First I am talking about Battle level games.
It helps to state that upfront.
And you didn’t get my point paradox. Yeah you can counter that. But what I want to say is that this motivation in comparsion to others like Personal gain and Landgrab is not only just easier to accomplish (against at least two other factions 3 if you count your own faction) , you can also accomplish it earlier than the others and they are closer. All other motivations are either deep in enemy deployment zones or markers on enemy models where your opponent can decide when he is going to sacrifice them or not (at least he hasa big influence on of how many you get).
Whereas I've found Unstoppable Ground, Escort Civilians, and Stand Your Ground super easy to score. Sure, maybe not top of 1, but that hardly matters. I don't know about you, but many games I've played to date (not nearly as much as I'd like, granted) have seen massive Morale swings back and forth as one side then another score Motivations or makes a big push. It's extremely rare that one side goes up massively on morale and rides that lead to the end of the game. I can only think of 1 game that happened, where I got a very early game kill on an opposing Commander, and his remaining leader was too far off to one side to recover, letting me massively exploit activation disparities.I played the old Treasure Hunt vs taxi crab Hadross ALOT. My opponent very frequently got lucky in turning over his marked tokens early, leading to a massive early game loss to my morale. I was able to regain that more often than not by scoring my motivations, or killing the models he'd slung too far forward unsupported by the rest of his very slow force. These games, despite my early Morale loss, almost invariably came down to a 1-2 Morale difference at the end.
Given that it was MUCH easier to score Treasure Hunt, and required FAR less investment in bodies exposed to retaliation, I don't agree with your assessment, I did not miss your point at all. Rather, your point has not born out in any of my games to date. You working to exploit Loot and Plunder just makes many counter motivations easier to score. And your entire plan hinges on getting first go, as previously discussed.
End yes one lp pigs look like bacon but there is still a 50% chance in many cases of lvl1 vs lvl1 where they still don t die. And still it is a activation problem but tekness has the option to change places with linemen and they have a character which gives the pigs a life point back. And as a hadross player I will never take another motivation than loot and plunder in the greed list. The others are way too far away or too bad to accomplish.
At least personally, this is not so. 6 pigs, and maybe a boss (maybe not if I'm playing Stand Your Ground, because then you'd be handing me my motivation on a platter) vs a bloodmask shieldwall? And all those pigs are 1 wound because you whipped them last round. You're strongly over-valuing 6 pigs, potentially with no leader model if I have a motivation that exploits your SOI.
So how many effective Counter against this Motivation exist? 2-3 ? Most of them in a Nasier force? What do you when you don’t play nasier against it ? There are technically more situations where you can’t counter it and play the rest of the game uphill then a balanced game.
Let's go one by one.
Call To Glory (Naiser and Shael Han): those 6 pigs you whipped to a frenzy and shoved to No Man's Land? Each one is worth a potential VP to opposing Leaders and Specialists. Naiser can definitely easily exploit this. So can Shael Han, with the previously noted wealth of C Deploy models or ambushers (Red Willow). It's a fantastic counter, given you're serving up 6 easy kills. It also plays into normal motivation losses through models killed.
Sever the Head (Naiser and Hadross): I actually don't like this one because it let's you run models away. However, as a counter to Loot and Plunder it's nice. Because you can mark the Leader forcing the pigs (or whatever) up early. Like Stand Your Ground, it makes the leader flee the fight. You may inflict a morale loss, but you'll lose the models you sent in, and your power pieces are now liabilities. Leaders unable to get in SOI range will cost you activations, allowing the opponent to exploit that and piecemeal your force. That's alot of work though, so I tend not to bother.
Capture Prisoners (Teknes and Goritsi): Those 6 pigs? Meat for capture here Just gotta tag em and bag em. Tekness with access to Rescue, and Goritsi with fast models that have Skirmisher and Stalker will hit and run these tokens quickly enough.
