I like the idea of framing the problem, rather than the solution. That said, I will now do both.
This is a good approach. We should consider also what we are trying to achieve in this fixes. I believe, and our experience with 9th Age may support or conflict with this, that Warhammer is primarily a Role Playing Game and should be considered in that light. Therefore this is an important concern to me when I approach the list of problems. Secondly I believe that we should be aiming for a win rate (across a good enough sample size and with players of equal ELO) of roughly 50%. We don't really have a lot of data to go on. There is very little data which includes the ELO of the players (most likely the most important thing in determining the outcome of a game) and equally little data which is uncompted. Likewise there is little enough data of what lists are being played. Even the data which broke down the units by win rate isn't very used because it doesn't (at least to my reading) indicate what the overall composition of the armies using those units was. This means that most of the discussion (including my own takes) are fueled by personal experience and internet experience. Most people haven't extensively used many of the unit that are being discussed as sub-par and as such have no personal experience of them and are using the perceived wisdom.
Thirdly it should be our aim, I believe, to make as few changes as possible and for those changes to be as small as possible.
PROBLEM - General choice doesn't influence army choices like many other books
FIX - General gives 0-1 Greatswords core, GM, gives 0-1 IC Knights core, AL gives 0-1 Flagellants core.
I'm not 100% sure that we need the general choice to influence army choices like in other books but if we assume that we do then I think the General gives 0-1 Greatswords as core is too strong. It is similar to the Black Orcs but I think that it should rather be: If your General is a General of the Empire you may upgrade 0-1 (extra) state troop to veteran state troops.
AL give 0-1 Flagellants as core is fine. Maybe even AL makes Flagellants a special choice. (Though this seems more like an arcane journal army list suggestion)
The important difference here is that the AL is only L8 where as the General is L9. This means that in order to get the benefit of the AL as General you need to sacrifice something, mainly the better leadership of the General. This is both useful from a fluff perspective (a fiery demagogue leading an army of flagellants and whipped up commoners might well be a poorer General than a professionally trained General)
The GM one is also fine I think.
PROBLEM - GM and CM are sub-par choices.
FIX - Reduce their cost. Allow CM to also be a BSB
It is questionable if this problem is in fact a problem. I question if the GM is a subpar choice. That said I haven't, as I like infantry and have played many games, fielded a GM yet.
It does seem reasonable to give the GM a horse included in his price. Allowing the CM to carry the army standard seems reasonable as well.
PROBLEM - Priests are not a useful choice in almost any circumstance
FIX - Increase Ld to 8 (they are demagogues afterall), fix the affects of prayers. Make Hammer of Sigmar reroll hits and wounds. Shield of Faith against everything, not just shooting. Make Soulfire like an Assailment spell. Give them heavy armour standard. Reduce cost to 55.
This is just inaccurate. Priests are a useful choice. Almost all of these fixes are bad for the game (though good for the Empire) because of the fact that your opponent can not longer attempt to protect himself from prayers. TOW has (thankfully) moved away from all the re-rolls all the time which make 40k basically unplayable. However the priests' prayers are very strong.
On the Sigmirite side: Re-rolling 1s to hit and to wound is powerful in a game that doesn't have that many re-rolls. 5+ ward against shooting is powerful in a game that contains Tomb Kings and elves and various other armies that are going to bring a lot of shooting to the table. Yes soulfire is not good against rank and file infantry (though you can be sure to kill one of them) but it would be quiet good against demigriffon knights or characters or anything of that sort. It is also quite good if the priest finds himself in a challenge.
On the Ulricain side +d3 charge move is obviously good. Your opponent re-rolling 6s is straight up amazing in any world that has killing blow and good in ever other world. And giving you multi wounds (2) again isn't massively great against random rank and file infantry but is strong against things that have multi wounds. I can imagine an orge army being very scared of this prayer.
The payoff is that the prayers only work 58% of the time (or 72% if you have an AL). This seems like a reasonable payoff to me. If anything I would give priests' access to Full Plate Armour but other than that I don't see any need to change them.
PROBLEM - Witch Hunter is too situational
FIX - Make Suffer Not be chosen before battle, like the same time rolling spells, not when writing the list. Give them a pistol included in their cost. Give them heavy armour standard. Witch Hunter has hatred himself.
WISHLIST - Give them specialised equipment, like holy water.
The idea that the Witch Hunter is situational is fine. Something does not need to be changed just because it is situational. This feels like a change that is only directed at Tournament players. It is not needed in the book but then I suppose it won't do that much harm. I like the fact that the witch hunter's hatred is directed. Universal hatred is such stupid idea that it should be purged from the book with as much fire as possible.
