At the start, I think I was suitably impressed by Sword Sworn and Highlanders, but had very few of them because others wanted to play those factions, too. Then it happened that nobody else wanted Spirit Cats because they simply appeared to be weak as individual units.
*Alpha Strike Blackhawk that shuts down for three turns and can't hit a 23DV without help.
*Mechs and tanks with mostly energy weapons perceived as "weak against infantry".
*Fast infantry that need close combat group attacks to be a serious threat to anyone.
*No reliable Transports or Artillery of their own to Turtle with.
*No awesome LE special units (okay they got the Scorchers later)
Well, you get the idea, fighting Peasants and Agromechs was about all the SCats were good for.
But the Koshi Charge Monkey, Alpha Strike Fire Squad, CBA Capture Teams, Slingshot Saxon Hoverbike, and a pair of AnP Shock Troopers riding a mercenary Giggins APC proved to give many players a lot to think about when they hear the Spirit Cats never lost a fight.
Basically, the Alpha Strike Team retired when AoD rules allowed mechs to use Assault Orders or Friendly Fire to eliminate the Base-Break mechanic.
With Clan Nova Cat adding a few more fun pieces, this became a solid favorite faction. Sure, I have a few allied Dragons but they are mostly for decoration.
I'd go on about the "Mercenary Faction", but it was never officially treated as a Faction. It's just a bunch of units not assigned to any other faction. Similar units with appropriate faction symbols were more desirable. Again, the rules changed with AoD permitting them to move and attack in various formations, so the early tank and infantry units gained value and became more playable. The best part of this mercenary/gunslinger army is it can choose to represent any Faction with a contract card or individual recruiting cost.
GC