"Combat as war", as I wrote the expression was meant to describe a gameplay where combat is not meant to be interesting or challenging *in itself* but rather *in context* (who wins ? Who survives ? What resources are spent ?)."combat as sport" implies combat interesting in themselves, as a narrative (action movies for instance) or a minigame. They are ideals, actual gameplay/style falls between those extremes. Ideally, the Rules should enable to seamlessly change style on a per-table and per-combat basis. This framing was not meant to be pejorative, e-warring, or a claim about my balls, but rather to give context to our misunderstanding here : claiming the designers don't do their job properly if classes are not balanced against each other only make sense if you endorse one extreme of this continuum.