PROBLEM - Foot Characters are a terrible choice
FIX - Give us either the Holy Relic back, or a +1AS item so our characters have better armour options - see below the White Wolf Cloak idea
PROBLEM - State Troops are a sub-par choice compared to EVERY OTHER ARMY'S infanrty.
FIX - Reduce cost by 1 pt. Make Detachments not cause panic. Give Veterans Heavy armour too for the existing upgrade cost
This is just untrue. I know it is the perceived wisdom of the internet but it does not seem to be the perceived wisdom of people who play with a lot of state troops (myself included). State troops are not a subpar choice compared to EVERY OTHER ARMY'S infantry. In fact (and I wrote a much longer thread on this comparing state troops to EVERY OTHER ARMY'S infantry) and discovered that they were mostly fine against mostly all of them.
State Troops (if you give them halberds) are able to localise a lot of Str4 hits through the use of the detachment system. Reducing them by 1 point would make them super overpowered. Maybe the idea of giving them shields as part of the basic equipment could work but other than that they are fine.
PROBLEM - Empire Knights with Great Weapons are a TERRIBLE choice
FIX - Give them either a 'White Wolf cloak' which increases AS by 1, or give them back their Full Plate.
This is a problem caused by GW changing the FBIGO rules in their latest FAQ. This has depowered everybody's Greatweapon knights compared to their lance armed companions. Therefore there is no fix needed for the Empire Greatweapon Knights. GW could fix this by simply stating that Lances can only be used when charging and not when counts-as-charging. This would have the impact of putting Greatweapon knights back in their rightful place. However given the general whining on about the fact that knights couldn't use their lances after a FBIGO I wouldn't hold my breath.
If your fix was implemented it would need something similar to happen in every other army that has Greatweapon armed knights.
PROBLEM - Free Company aren't very good
FIX - Give them Motley crew rules, with pistols and great weapon options. And allow them to skirmish
I haven't really used Free Company so I'm not sure. Maybe an upgrade that allows them to skirmish at +1 point per model. Maybe they can upgrade their thrown weapons to pistols for +1 point per model or something. The motley crew rules would be good and flavourful.
PROBLEM - Missile troops are not great
FIX - Give them fire in two ranks, make handguns not cost an extra 1pt. Remove Drilled - its a silly choice for them.
Missile troops do seem to be not great. I do agree that replacing the crossbow with the handgun for free would be nice but I don't think 10-20 points is that important. Would you pay 10 points for a banner which gave you additional AP. This seems likely. Fire in 2 ranks would also be goo but then it would need to be given to all missile troops and I don't know if I want that. Removing drilled isn't needed, after all it is a choice so you can do that yourself. I wonder also if you get the ponderous debuff if you use drilled to redress your ranks. I would argue that the answer is no, given that you can use drilled before charging. Therefore maybe drilled missile troops wouldn't need to fire in 2 ranks because they can redress into one 1 rank. However I think that missile troops just suffer from the fact that this is a close combat game mostly.
I might consider lowering them by a point.
PROBLEM - Greatswords are overcosted
FIX - Give them Veteran for free, and Drilled for 1 point. Make them Heavy Infantry.
Are they? I find my greatswords work really well. It must be remembered that Greatswords also buff their detachments by giving them stubborn. Giving them veteran for free would be nice and fluffy but I don't think there is any need to change them. Likewise I don't really think we need to worry about them being Heavy Infantry. I'm not sure that is an advantage for us in the sense that you still want to put a load of models on the table so having your ranks be 4 wide instead of 5 wide doesn't really help when you are deploying 6-7 wide anyway.
PROBLEM - Pistoiers are a HORRIBLE choice
FIX - Give them reserve move. Give them 'Fire on the charge' rule. Works nicely with impetuous.
What is the "Fire on the charge" rule? Pistoliers are an interesting choice. I don't know about horrible as I haven't used them that much but there are some battle reports on this site which indicate they are not bad in reasonably large numbers. Their role is different now compared to 6th-8th and much closer to what the fluff suggests it should be. I don't think that reserve move works well with Impetuous. Reserve move requires a high level of discipline and pistoliers don't have that.
PROBLEM - Mortars are bad
FIX - Reduce cost. By a lot
I haven't played with mortars.
PROBLEM - Rocket launchers are TERRIBLE
FIX - Fix them.
