Ok, I have a question about having allies. Since in the comic allies are considered to take actions all on the same round as eachother. Some of the proposals below show this. I don't suggest we add all these rules, but consider some of them. It encourages players to group together, though these rules may be more appropriate to larger scale combat (where there are 6+ players and) or in "team" matches.
When you are allied to someone, I think the following should all be possible:
-Units of allied sides can pass through and even occupy the same hex as if they were all the same side
-Allied units in the same hex are all counted together as when adding up defenders
-Benefits froma Thinkamancer, Healomancer, Dittomancer, and other casters that can alter combat can be applied to ally units with permission of that ally (So One player with a Thinkamancer could use that +1 bonus on an allies units, but at the cost of not being able to use that bonus for the rest of that turn. Likewise if a player gets poor random numbers an ally with a Luckamancer could use that caster's power, as long as the caster is able to do so. A Healomancer revives 1/2 of all the units killed, divided evenly among the allies based on how many units they had.
-Allied units can attack the same hex at one time as long as both attacking hexes are led by a character, only one player posts the movement of the attacking units so only one player creates a combat post.
-Allies can give schmuckers (noted somewhere, like in upgrades or upkeep as a deduction, and the receiving player adds that to tehir income at the beginning of their round) as long as they have a unit travel from one of their cities to the allie's city. Also units can be "given" essentially giving the ally permission to move those units and use them as his/her own
-Allies essentially are going in the same round, so allies will go one after another before/after non-allies. So when Player A makes his move, all his allies will also make theirs' before a non-allied player would move. Again this encourages teaming up, and is true to how combat worked in the comic (as much as it was explained in book 1).
-If a player's ally does not post, the player can determine some basic actions from their ally's units (popping units, upgrading cities, and moving field units around, but not making units leave a city, controling characters - other than moving them - or attacking).
Any of these ally rules sound good? bad? overpowered or underpowered? Really the main thing is these rules encourage people joining forces and discourage solo-play. They make allies more flexible. And more appealing.