Escort Civilians (Naiser and Shael Han); This is so stupidly easy to score, it's not funny. Longhorns and the BloodChild are great at this one. Shael Han's many C deploy models will be too. Especially vs a player playing Loot and Plunder and focused on jamming up his objectives in the middle. There's nothing left to stop my wide flank moves. Or LOL flying Bloodchild up the middle. I love this motivation. Super easy, and it puts my fast flankers in perfect flanking positions too. I roll you up and eat you for lunch.
Burn It Down (Naiser and Hadross): I tend not to do this one. But it'd be fun because I could place my objectives directly between you and yours in No Mans Land. My objectives can't be within 4" of each other, but there's no restraint on distance to your objectives. So I block off at least 1 model from each of your objectives and and make you fight it out in the middle. Not favorable, but I have to try it some time to see how lulzy it will be using my objectives to block yours off.
Assassinate (Teknes and Goritsi): Did you move a leader up into C deploy at least? Remember how I said counter motivations could force leaders away from the fight? Here's one of those cases. My Goritsi opponent loves this motivation. Its hard to stop him. Between 6 pigs and a boss, you're offering up at least 4 morale, leaving you just a 2 morale lead from 6.
Stand Your Ground (Naiser and Shael Han): Just got to get models in your leader's SOI. C deploy models that are fast readily exist in both factions. I love this motivations vs people who love rushing the middle (like Loot n Plunder). A perfect counter.
Unstoppable Force (Naiser and Hadross): Someone was just on here a few months back saying THIS motivation was the best and so OP it warped games. Hmmmm...
It's fun, I do like it. Especially with Elsis or Arkan + Bloodchild. It's not unbeatable, but I easily score this one too. Loot and Plunder just let's me pick up easy kills on my way to your D Zone. Easy counter to Loot n Plunder.
Steal Intel (Teknes and Goritsi): Got to admit, I've never seen anyone play this.
Land Grab (Teknes and Hadross): Another interesting counter to Loot and Plunder, because I can use these to block deployment opposite your objectives. I've also seen canny taxi crab play used to nab these placed on flanks, then make flanking moves. Probably too much work for my taste, but a potential counter.
Disrupt Supply Lines (Goritsi and Shael Han): My goritsi opponent enjoys this as well. His zeti + skirmishers and scourge hounds are excellent at scoring this while digging deep in your flanks. It's not as instant as Land Grab, but it's hard to stop. You simply cannot cover them all. Especially playing Loot and Plunder as you propose.
Loot and Plunder (Hadross and Teknes): The mirror match. I think you've adequately defended how this can be used to make the game a low-motivation, high-stakes game.
Infiltrate (Goritsi and Shael Han): Again, not one I've seen played. But given the C deploy models available to both, I can see this being easily scored, like Escort Civilians.
Personal Gain (Teknes and Hadross): Another I have not seen played.
No Confidence (Goritsi and Shael Han): I've seldom seen this, but again, the SOI impacting motivations can be used to disrupt activation, forcing a favorably skewed play where parts of your force are left sitting, or you have to risk allowing counterplay.
All told, each faction has at least a few options to cause equal losses quickly, or exploit SOI to force a choice between stranding troops or risking morale loss.
Actually I think that every other category has better balanced Motivations then Greed. Even Burn it down is better than Landgrab. The only one takeable, is loot and plunder (for hadross in a battle lvl game). And that one is too good (against certain armies and most constellations).
As I pointed out above, I think you're missing some very potent counters here.
As for Shael Han my idea would be a Trickster and Za’Ken,The Silent Storm combo. It could work against that. Za’ken could kill a couple of pigs before they can make a moral loss at least the Tekness player would have to think twice before he pulls that of.
Especially if playing Call To Glory, where each turn his kills can add an extra Morale loss. For example, Za'Ken might snipe out the boss, scoring the Leader loss + the motivation loss, and with Bounce have landed 2 possible kills. A 3rd model means a 3 morale loss there.
But I thin Escort Civilians or Stand Your Ground are much more powerful, and directly counter, or at least exploit, Loot and Plunder.