I am trying to wrap my head around the so-called "problem" with skirmishers in Warhammer Ancients. This is my understanding of it:
• In the original printing of Warmaster Ancients, skirmishers could evade from charging non-skirmisher enemies and shoot at them as they evaded. This created a problem because armies with relatively few skirmishers (like Imperial Romans) would go against armies that had tons of skirmishers (like Celtiberians, where literally every unit is a skirmisher) and the Imperial Romans would have a hard time getting the charge as they would have to set up a second charge on the skirmishers (who have now evaded even further away) to stick them (since the skirmishers couldn't evade more than once in a turn).
• In the first errata for WMA, the skirmishers were changed so that they needed to hit an enemy with missiles in order to be allowed to evade. If they didn't hit the enemy, then they had to take the charge. To my untrained eye, this seems like a good solution as it forces the skirmishers to roll dice to see if they are even allowed to evade in the first place.
• In the second errata for WMA, the skirmishers were changed again, returning to the original version but with the clause that they could only evade OR shoot, not both. This seems to make skirmishers pretty powerful again.
So my questions are: Do I understand this all correctly? Why was the first errata solution (which seems like the best solution) replaced by the second errata?
Honestly the first errata seems like it would fix the issue for me… there is a nice symmetry, where missile hits normally drive back attackers. They don't drive back charging units, but you could imagine that a successful hit would buy the skirmishers enough time to leg it, especially if the charging enemy is disrupted by the skirmishers' sling stones, javelins, arrows etc.
If skirmishers were still too slippery, you could say that their missiles at charging enemies only hit on a 5+ (which makes sense, since they have much less time to lay into the target with missiles, as the latter is bearing down on their position with murderous intent). This means a 3-stand unit of skirmishers only has a 70% chance to evade an unarmored attacker (58% vs attackers with a 6+ save). If you soften them up a little with missiles first (a good, historical tactic), then the chance to evade drops to 55% (46% vs 6+ save attackers). That seems to give a good balance to the effectiveness of skirmishers evading.