"Another Day! Another Victory!"
A moderate update is going up here. According to the local gaming group; and playtests, the lists and unit stats, and of course the base of the Epic Alight rules seems stable. Either that, or I am overlooking something terribly for years. I would highly appreciate to hear more about others opinion here, or even battle reports. Just being curious, how others see it, or fare understanding the rules. If there are any questions; feel free to ask! I'm actively developing this, and years after years, returning to Epic and always having great fun, seeing how things work out. [giving me the impulse to re-read, fine tune and clarify the ruleset]
CHANGES
--Combined Arms Bonus: a tiny advantage to favour large formation over multiple smaller ones.
--Battered Formation: gentlemen agreement and an encouragement for players who lack the sufficient number of models.
--New Army Strategy: allowing to Pass once / turn: introducing Pass to the game. It is an available option for every faction!
--Representing more powerful sub-factions: Currently I can only offer the big "codex-like" army lists, and there are scarce amount of special units. To implement the huge amount of sub-factions would take too much work, and also a complete lore overhaul to fit into Epic Alight! So as of now, to create a much more powerful sub-faction, simply use up more Army Strategies at once! [If someone requests a specific unit here and there, I can make up a solution to implement it. Feel free to ask!

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--Off-Board Air Deterrence: similar to the off board artillery from the previous update. It is just a logical followup, and a bit more defense against aircraft.
--High Ground adds +10cm range for heavy weapons.
--You may risk 1D6 roll on assault with characters or notorious formation, instead of 3D6/[middle]: On one hand I aimed to make this game more predictable and larger impact of player skill on the board. But on the other hand, I wish to keep the exciting, high risk - high reward solutions. It is also an extra touch for characters and notorious formations, allowing them to take hazardous actions! They are the "face" of your army for a reason, aren't they?

--Mounted units gain flanking ability in an assault!
--War Engines mixed with non-War Engines had an issue while the formation being broken. It is addressed. Since I have pulled them off the overall "breaking" system, it needed a fix for that.
--Orbital Bombardment retailored. Success is more precise, failure is more chaotic.
--Chaos Undivided Bargain roll changed from 2D6-1 (keeping higher) to 1D8 - 1D6. Looking close, Undivided is an option where you try to adapt CHAOS into your playstyle, which will always hold a great risk to it, while Dedicated players adapt themselves to the playstyle fitting for the corresponding Dark Entity, fulfilling their wish.
--Objective Capture & Contest can be done with 1 unit left. I returned that from minimum 2 units. Every piece of model represent a full fledged combat capable unit, able to fulfill a mission on a battlefield scale.
--Necrons gain Quantum Shield Bearer [defensive character]
--Tyranid gain Tactical Adaptation as Hive Tyrant Symbiote [to have some character at all, apart from commander, utilizing it's benefits]
Enjoy!
UPDATE: --Hidden formations disengagement before an assault got rewritten. In the old rules, they only needed to go outside of enemy ZoC, which could mean they still will be intact on an objective. Now they have to go 30 cm away, also keeping 15 cm from other enemy formations, plus they get a Passive marker doing so. (to negate possible fire support, crossfire situtation as "free move" without activation!)