound on 3's, 3 wounds, save on 6's, max of 1 armour save, so give them benefit of the doubt - so 2 unsaved wounds. So overall we are +8/9, against +1 from wounds.
So to give benefit of the doubt to swordmasters - 7 additional wounds were caused. Now, we have SCR - no ranks, 1 standard, and 8 members. For equal points costs, you'd have 18 Swordmasters, but we gave them Full Command, as you're rather keen on the whole "SWORDMASTARS IS ANCHOR UNIT YO" argument, so -30 I think for Full Command, so that leaves 16 Swordmasters. If 8 are killed, that's leaves... 8? So no outnumber by anyone. Banner? Both cancel. Ranks? Swordmasters had +2, so we're looking a +5 in favour of Chaos Knights - so -5 Ld to Swordmasters leaves them the chance to pass the leadership test only 1 out of 6 attempts, without modifiers, but even with a General and BSB nearby, that's Leadership 5, and a reroll, resulting in passing it effectively 40 ish%.
So... Bretonnian Knights... Heavy Cavalry check. Chaos Knights? Heavy Cavalry check. Aww shucks, there goes that argument.
Ushabti? Aren't they for mauling Heavy Armour? Haha got to be kidding me. Don't even give me an argument where you say that a Str 6 T4 unit should go against Str 5 T3 5+ AS unit, yeah? Bright idea.
3-4 Simultaenous Flank and Rear charges against Swordmasters? Haha, I've already proved you only need a heavy cavalry charge to the front. If you want heavy Cavalry to the rear and flank, even better. Feed them shite troops, you know you're gonna get fucked.
LEARN TO PLAY.
ASF is broken and majority agree. It's a blanket rule that negates the majority of the game.
Your calculations fail, like you do. I play with high elves and the reality is, it's crap and not worth playing, watching even good players move forwards without a care in the world for being charged, ASF was a very rare often exclusively one item per army ability, HE got it for their whole army and you don't think that is broken?
I hardly think that TK are a shooting army with Bs2 5+ to hit, unless you take Khalida, but special characters opens up a whole new kettle of fish.....
You and most high elf players whine about how vulnerable your precious elves are without even considering how weak some armies units are, my spearmen cost not much less than your swordsmasters, have similar stats yadda yadda. As for the ressurection of my undead, 1d6 skeletons ressurected will hardly get me anywhere, especially considering how easy TK magic is to counter for most teams, esp HE....
As for TK chariots, D3 S4 hits are crap, esp for the 'bargain' price of 45 points a model, they rarely survive to get into combat before being shot down by bolt throwers in quick fashion.
I also said MANY armies can make gunlines, not all, you fail, once again, nice way to misread what I wrote.
Did I mention a mark of nurgle and all of those other wonderful upgrades you've piled on to units? No I was comparing two stock units to one another at base value, we can get into items but then it becomes an endless cycle of theory crafting, you clearly spend too much time here and too little time actually playing, I would love to beat your face in, but seeing as its the internet I'll have to settle for ignoring your retarded ass.
ASF was a quick fix to an army which needed help, rather than a more comprehensive solution which actually made sense, not to mention just how much the ASF contradicts warhammer tactics.
Any if any other infantry unit in the entire game was charged by chaos knights they would die without doing a thing, not a draw/close to draw. Then there's the fact that the entire high elf army completely negates medium cavalry, but I suppose its perfectly acceptable for an entire segments of units to be made completely useless against one army. I spose it's fine for one army to completely negate all infantry in an army aside from heavy infantry. Only heavy infantry (thinking lizards/dwarves here) are capable of holding up against swordsmasters, or cavalry, but cavalry are generally speaking double the price of swordsmasters, and no, tomb guard can more than hold their own against all other armies in certain roles.
In your scenario of 3 swordsmasters dead and 3 brettonian knights dead, that leaves a situation of 72 points lost for the brettonians and 45 lost for the swordsmasters. As for the 'blocks of SM are stupid' line, I've seen SM used successfully in that way more than once and indeed with the HE special rules for more special units they are often quite common in larger units. TK archers are indeed not the answer to anything and TK are definately not a 'shooting' team. You assume that the double shots is a norm for TK, with a high liche priest against HE you will probably get 1-2 extra rounds of shooting, which means no extra archer shots and one extra shot per SSC, but in reality it usually ends up 1 extra SSC shot. I hardly consider 3 rounds of shooting (HE movement 10) with a 33% chance to hit and 50% chance to wound and then again a 33% chance to save (of 100 archers that's 33 hits, 15 wounds and 10 actual wounds in a turn and I'm yet to see 100 archers in a game...) 50 being the common number in TK shooting armies giving you 5 wounds in a turn, total of 15 before the enemy has closed with you, if you have spammed swordsmasters (a smart decision versus most armies) you will then enjoy a jolly good romping of their entire army. TK quite simple, given equal skill versus elves cannot compete, the elves can make a superior combat force, combined with massive amounts of magic denying all TK magic and in addition blasting away with their own. If we go into the periphery, we quickly see how ridiculous it is and we also begin to see that your HE die, because you suck as a player and recieve constant pwnings with them in spite of their ASF ruling. It also becomes blatantly apparent that you've never played TK before.
Against any other armies comparable unit stat wise to Swordsmasters, Ushabti will rip them apart, they cost 65 points per model, yet against virtually the entire elven army one would face are completely useless.
Like I've said before, there are two tactical aspects to warhammer combat, the charge (getting it first) and direction of attack, elves have ASF, so half of the combat tactics are gone, makes it a great beginner/kiddie army at least, finally elves are reasonably fast, so the direction aspect is somewhat minimized. GW has essentially replicated the space marines into warhammer and begun making warhammer the new brainless game to play. I should do a few videos of battle reports against HE with my army against veteran players to proove just how mindless their movement phase is, it's a simple "move maximum 10"" every turn movement phase without any thought of the consequences of being charged, long as you have enough units to cover the flanks with HE you're good to move recklessly to your hearts content.
For the record TK rely heavily on getting the charge, although it's magic + movement. Their charge range with magic is generally speaking 12, 15 for units like ushabti, 24 for cavalry, so they have a very large threatening radius...their weakness and low armour make this a necessity. Combine this with the premium you pay for unbreakable (who cares they die like flies) and fear (of which most armies around atm seem to be highly resilient to, cause it themselves also or are immune).
Edited: Insults removed - squeek