>>85028639why would you assume that i would design factions to counter one another, at that point theres no point to playing lmao
the factions are based around how they go about scoring points, the units are quite durable and the two scenarios i test it on are about scoring VPS and what unique mechanic they employ that modifies the basic gameflow
to start i actually made a literal crashtest dummy faction that was meant to be a pure vanilla standard that all others would be weighed against, one that is not actually meant for play
since the demo is using tiered capture points and ongoing deployment, the flexible deploy points are worth 1 VP to hold while the shitty ones are worth 5 VP, most of all armies save one start off of the table and use the board edge or these points to come in when their division activates
the list structure differs, the wargear differs, each faction has unique weapon tags and abilities and PREP actions, some can shuffle how their alternating activations work
and of course the focus, the main reason you make a different faction to begin with, is the fantasy, the way you want to go about winning
extremely hard to table an opponent, near impossible actually, the game is about escalating firefights that turn into full scale battles where morale and holding the line is more important than killing the opponent
battle lines shift each table turn, shock reduces the action economy of each squad until breaking point
the factions focus on how they engage with the ongoing deployment, the unique army rules that give them an edge in their wheelhouse, the way they go about taking/holding objectives, how they manage shock (or exacerbate it), the flexibility of their loadouts and how specialized the average mook is, their traits that govern their best-use cases, the spread of units each faction relies on and the very composition of squads divisions and battlegroups