Seventh and eighth games continued to play until one unit was completely destroyed. These also used 10 Teams vs 2 Platoons
Seventh Game, using darkPrince's variation of Hellebore system (1/3/5) with -2 penalty for "Extra" activations:
End: 9 Teams (3 at Full, 4 at 3, and 2 at 2) vs 0 Platoons (Win by 450 pts. Clear Victory).
Notes: Felt like a much fairer game. Suppressed units stayed suppressed for the MSU, rendering them ineffective while the platoons were very difficult to destroy. One was only wiped out by being suppressed and then being hit and getting another 6 rolled for Destroyed. Otherwise again it could easily have been a Platoon victory.
Eighth game, same conditions as Seventh:
End: 1 Platoon (1 at 5) vs 0 Teams (Win by 250 pts. Clear Victory).
Notes: This felt perfectly balanced the entire time. The Platoons were able to focus on Suppressing the Teams to slow their firepower, while the Teams had to rely on attempting to suppress the Platoons through sheer firepower. It eventually boiled down to ~10 members of a platoon vs 5-6 single member survivors of Teams, taking about 6-8 turns extra to resolve due to poor rolls. The addition of the -2 to "Extra" activations meant that if the Teams player did not activate any Suppressed units as his first or second unit before he was forced to start rolling for Extras, they had a slim chance of reentering play for that turn. Additionally, this lent a large advantage to the Platoon player if they could get Initiative, as this meant all of the Team player rolls would be "Extra" activations and so Suppressed units usually stayed suppressed.
Finally got my wits about me the next morning and ran further tests of 3 games each: 2 Platoons vs 10 Teams, 10 Teams vs 4 Sections (125 pts ea), and 4 Sections vs 2 Platoons. These games played to normal length: 5/6 turns.
Game 1: 2 Platoons vs 10 Sections, darkPrince variation of Hellebore Ne System (1/2/3 for T/S/P), normal turn length:
End (5 turns): 2 Platoons (1 at 15, 1 at 14) vs 9 Teams (6 at full, 2 at 3(1 Supp))(Win by 50 pts. Draw).
Notes: Teams had several poor rolls for extra activation and platoons rolled poorly for their suppressed units.
Game 2:Same conditions as Game 1:
End: 9 Teams (7 at full, 2 at 2 (Both supp) vs 1 Platoon (1 at 12 (Supp)). Win by 200 pts, clear victory.
Notes: Lucky rolls quickly eliminated one platoon and poor rolls kept the remaining platoon useless.
Game 3: Same as Game 1:
End: 2 Platoons (1 at 13, 1 at 9) vs 10 Teams (6 at full, 1 at 2, 3 at 1 (All Supp)). 0Pts, Draw
Notes: Seemed very balanced, and more units to fire on Suppressed Teams would have wiped them must faster.
Game 4: 2 Platoons (250 pts ea) vs 4 Sections (125 pts Ea):
End: 2 Platoons (1 at 15, 1 at 13) vs 3 Sections (2 at Full, 1 at 5) (Win by 125 pts. Clear Victory)
Notes: Both unit types were unable to reliably force Onslaught checks on the other, and the destroyed section was only such through attrition. No models were Suppressed during the game, although failed activation did have a large effect.
Game 5: Same conditions as Game 4:
End (6 turns): 2 Platoons (1 at 17, 1 at 12) vs 3 Sections (1 at full, 1 at 3 (Supp), 1 at 2). Win by 125 pts. Clear victory.
Notes: Sections had atrocious luck in causing damage, and the Platoons had a pair of 4+ damage per activations (One was 6) that cleaned out the damaged Sections. Suppressed did occur to the Onslaught section and to a Platoon, and Platoon player had atrocious luck gambling on activating the Suppressed unit first.
Game 6: Same conditions as Game 4:
End (6 turns): 2 Platoons (1 at 15, 1 at 8) vs 3 Sections(2 at full, 1 at 4). Win by 125 pts. Clear victory.
Notes:Section player had some poor rolls for activation and Platoon player had some very good high-damage volleys. Overall felt much more dynamic in who had the advantage.
Game 7: 4 Sections (125 pts ea) vs 10 Teams (50 pts ea):
End: 3 Sections (1 at full, 1 at 9, 1 at 4) vs 7 Teams (3 at full, 1 at 4 (Supp), 1 at 3, 1 at 2, 1 at 1). Win by 25 pts. Draw.
Notes: Very back-and-forth. Lots of suppressed Teams, but was somewhat common to have a suppressed Section or two.
Game 8: Same conditions as Game 7:
End: 4 Sections (1 at 9, 1 at 8, 1 at 6 (Supp), 1 at 3 (Supp)) vs vs 10 Teams (4 at full, 3 at 4 (2 Supp), 1 at 2 (Supp), 2 at 1 (1 Supp)). 0 pts, Draw.
Notes: Lots of back-and-forth Suppression, and felt very balanced.
Game 9: Same conditions as Game 7:
End: 4 Sections (1 at 9, 2 at 7 (1 Supp), 1 at 4 (Supp)) vs 9 Teams (7 at full, 1 at 4 (Supp), 1 at 2). Win by 50 pts. Draw)
Notes: LOTS of suppressed results both ways. A few Teams were close to being destroyed, and with better rolls on both sides it probably would have been ~3 dead teams vs 1 dead Section.