Thaco... Your units are not really made with the unit creation mechanism we thought of...
first, You can not add or change anything on your piker units and even if you could, dance fight is just too powerfull to use as a simple special.
Then, your Vogs use... (calculating) 16 points where 12 are allowed. In other words, too powerfull.
Here are my troops: (For those who know it. Based on the Dungeon Keeper computer game

)
Side Name: Sulphur
Ruler/Overlord Name: Lucius
Type of starting hex preferred: Volcano (or a volcano in direct zone of control, it is where the units spawn from.).
C Special Unit, Scout as first unit.
Infantry, Stabber class: Orc, Orcs look a lot like twolls. they are a lot smaller and less intelligent then the normal, conventional twoll and they lack both the regeneration and the fabrication specials. They have purple skin and wield poorly crafted hammers and shields in combat.
Infantry, Piker Class: Rogues, Rogues are some of the few human troops of Sulphur. They are also the lowest beings. They mostly are tortured for pleasure just to ensure loyalty. Rogues are only used for defensive actions since they are not truly accustomed for underground travel.
Infantry, Archer Class: Warlock, some casters sell their souls a bit too much to darker entities. These casters lose everything in the end and will revert to nothing more then simple shockamancers. They own so little juice that the only spells they can cast are simple fireball spells. The daemons of Sulphur happily use these fallen casters as archer units. Their loyalty knows no bounds since they are without soul.
Scout-Class unit: Daemon fly, Daemon flies are a common sight in Sulphur cities. They spawn from magma and lava like mosquito’s from lakes. They have a high move and serve the Sulphur overlords as eyes and ears. (Natural thinkamancy (6), flight (8))
C: Hell hound. The hounds of Sulphur. These three headed beasts can bite through almost any armour. The beasts stand taller then a horse and are extremely durable. Many a warrior has fallen for these creatures, or their riders…
Hp 6, Attack 5, defence 3, Move 7. Mount, Burrowing.
C: Twoll, Twolls stand as large and dim witted creatures. They are, actually, quite clever in making traps or other creations. They lack the regeneration special like some other twolls do. They stand very tall and are grey skinned. If they do battle, they are armed with mostly fine crafted battle hammers and armours.
Hp 9 (15), Attack 7, Defence 6, Move 3. Fabrication, (Heavy)
Knight class: Succubae. These creatures of evil sarcasm are the fear of all intelligent beings. While not looking frightening themselves, they have the tendency of flaying there victims in battle and wearing their skin as clothes (mostly that is the only thing they wear). They look like the most beautiful woman ever to be born on earth… The problem is that these woman are born underneath earth.
Hp 13, Attack 10, Defence 5, Speed 5, Rider, Frightening.
Warlords: Reapers. These daemons of might are the very command of Sulphur. They live only for war and destruction. They stand twice as tall as a man and have great horns on their heads. They use these as natural attacks if they are disarmed. Reapers have no females in their ranks.
Hp 10, Attack 4+1d4, Defence 4+1d4, Move 5, Leadership 1.
I still have to think about a unit D.
I also have the request if my daemon units can be lava capable. Not that there is lava in the rules yet... (daemon units are: Hell hounds, daemon flies, Succubae and Reapers. Most likely the D unit as well.)