1) in the paragraph describing Commanders, the first sentence says they are units. The very next says they are not
Typo. Fixed.
2) I do like 8 stack/hex limit, assuming the limit applies to stacks of the same side.
Yes, same side. So both sides could have 8 stacks each in the same hex. I'll fix this in the rules.
3) Btw, what happened to Mounts or did I miss those?
Gone.
4) I love the Trump system!
Thanks.
5)Mixed feelings about forbidding allied units from mixing stacks.
Just to speed up the game. My units are mine, and can't be controlled by another player.
AND:
1) Are specials for commanders really overpowered? Getting a special doubles the cost of the commander, which means less commanders on the field.
I think it's ok. It'll be expensive to field a special.
2) Also, with only 3 special commanders allowed what do you do if their are 5 people?
No, it's 3 special commanders per faction, not Alliance. I'll change the rules to make this clearer.
3) Commanders should be able to switch stacks at will, hence the relays in comic.
Perhaps, but only fight once per turn.
4) Nothing trumps archers? I guess your trying to balance that with the increased attack type cost.
Yes, and I couldn't think of anything that really should trump archers - I guess I'm imagining English Longbowmen in reality. What did trump them in the 1400s?
5) You note differences between heavy pikers and light pikers. Details?
Just that you could design multiply kinds of Pikers. So a Heavy Piker might have 10 hits and defence of 5, while a light Piker might have 5 hits and defence of 2.
6) No stack bonus?
No, this is absorbed into the "Count the full attack for the first 8, and 1 attack per unit after that"
And also the "Count the defence for the first 8"
7) Forgot to praise the scouting. Love the idea of taking part of the turns away to speed up the game,
Thanks. This was the main motivation for rewriting the rules. The Game gets bogged down as we wait for people to coordinate their scouts.
8) although I think can work with venturing into the unknown as long as the full move order was given at once
Yes, so long as the Alliance was willing to wait for the GM's turn before finding out the results of the blind movement. I think my way is better.
I'm now ready to publish version 3.1, which fixes up some of the problems outlined above, and adds some more things. Check out the file in the signature below.
Thanks for the comments and feedback.