In GFF there, some of the units consist of groups of several models (normally 3).
From the 2.10 rules, I interpret that groups of models act like in GF - this is, they need to respect unit coherency and wounds kill models until the last one, who accumulates wound markers and rolls for stunned/knocked out.
However, it seems that this has not always been the case. According to this post, groups became individual units once deployed. If I'm reading correctly, the rules started handing groups like in squads, then they changed to manage each model individually, and then they change back to the original implementation...
I'd really like to handle the minis individually, as I'd like the game to be 100% individual soldiers skirmish. Is it proved that the game does not really work well with this? Which issues did you found when trying to play like this?
The game is great, but it bothers me a bit that it's not 100% individual guys skirmish.
It completely breaks the game, unless you add a ton of rules for exceptions.
I wonder what are the main problems you found?
Last week I played Human defence force vs Soul snatcher cultists.
The regular human troopers (5, 5) of Human defence force are listed as squads of 3. The regular neophytes guys (5, 5) of the Soul snatcher cultists listed as individual models.
Both are exactly the same (upgrades apart) with the exception of the neophytes being "scout". This put them just a 15pt, and for this reason I suspect they are listed like individual models instead of groups of 3. Other than this, they are identical.
I experienced the advantage when for the groups of 3, as they could make 3 attacks simultaneously, whereas the cultist activated 1 by 1, and by the time the third guy would activate, he was already dead, as the squads of 3 had activated with triple firepower before.
The difference was massive, but the point cost very similar, and the "scout" skill did not justify the disadvantage.
Hence, I believe that the game still has this balance issue. I'd like to suggest something but I really don't know how it could work better.
If you have models act as individuals without changing anything else about the rules, you screw with the balance of activations as well as potential damage output.
With certain armies you could take ~25 models, which means that you'll always have activation advantage (unless your opponent is also doing the same trickery). Keep the models spread apart enough, and your opponents will also never have the chance to inflict any amount of significant damage to you, nor will they be able to get you down to 50% of your force so that you need to take a rout test. With that many models you can also easily set up long lines that form a barricade on the table, completely blocking off objectives or other important sections of the board.
The only way around these issues is to introduce more and more rules exceptions, which you can do if you want to, but realize that you might end up with a very different game.