@ Silvertabby - that sounds promising. I for one am looking forward with more hope than skepticism, the closer to 2nd ed's customization and flexibility we get, the better.
Making up you're own rating system to determine what you rate higher or lower is fine, demanding that it's the only right answer and everyone listen to you (as some blogs do) isn't. Opinions are great, but when people start touting them as fact, especially when you ignore play style, local meta, or even personal preferences (this is a folly some people participate in with Mathhammer. Sure the unit works well on Paper, but if you can't play it well (say the meta is bad for it, or you don't like it or try to use it well or your opponent just murders it because they know what it MIGHT do) well then it isn't really that great. Especially when you spend a LOT of points for it. Really in the "best" unit are great, but I often find them no where as good as people claim.
Hmm, I half agree with you. I was always of two minds about power gaming. On the one hand I'd work out the statistics of my guys and their weapons in some hypothetical combats to make sure I was spending my points efficiently. On the other hand I never went min-max on units or armies. I always brought idiosyncratic armies I would have fun with, and my opponent wouldn't feel abused by.
But all of that said, there are and have been objectively better and worse units. Units where, all things being even sort of equal the points don't balance out.
Conceptually points values should all be balanced around an equation like (x dire avengers = y space marines) or some such, or (x bloodletters = y close combat terminators).
Well, perhaps more likely an array where x bloodletters = (y space marines or z dire avengers or d hormagaunts or etc.) And I think ideally it should balance between range, combat, and probability to reach either. For instance Bloodletters in the 3.5/4 chaos codex were ridiculously overpowered. At 26 points a model they were str 5 with power weapons, a bunch of attacks, both armor and invulnerable, and could summon in and charge on the same turn.
If my chaos army got in summoning range and I rolled even middling for reserves, I could wipe out a flank of the enemy's army. And I always reached summoning range.
They were objectively too powerful. For the points they cost and their ability to kill meq or well any troops, they were unbalanced. In an ideal system all equal points values would have some equivalency to cancel each other out. Consequently, victory in the game and skill would be demonstrated by aligning my forces against your forces so that the army functions as more than the sum of its parts. . . . in an ideal world. As it is GW makes this assertion for a whole army, "my 1500 points function equally to your 1500 points." Only it doesn't always/often work out that way.
Okay . . . that turned into a dissertation.