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As I always say -- This turn-order system is just different from others (e.g. chess or XCOM, like you mentioned). That doesn't make it worse, IMHO. But, you'll disagree, so everyone can have his opinion and I'll live happily (and you miserably) with TheBannerSaga :P
Seriously now, I believe the problems with this system is mostly due to the fact that the AI does not actively try to take advantage of it, namely use what I refer to as the "Maim Don't Kill" tactic (as the previous poster suggested, leaving units alive but at low Strength). Instead, the AI will focus fire your units, killing them one by one, and thus giving you "turn-advantage" in the process...
TL;DR: A better AI would mitigate the problems of this turn-order system.
Everyone moves, everyone contributes, and any weak links either from lack of promotion or from wounding bring down the entire group.
This bites me in the ass mostly when I leave some "harmless" 9 str archers alive as I kill everything else, and suddenly my armor's worn down and a few of my guys are separated and get crushed by the now hasted archers.
But it's predictable and just different: not worse. It certainly feels bad at times, but that's you not being adapted to the rules.
My personal opinion is up in the air - it's a unique (afaik) take on TBS that inarguably adds extra factors to consider, but I don't know if it's worth it.
almost unplayable for me.
What was the motivation behind the way it currently is? Are there other games with this type of turn based ordering that you're inspired by, or did you want to strike out in a different direction? Maybe some extra insight would be handy. Can you say what type of things you might change for the next game?
In my experience, the combat system (abilities, stats, movement, turn-system) was playtested a lot in Factions, in 6-vs-6 battles using a number of balancing restrictions on unit types etc. Needless to say that it works very well, in Factions. Now, I believe that Stoic relied too much on that playtest, whereas a single-player game (especially the AI part) differs greatly from a PvP game (i.e. how a human would play): give me control of a Dredge team and I won't let you win a single match, on Hard
That doesn't really answer the question though. The way the current turn system is, they must have very deliberately chosen to break the mold. So what was the motivation/inspiration? Five seconds after considering this system you realize that it's somehow better to not kill your enemies and that teams with fewer units have a sort of advantage. What were the initial thoughts that got past those "obvious downsides"?
(1) There's a lot of abilites that can harm enemies even if the unit is "maimed"; these are called armor-bypass abilities and examples include Bloody Flail, Slag-and-Burn, Rain-of-Arrows, Sundering-Impact etc. So, if these units have willpower, you are often forced to kill them, instead of leaving them maimed.
(2) Break+Puncture. Maimed archers can deal massive damage to armor-broken enemies. Especially bowmasters, from a safe distance. So, if you got an archer and an armor-breaker alive you can turn matches, even if those two are maimed.
(3) The "team power" and the skill of the two matched players was approximately the same, so battles were really tight with a max of 1-2 (out of 6) units left alive at the end of the match.
The real problem here is that each battle ends up in a clump, determined only by who has the most armour left...