Operation Ivy wrote:
Frencho wrote:P.S : I think this has always been a sound rule of thumb when it comes to balance:
High AP values, High AV values, High HE/suppression/extra weapon slot.
When it comes to the Merkava line, gameplay wise I'd pick the High AP (to deal with enemy MBTs) and High Suppression from the grenade launchers to deal with soft skinned vehicles or infantry.
Reasoning: Tzahal infantry tab is average, and lack any IFV.
The thing is, if you nerf the FAV of it by only 1, it will get hard countered by anything with a high end AT weapon like the RPG-29. 2 VDV'90 squads for 50 points would completely shut down a 90 pt unit. Forests would become a no go area for Israel because you will either get a RPG-29 to the face or Napalm rounds.
And that's exactly the point. All other IFVs get frontally hard countered by high end AT launchers.
At the moment you pay 80 pts for the tank transport and 10 for the infantry squad.
If Merkava II armour is not nerfed, then with the current stats price the unit needs to be bumped by 10 - 15 points.
Do you see yourself paying 125 points to field an infantry squad?
On the other hand remove or overnerf the grenade launchers, and you make the deck weaker with a serious gap.
Israel has no trouble dealing with enemy armour (ATGMs, air tab, helicopters, tank tab) but it's infantry tab and FSV tab are mediocre. I don't see how Tzahal without competitively priced grenade launcher MBTs could effectively grind in forest and city fights...
Besides everyone is careful with their IFVs inside cities and forests and send them knowing they can get one shot by a lot of stuff, same should apply to the Merkava II, they just happen to have the added bonus of being able to actively engage and deter enemy armour.
Why should they get a free pass on bending the rules?
An armour nerf would force risk assessment when sending them inside forest or cities.