

Hi Garion
I'm a TT player: in my (obviously limited) experience, the MB-Claw-PO combo isn't a problem. You persuaded me that it is a problem online.
PorkSol asked a good question and suggested a possible answer:
“...so what is it that is keeping clawbomb balanced there that isn't working online?
Is it the increased emphasis on winning rather than on team development?”
Yes, I think the main difference is the emphasis on winning (you too Garion, acknowledged this, speaking about your elves: you usually win, the problem is surviving many such match). Let me explain my point of view (it's a bit long, sorry).
A good deal of the discussion hinge on two arguments (yes, I'm oversimplifying a bit. Please, bear with me):
1: a good “slayer” team not only trash the opponent, but win consistently.
2: the problem for agility team against such opponents is not winning, but surviving match after match.
Again, you persuaded me: I believe both points are true. At least, in the online context.
My TT league is structured this way: 6 pre-season games, then 12 league games. The top two teams play a final. A veteran team can play another 12-games season before retirement: 30 games+2 finals, at most.
In such context there is no space for deep development before the regular season. And once the regular season starts rolling, every game count (for example: last season, to reach the final I had to win 8 games out of 12. One more draw in the last game, and I would be out).
In such a context the pressure to win here-and-now is very strong.
Some of my league opponents play online too (Cyanide), and this experience reflect on the way they play TT: some of them are asking for longer pre-season, or for a league format where winning or losing don't hold such crucial importance. They say that “there is too much pressure to win”. But most coaches think that this pressure to win is what keep agile teams a viable choice.
In our league format someone can just build up a team for the first season to be competitive in the second one (18 games buildup): still, a slayer build is hardly a guarantee against some young, daring Skaven. This Skaven don't need to survive 30 games, the team need to last only 19 games to win the cup.
I speak out of experience: some coach built their team this way. We call it “Any Given Sunday” syndrome

On the long term (your context), star players, wizards etc, don't hold against 2m+ tv teams... but on the short term (my league), these big slayer teams get hamstrung by the inducements into losing or drawing one game too much... and they lose their chance for the final.
In the long term M-access slayers teams will select -in Darwinian terms- their opponents. Other such teams are the better equipped to survive in this long, grinding, kill-or-be-killed context. Slayers build gain dominance, and MP-PO-Claw became the best way to win.
Simply put, in a league like mine, agile teams don't need to survive many matches.
The emphasis shift on winning, not long term survival, because there is no real “long term”. Here, bash teams cannot afford to lose “some” games against agility teams, because they will sink into the lower echelon of the league. Bash team in such context are able to win a lot, but they need to invest heavily on control and positioning skills, and cannot focus on building slayers.
Garion, I'm not saying that “my league is better than yours”. I'm only saying that different context mean very different problems. In my league, the coaches don't complain about MB-PO. They complain about journeymen being too effective! (another source of rants and grief for Galak&Co
