Your English is fine; I understood everything very well.
I am not trying to compare the Vulkan Army of Doom to anything. I feel that that is a
very cheesy army. However, throwing in 1 or two squads of Vulkans (depending on army size) should not throw any opponent into a cardiac arrest (it hasn't yet, around my area).
I am merely trying to get the point across that, under normal playing conditions, the "disparity" is not what most think that it is.
Your math is a bit off...
BAUHAUS
Ducal Militia (4+sgt)
Vulkan Battlesuits (3+sgt)
Ducal Militia (4+sgt)
Vulkan Battlesuits (3+sgt)
Ducal Militia (4+sgt)
Vulkan Battlesuits (3+sgt)
Ducal Militia (4+sgt)
Vulkan Battlesuits (3+sgt)
TOTAL 972
12 x MHMG
16 x Assault Rifle
16 WD at 18 AR
24 WD at 24 AR
It is, actually:
16 x MHMG
20 x Assault Rifle
20 WD at 18 AR
32 WD at 24 AR
The good shooting range for SMGs is SR (they fire twice at that range). Getting in 12" to Ducal Militia, or Vulkans will be very hard, and will end in big loses in ISC (16 AR speaks for itself, as Bauhaus Assault Rifle has DAM 11, MHMG is DAM 14). Shielding the ISCes with Hegehogs won't be an option also. They will lose any possible firefight with Vulkans (they have 3 less AR, and their weapon inflicts 1 point of DAM less). The Vulkans Sgt would try to shoot the ISC first (using Tactical Sense). The only hope for Imperial is LOS limited to 24" or less. With no loss limitations (and statistical dices), there can be only one winner...
I disagree, here. Firstly, in a 1000 PC army, Bauhaus can add one extra Ducal Militia trooper, while Imperial may add 3 more Gendarmes. Now, Imperial has a total of 43 shooters, while Bauhaus has but 37 - not a good advantage, but an advantage in numbers, nonetheless.
This would make the numbers, now:
BAUHAUS
Ducal Militia (5+sgt)
Vulkan Battlesuits (3+sgt)
Ducal Militia (4+sgt)
Vulkan Battlesuits (3+sgt)
Ducal Militia (4+sgt)
Vulkan Battlesuits (3+sgt)
Ducal Militia (4+sgt)
Vulkan Battlesuits (3+sgt)
TOTAL 988
16 x MHMG
21 x Assault Rifle
21 WD at 18 AR
32 WD at 24 AR
IMPERIAL
ISC Gendarmes (5)
ISC Gendarmes (5)
Hedgehog Necromower (2)
ISC Gendarmes (5)
ISC Gendarmes (4)
Hedgehog Necromower (2)
ISC Gendarmes (4)
ISC Gendarmes (4)
Hedgehog Necromower (2)
ISC Gendarmes (4)
ISC Gendarmes (4)
Hedgehog Necromower (2)
TOTAL 992
35 x SMG
8 x MHMG
35 WD at 16 AR
24 WD at 21 AR
That's 6 extra wounds and 6 extra shooters.
I am not sure what kind of boards on which you play, normally. The rulebook specifically calls for a 24" separation of deployment zones, so getting to 24", even out of the gate, shouldn't be a problem. The boards we set up rarely have long corridors of fire. If a sniper, or other long-ranged trooper wishes to use his superior range, he is, usually, forced to move to a position of superiority - it doesn't just happen out of the gate, so to speak. It is, in our games, easy to find cover. This forces strategy, as opposed to, "Line 'em up and roll dice!" If I want my Vulkans to mow down fodder, I have to hunt the fodder. Few charge headlong and hope that their meatshields stand up long enough for the real troops to get optimal range. A bit of work is necessary to achieve tactical advantages and such.
While I appreciate the numbers, I am a bit surprised that other tangibles and intangibles are left out. Having more shooters is good. That's a numbers thing. Several have argued this in this thread, alone. There is no way that the Hedgehogs wouldn't wound a few militia in the first turn or two, making it even easier for the Gendarme to get closer and use their superior numbers and the superior firepower (at SR and PB) to hurt the opponent. Further, the Hedgehogs can
move and fire - a
huge advantage.
We are never going to be able to compare apples to apples - it, truly, doesn't exist. However, we could just accept comparing apples to oranges, as this game is all about diversity of armies and different styles and tactics. I think that we should all realize that there is no easy comparison, and roll it out. Set up several games, and see how it goes. Again, I think people will be surprised. I have been fortunate to have some very good opponents (you all know who you are) who have shown me that I am not even remotely unstoppable when I use Vulkans. Not one of them has a complaint. I am confused at some others' complaints about Vulkans. Further, I am concerned that people have taken to making house rules which alter the mechanic and dissuade the use of units. May I ask; since changing the way that the Polish players use Vulkans, has there been less use of them? If so, I think that is bad.