It is anything
but a bs argument. That discussion is as old as WL (well at least older then my account). There are many players on both sides of the argument. Use the forum search function if you wish to see them.
Edit: From my side the belief is "General rule when you take options out you are lowering the skill level."
"What youre looking for is a game like rock/paper/scissors where your actions dictate the outcome. That doesnt mean the game requires much skill.
General rule when you take options out you are lowering the skill level.
Taking out the fog lowers the skill level
Taking out cards lowers the skill level
Taking the option to attack with 3v2 or 4v2 out lowers the skill level
Making the map smaller lowers the skill level, that is part of the reason why team games require more skill. The other reason is 3 teams with 3 starting points requires more skill than 1 team with 9 starting points.
Taking out attack/transfer only and attack by % lowers the skill level.
Taking out cyclic lowers the skill level, because with cyclic you have to plan for the turn order and use your cards appropriately.
So thats a starting point to creating a template that requires the most skill.
If you want to create a template that requires the least luck. Id go with custom setting where you start next to your opponent in each bonus. Now the game is 100% reliant on predicting your opponent, it becomes a game of rock/paper/scissors. "
Source for ^
https://www.warlight.net/Forum/72010-balanced-map-1v1-skill?Offset=20Also here is a deeper explanation of "luck", that shows its complexity.
https://www.warlight.net/Forum/5473-epth-explanation-luck-works
Edited 4/7/2015 03:10:56