25% as a limit makes sense to me as a balancing mechanism. It creates a more natural limit on big monsters in smaller games. I think for many people facing a fully tooled up Star Dragon at 1500 pts, or even an almost fully tooled up one at 1000 pts is just no fun. Or at least, no fun if you're not expecting it. I would be in favor of such a change at least.
Capping their armour at 3+ makes no difference at all. It's already one of the more common SD builds as it is, meaning little to nothing changes. Always using the monster's armour sounds more sensible, and makes sense from a fluff perspective at least.
As for Challenges, why would you want to prevent a monster from ending up in a challenge? It's one of the primary ways of stopping one. Have him charge your unit. You challenge. He gets at most 5 overkill, for 6CR total, best case scenario. More likely is winning by 2 or 3. You either lose by a small margin and fall back in good order, or you actually win on combat res. A unit of spearmen, 2 ranks, banner, war banner, has 4CR and is likely to tie or win against a challenged Star Dragon. Removing that slight advantage simply makes the dragon more powerful.
Giladis wrote: ↑Thu Feb 06, 2025 8:36 pm
To me at least so far ToW looks far more as a game managed for the taste of the designers than what WHFB 8th and 7th were as they spiralled ever further into an open sandbox army selection approach.
This is my feeling for the whole edition as well. A handful of designers who decided they wanted to play some WH Fantasy and simply designed a game they would love to play. A passion project they worked on and played during their lunchbreaks