This is just wrong. Rocket Launchers are amazing. You have a limited understanding of what is going to happen when you fire one. Remember this is the weapon that is modelled off of a weapon that was described by Sir Authur Wellesley as "him having no use for it because he was not trying to hit a city and it couldn't hit anything smaller". The idea of firing off a load of rockets that may or may not land where you expect them to and may or may not do damage when they land is a perfect example of the rules doing what the weapon is meant to do. The current rules are the best rules for getting the feeling of what happens when you fire off a load of rockets that I have played wit.
Also if you are playing elves or humans or anything that is T3 dropping 3 3 inch pie plates into one of their units can be much fun. It is swingy like crazy but it is also meant to be swingy.
PROBLEM - War Altar isn't any good.
FIX - Give it a ward save, or him and AL riding it - maybe 5+. Allow Prayers to effect all units in command range.
I haven't played with the War Altar so I can't comment on it being good or not but allowing Prayers to effect all units in command range is a terrible idea because of how powerful the prayers are and because your opponent can't dispel them.
PROBLEM - Steam Tank is terrible in combat
FIX - Allow it to do more impact hits in combat. Allow Turret to shoot at the unit it is in combat with. Reduce cost to 250pts.
WISHLIST - add variants
It also doesn't die though. T7 with 10 wounds is hard to chew through. I think the steam tank is fine.
PROBLEM - Cannon isn't very effective
FIX - reduce cost to 110 points
Increase damage to 2 D3, AP4
The cannon is about as effective as it always way. D3+1 gives you an average of 3. D6 gives you an average of 3.5. It is slightly less effective but it doen't need to go to 2D3 (the average of which would be 4). Maybe give it back its ignore armour given that it is Str10 but the cannon is fine.
PROBLEM - Helblaster blows up a lot
FIX - Don't force the player to roll all 3 dice. Give the choice like previous editions.
I'm not touching magic items for now.
The Helblaster is meant to blow up a lot. The Helblaster blowing up a lot is just the rules working as they are meant to. It is a very unreliable piece of kit. It might to great damage. It might blow up. It might do great damage and blow up. The Helblaster rules are fine.
Here’s some problems the Empire has:
- Detachments are too big of a liability to use. They give up too many points too easily, offer too many opportunities for opponents to charge into the line and set up flank charges on parent units, are easily wiped out and then cause panic, and are too difficult to actually use for a counter charge.
I don't know how often you have used detachments but I use them quite a lot and I don't find this to be true. In fact none of the things you have stated above have been true in any of my games so far. Though admittedly they are are 1500-2000 points. Still I'll keep using detachments and let you know when a player charges into the detachment.
- It is too difficult to get a high armor save or other defenses on Griffon mounted characters.
GW might consider this a benefit though. After all Griffons are quite strong and tough without the need to loads of armour as well.
- Empire does not have enough access to magical attacks and cannot realistically fight ethereal enemies.
Witch hunters give magical attacks, priests have magical attacks but in general we don't have that many magic attacks. Maybe a banner would help.
- Steam tanks do not have enough damage output in combat.
This is mentioned above but Steam Tanks do their job of not dying and hold up your opponent really really.
- Buffing units with prayers and magic is too unreliable, and Empire infantry units in particular don’t function well without those buffs. Too many of the available buffs require wizards to be in a unit where they are much too vulnerable.
The buffing with magic is a system wide difficulty as it applies to all armies. Buffing with prayers though is quiet reliable. 58% is a reasonably reliable success rate for something. If anything it is too high.
- Empire hero-level characters just suck across the board. Captains, priests, master mages, chapter masters, and witch hunters are all awful. The only worthwhile hero level choice is the BSB, and even he is usually only a good choice if mounted on a demigryph.
I donno about this. Empire hero level characters are also really cheap. Priests (and I'm starting to come around to master mages) are good spell casters. Captains are quite good and quite tanky as they can easily have a 3+ AS on foot.
- In a 2000 point army, it’s impossible to optimize an infantry focused army with 2-3 main battle line infantry units.
No it isn't. It is perfectly possible to cover the entire board in infantry. 3 blocks of 25 halberdiers with 2 10 model halberdier detachments each is going to cost 855 points and cover 6 feet of table edge. It is certainly possible to support these three main battle units with the 1145 points left.
- BS based shooting is bad across the board in The Old World. Empire seems to be one of the worst at it with low BS, lots of ponderous weapons, and units that simply can’t generate enough shots for their frontage.
BS shooting is bad across the board (though the tomb kings seems to have it okay and apparently in another tread it improves a lot when firing at wizards on peggies
)
- The Helstorm rocket battery is more of a liability for the Empire player than it is for their opponents.
As it should be.