Well, I spent quite some time this weekend reviewing the rules, thinking about how they work and trying out a few new ideas. Please feel free, because I would love to start up a second game. The only things I am not sure about and why I don't offer to start up a second now is the map (it is huge, how do I go about making such a big map so I can track things?) and how to do the player turns. For a while, that won't be an issue as long as they are on wave when I am, we can do it pretty easily, but once they start to act with other players I can see where it will get very time consuming (after all, when they have units by, they MIGHT need to interact, than again they might not come into contact, so everyone who could be involved needs to be on even though likely not all of them will be.)
To compensate at least for the later I edited the rules a bit, making it so the player has a few less choices about how to maneuver their stacks. They have their warlords with plans in mind (commands of how to act basically) and than they move and act accordingly. Hoping this keeps things flowing as otherwise it can be a very long process to make a single turn per player. Not as nice as the comic I know (less freedoms and controls) but more feesable.
Please, give thoughts on the rules. I turned them into the next version from the rules in the current game, but have no issues editing them. Major difference I think is the inclusion of Siege Units (two, towers and ladders) as well as how combat modifiers work. Instead of leadership and terrain giving + whole numbers, now they give * % a number. Forests now give * 1.1 on defense instead of +1. I think that is what is meant by needing modifiers to win.https://docs.google.com/leaf?id=0B5ruza2uTix3ZjFhZDFlNDgtMGFmMy00NmYwLWJiM2MtNTM1OWIxMTZkZGI4&hl=en_US