Since last update (2017.07.09), an interesting whirl of testing and working began, that accelerated a progress toward final completion.
More and more rules got revised, fine tuned for fun and smooth gameplay. (4.1)
Same goes for the unit stats and faction specific abilites, rules. Check out your favorite army!
The army list design took another core switch (hopefully last time) with crazy free form creating system!
The first thing is; every formation can be selected, there is almost no limitation, apart from point cost. [some unit upgrades as still there for certain formations, but it's not set in stone)
Second; multiple formations may be added together, basicaly every kind of mix is available, if they can move together. For discipline value, take the worst. (a team is as slow as it's slowest part...)
Third: Even a single formation units may be split into any part, however this way they must be attached to another formation.
That may lead to spamming, but so far the experience is: it's strategically not benefical, compared to mixed armies. So that solve itself.
Another part of army creating is the Command Structure. Here you can patch up your army with buffs, namely characters, advancing commander level, advancing notorious formation level, boosting psychic powers (logically it only works if you play with the optional rule of using Psychic Cards), choosing strategy methods etc.
For future maybe (maybe... ) this section could receive some sub faction specific extras, but that's not main goal.
The writings here are really fresh today, so expect some typos, bugs (I just cleared them in almost every page, how many are out there damm! )
Enjoy!
[Link to destruction is found in first post

]
EDIT: Upgrades are ended up as seperate formation, and it is up to the players taste to bring them as is, or split and attach them to other formations, or completely merge the whole formation with another for highest boost.