6 KiB
Void Command - Design & Balance Approach
This document describes the methodology used to design and balance Void Command's 14 factions.
Design Philosophy
Faction Identity First
Each faction was designed around a core identity that dictates their mechanics:
| Faction | Identity | Key Mechanic |
|---|---|---|
| Imperial Navy | Reliable baseline | Naval Discipline (command re-rolls) |
| Chaos | Corrupted imperials | Marks of Chaos, Daemon Ships |
| Space Marines | Elite boarding | +2 boarding, Thunderhawks |
| Eldar | Speed and evasion | Holofields, Solar Sails |
| Drukhari | Hit-and-run raiders | Shadowfields, Pain Harvest |
| Orks | Aggressive melee | WAAAGH! Energy, ramming bonuses |
| Tyranids | Attrition swarm | Synapse, Regeneration |
| T'au | Long-range firepower | Railguns, Combined Fire |
| Necrons | Indestructible ancients | Living Metal, Phase Shields, 4+ armor |
| Votann | Stubborn dwarves | Grudge Tokens, Hold the Line |
| Grey Knights | Anti-daemon specialists | Teleport Strike, Psycannon Barrage |
| Custodes | Ultimate elite | 6+ armor everywhere, +3 boarding |
| Sororitas | Faith and fire | Acts of Faith, Fire criticals |
| Mechanicus | Tech-priests | Repair mechanics, Graia zombie ships |
Asymmetric Balance
Not all factions are meant to play the same way or have the same win rate ceiling:
- Elite factions (Custodes, Necrons) are intentionally strong (65% win rate) but field small, expensive fleets
- Baseline factions (Imperial Navy, Chaos) are versatile generalists around 44%
- Specialist factions have strong matchups and weak matchups by design
Intentional Hard Counters
Some matchups are deliberately lopsided for thematic reasons:
- Grey Knights vs Chaos (85% GK) - daemon hunters vs daemons
- Necrons vs Tyranids (72% Necrons) - ancient armor vs biological attacks
- Eldar vs Orks (60% Eldar) - speed vs melee-focused fleet
Balance Methodology
Simulated Playtesting
Rather than extensive physical playtesting, we used simulated matchups:
- Create fleet lists at 750 points for each faction (Weak, Average, Strong variants)
- Simulate all matchups across all power tiers (Weak vs Weak, Average vs Average, Strong vs Strong, cross-tier)
- Calculate win rates for each faction
- Identify outliers (above 60% or below 40%)
- Apply targeted fixes and re-simulate
Balance Iteration History
| Version | Issue | Fix Applied |
|---|---|---|
| v1 | Eldar 78% win rate | Holofield 3+ requires 25cm movement (was 20cm) |
| v1 | Orks 13% win rate | +5cm speed to Kroozers, WAAAGH! grants +5cm speed |
| v1 | Imperial Navy 31% | Naval Discipline: 1 command re-roll per round |
| v2 | Chaos 31% | Daemon Ship upgrade (+15 pts: 6+ invuln, +1 Ld, terror aura) |
| v3 | Drukhari 31% | Pain Harvest persists 2 rounds (was 1) |
| v3 | Tyranids 34% | Regeneration also repairs 1 critical per End Phase |
Win Rate Targets
- Elite factions: 60-68% (compensated by small fleet size and high cost)
- Specialist factions: 50-56% (strong in niche, weak outside it)
- Generalist factions: 44-50% (consistent across matchups)
- Acceptable floor: 38% (no faction should feel unplayable)
Final Balance State (v4)
Win rate spread reduced from 65 points (13-78%) to 27 points (38-65%):
- 12 of 14 factions in the 41-53% balanced range
- Only Mechanicus slightly below at 38% (acceptable)
- Elite factions (Custodes, Necrons) at 65% as intended
Design Lessons Learned
Speed is Dominant
Fast factions (Eldar, Drukhari) with defensive mechanics (Holofields) were initially overpowered because they could:
- Choose engagement range
- Escape when threatened
- Force enemies to chase them
Solution: Make defensive bonuses require significant movement thresholds (25cm for 3+ save), creating risk/reward tradeoffs.
Melee Factions Need Burst Speed
Orks initially had no way to catch kiting factions. A flat speed increase helped but wasn't enough.
Solution: WAAAGH! Energy granting +5cm speed when triggered gives Orks burst capability to close gaps, while remaining unreliable enough to be balanced.
Snowball Mechanics Need Caps
Pain Harvest originally allowed cumulative +2 Ld, creating runaway advantages.
Solution: Cap at +1 Ld but extend duration to 2 rounds, maintaining the "momentum" feel without snowballing.
Elite Factions Need Limiting Factors
Custodes and Necrons have extremely powerful defensive rules. Balance comes from:
- High point costs (fewer ships)
- Fleet composition restrictions
- Specific hard counters (lances ignore armor)
Hard Counters Are Acceptable
Grey Knights destroying Chaos at 85% win rate is fine because:
- It's thematically appropriate
- Players can see it coming during list building
- It only affects one matchup
File Organization
void-combat/
├── rules.md # Core rules (v1.7)
├── fleets/ # All faction fleet lists
│ ├── imperial-navy.md
│ ├── chaos.md
│ ├── space-marines.md
│ ├── eldar.md
│ ├── dark-eldar.md
│ ├── orks.md
│ ├── tyranids.md
│ ├── tau.md
│ ├── necrons.md
│ ├── leagues-of-votann.md
│ ├── grey-knights.md
│ ├── adeptus-custodes.md
│ ├── adepta-sororitas.md
│ └── adeptus-mechanicus.md
├── balance-matrix-v4.md # Current balance simulation
├── playtesting-battles.md # Battle reports
├── imbalanced-lists.md # Known powerful builds
├── README.md # Project overview
└── CLAUDE.md # This file
Future Balance Work
If new imbalances are discovered:
- Document the issue with specific matchups and win rates
- Identify the root cause (mechanic too strong/weak, missing counter, etc.)
- Propose a minimal fix that preserves faction identity
- Simulate the fix across all matchups
- Verify no new imbalances were created
The goal is always minimal intervention - fix the specific problem without redesigning the faction.