Thats funny. I don't remember my 8th edition armybook having:
Winged Lancers
Horse Archers
Halflings
Hot pot
War wagon
Reiksguard foot
Imperial dwarves
Imperial ogres
Every edition is flawed. It comes down to personal preference. No one edition is better than another, except in someones opinion.
-----I forgot what forum I was on!
Regarding Empire, during 6th edition an effort was made to make the Empire more about the Men of the Empire and that stuck. Back in 4th/5th edition days, people really did make Empire armies like a kind of Dogs of War army. Still, I wish they never dropped Halflings.
Regarding balance, I don't believe it's an opinion. And I'm not speaking of person choices. The fact is, in 8th edition, it is much more difficult than other editions to abuse the rules. Here are some examples:
- In previous editions, a good player could completely abuse the power of skirmishers and fast cav. If fact you could make an all fast cav or skirmisher army, dash around your enemies to avoid all combat, and defeat your opponent soundly. Meanwhile the game was no fun at all.
- Fear in editions other than 8th was totally crazy, if you lost combat to a fear causer, and you were outnumbered, you broke auto! In fact, psychology in general was too much. Low leadership stuff was extremely fragile - and you could not reroll with the BSB.
- 6/7th edition the player could build their lists to determine how many magic dice they could get each phase. 8th might have some big spells, but the Winds of Magic are random, and armies are suppose to be larger. If you want to dominate your enemies with magic, play 6th and 7th edition, you can have your mighty magic phase every turn and crush your opponent without getting into combat!
- Speaking of magic, if you played Vampire Counts and also had half a brain, you might lose to bad luck about once everyone ten games. With the power of magic, fear, and raise the dead, Undead armies were all but unbeatable.
- More on magic, actually with being able to stack your power dice, the big spells in 6th were devastating. I remember Orcs & Goblins players never took a proper Warboss to lead their armies because the Shaman Lord was insane! The Foot of Gork with the double dohus or the reroll staff made Orcs pretty gross. You could destroy entire armies with that combo. You can even go back to at least one 6th edition battle report in WD where this happens. On the tournament scene is was a regular sight.
- 6th edition saw the rise of the Tzeentch flying circus, perhaps the greatest force to blast your enemies away and avoid combat. Sound like fun ?
- The Skink skirmish army, run circles around your enemy shooting them with poison missiles while your Slann blast them with magic. Avoid combat and win!
- The Dark Elf Dark Rider army (see tactics for Tzeentch flying circus and Skink skirmish armies above - key tactic: don't engage in combat, no matter how much your opponent complains).
- Skaven were also totally insane in 6th edition, heavy shooting army backed by huge units of cheap infantry. Warp-lightening, magic, and remember the Rattling Guns when they hit auto? Skaven were probably the hardest army in 6th, along with Vampires.
- Storm of Chaos, while a totally awesome supplement and campaign, the armies were super hard in there. The Daemon Legions list was gross.
- March blocking, which made a lot of the above armies successful, was nothing but an extremely frustrating part of the game that players used to make magic/shooty armies work really well. Back then if an enemy model was with 8", you were march blocked automatically and could not march. Obviously used to slow down armies while they were blasted by magic and missiles.
- People constantly complained that High Elves and Dark Elves were weak and 'sucked' and so you never saw them.
- Tournaments were made of: Skaven, Vampires, Lizards, Daemon Legions.
- 6th edition army books had hardly no fluff, and dropped a lot of classic units: Steams Tanks, War Wagons, Forest Goblins, Spider-Riders, all the classic special characters, etc.
That's all that comes to mind at the moment.
The reason I'm saying 8th is the most balance is because you can't do all the uber stuff described above. You can't make an army to avoid combat in 8th and have a realistic chance of winning. The random elements of the game, such as charge moves and the winds of magic, make it so a player losing the game can make a comeback and win.
For those of you who like 6th edition best, did you simply forget about the stuff I mentioned? Or do you play those armies? Or did you, some how, simply not encounter those type of armies and play style?
While I enjoyed playing 6th when it was the current WFB, many games were frustrating. In 8th, I never have games like that. Player must engage in combat, players cannot just rely on shooting and magic to win, psychology and LD checks do not dominate the game.
This is why I'm saying it's a fact, not an opinion, that 8th is the most balance. You could take the most amount of people and put them in one game room to play and I believe they would have the most fun compared to previous editions of the game. For me, if I'm not auto marched blocked, I'm having a good time, period.