We have our side laid out for the most part with the converted units, though can't pm/post them yet because we still need to wait for verdict on stuff like "twice per side", "Ranged Cost", and "Effect of Extra Tough" to be sure.
Here's a few comments for you, and a question at the very bottom (also a question in my last post, which I should have said needed Dave to answer specifically).
LTDave wrote:I'm still having some thoughts. It looks as though "extra tough" is going to be a default for every single unit, since it is the most cost effective.
What if - and this is a crazy thought - every single special was a "once per side" choice? Or maybe a "twice per side" choice?
I think personally a twice or three times per side on the majority of specials wouldn't be entirely out of hand, though definitely not once. It'd be really tricky and dicey to divvy it up that way, and it'd be more paperwork and double checking than anything else.
I think if your issue is Extra Tough specially, I have two general suggestions.
Extra Tough (3): Gain +6 HP
To put it in line with the other specials. Alternatively.
Extra Tough (4): Gain +6 HP. The Bonus this unit gets from the Heavy trait increases to +7/3/1.
LTDave wrote:The exception would be ranged, which I am thinking of changing to cost 1 for A or B (but you can't take it for both), cost 2 for C, D, & E, and cost 3 for F & G.
I'm generally in favor of this one, sounds nice.
LTDave wrote:I'm also keen on thoughts for other parts of the rules beside unit creation - particularly the "Commands" section.
I suppose Warlords can act as Courtiers as Governors. Should they also be part of the Court? Or would that be too confusing?
Well, you could simply say "Characters" can do the governors, and "Characters" can be a part of the court. Banhammer had a 'court' of almost all casters, after all. Also really simple to avoid confusion. If it's a character, it counts.
LTDave wrote:And a minor change on the scouting - how about the revealed area must be contiguous with already revealed areas - as in, the central hex can be up to two hexes away from already revealed terrain?
Would it still need to be within 6 hexes of a controlled unit or city? Also, I assume because of the function of the side nature, that scouts just poof at the end of turn and are never part of the map, right?