Thanks for the comments.
Tigerus, what do you mean by fixing the scoutIng?
On dirtamancy, that's worth thinking about, except that I want there to be an upper limit on how quickly walls can be constructed. I also want to be able to build walls adjacent to a city to represent "Siege Works".
On the stacking limits, I feel these already exist. Only 8 units can contribute defence, and only the first 8 units contribute their full attack - the ninth unit (and every unit after) only contributes 1 attack...
Twoy, I think I agree with cwoakamancy being half. By limiting commanders to one special, the decision to have cwoakamancy will be a tougher one, since it can't be combined with rockin' out or another combat speciality. I toyed with the idea of having the cwoakamancer raise the units they cwoaked but with degraded stats, but decided this was well too complicated.
I'm not sure about lookamancy - a range of 2 seems too big. Perhaps the player could choose a row of 7 adjacent hexes on the map? I'll think more on this.
I agree with the commander level, and have changed this - however, I'm using d5s this time, so slightly different again.
I've also edited the bit about commanders altering defence values. Well spotted.
I'm inclined to agree wtih Bland on the number of specials, but I'm considering removing the bit about how many times the special can be taken per faction, as in, your faction might take Cwoak, Look, and Dance. You might then have two Cwoakamncers, three lookamancers, and multiple Dance. The cost would increase each time you buy the same special again - 50 the first, 100 the second, 150 the third, etc. Thoughts?
I'm also thinking of a "Guard" rule for stacks. So a stack can be ordered to "Guard" another, ie, it must be attacked before the second stack can be attacked. So you can protect your vulnerable stacks like Siege with a big unit of Pikers. Only one stack can Guard another, a Guarded stack can't Guard another stack, and a Guard stack cannot itself be Guarded. Thoughts?