I like the idea of a poll.
I was ambivalent about it before playing my first war. After that it has put me on the side of ‘Don’t like it… get rid’.
I feel it influences defence strategy too much… to the point where it pretty much trivialises defence. If you stock up a defence with good healers and defence boosters, you can count on the arrows doing all your damage for you. This will lead to less variety in your defending teams and start encouraging a formulaic choice of team and strategy to attack.
It shortens the fun as attacker. I had a couple of encounters that were developing nicely… starting with a bad board, but then evolving in the right direction by some prudent placement and choices and nicely poised to strike… then BLAM arrow strike. It shortens the encounter too much and has too big an influence on the outcome. It makes it more about your choice of opponent than how you play the opponent.
It’s a further disincentive to attacking the stronger teams. Going up against a good team for the better points they offer is already a tough choice. It becomes a trivial choice when factoring in revenge attacks… the answer becomes a simple ‘no, not worth it’. So it becomes a game of waiting for the weaker to revive and if you have no choice just chucking your remaining pawns like lemmings at the stronger teams for the hell of it.
I’d prefer to axe it entirely, but reading comments above about it being a disincentive to just ghost your way to victory, I can see some place for it… but really needs scaling back a lot to not make it THE deciding factor of any potentially close battle.
I know you asked not to propose solutions in this thread, but personally I think it’s a good place for it (better than the other threads).
A simple approach maybe is to scale the revenge based on team power discrepancy between the attacker and defender. This solves 2 problems… it’s an incentive to go after the stronger teams because if they are stronger they will be supported by no (or a very weak) revenge… and also makes the weaker teams more ‘expensive’ to keep attacking over again to farm them for points. It then acts as a leveller, AND still gives you the tactical challenge of coping with them or not depending on your encounter.
(The role play reason for this… you bring in your archers to shore up your defence where needed - that has your more shaky troops… and rely on your Elite troops to hold their line on their own strength… because presumably you don’t have an indefinite no. of archers)