Pacific wrote: I don't think the very dry delivery in the battle report helped things: "unit A destroyed unit B, then unit C destroyed unit A" - boy is something missing when you read them these days. Will have to wait of course and play, but I might do a write-up of things that can be inferred from the battle report, as there was quite a lot of interest in there.
That's my core concern as well, there was very little "unit a shot and unit b, unit b made most of its saves".
The granularity seems sorta wasted by the trajectory of every unit being perhaps too scale-able. I guess it makes sense if most units activations are just removing other units wholesale if the units are maxed out.
It's been mentioned before but one of the first house rules I could see is trying to get players to arm units the same way for sanity. There's granularity and then there's just making the whole thing a headache for no real gain/reason, especially considering some units don't even have any options anyway like the heavy sentinels, or units that are basically a or b options, like russes, I'm not sure anyone is jumping to give those heavy bolters on the front, so to my mind they're basically a and b given the turret options.
Once you get into the heavy tanks though it seems like it could get a bit silly.