IMO, the ideal scenario is that people usually bring more than the required 25%, not because only core are scoring, or to unlock access to more special units, but because the Core choices are worth taking more of.
Core should be more efficient general purpose choices, with non-core filling more speciality roles.
For example, core infantry blocks should be more efficient as a main combat unit, which can be pushed forward and left to slug it out with an enemy unit. Meanwhile, the non-core infantry would fill roles such as extra reliable anvil who can hold whatever is thrown at them until they get some help, or dedicated monster hunting infantry, or elite blenders who might not beat and break an enemy unit,ź but who can be relied on to inflict massive casualties, leaving that unit vulnerable to follow-up charge next turn, or simply reduced below combat effectiveness for the rest of the game.
The post was edited 1 time, last by Konrad von Richtmark ().