Flank giving +1 to hit, is too strong if a strong unit attack. Lack of retaliation is big enough bonus.
Morale check after shooting limited only to becoming devastated, works nice. I enojoy less rolls, it make melee combat even more decisive (which i think is good).
Dispel - single caster need to roll 4+ or 6+ to dispel (minor/major spell). Trying to roll higher than previous roll, end with too obvious results. Multiple wizards dispel, is not fun to lose one cast, so dispeling one by one is good. Dispelling wizard need LoS to the caster or the spell target.
Nimble- just do 180 turn, before doing action is good enough. Being able to charge something at your back is useful many times.
Flying - flyers need to be charged by land units, otherwise they can do whatever they want on battlefield, pick fight. So yes, flying need to be jumping. However, not blocking movement seems to be ok.
Poison - there is poison artillety for skaven. 1 roll with blast, make poison weak. In such case there should be Poison(x), reroll X successful defense rolls.
Macabre - 6 to wound to receive Combat Result is not useful. Usually if you wound, you already win combat. Multiple times, opponent dont retailatie, because he already attack or its flank charge. This rule doesnt have impact on gameplay. I remove it.
Regroup - has its use, but forcing Hero to Hold, make it not useful. Weak skill in general, but save your units.
Command - being able to activate one unit twice is absolutly OP. If you activate most powerful monster twice, he can decimate his opponent without retaliation. I think more sensible would be to activate more units per turn (so 2 in a row). Command (X), activate X units at once.
artillery - need to be immune to Deadly attacks (whole attack not only multiply wounds), otherwise machines are snipe by wizards. Which is very odd.
very useful skill would be: Retaliation - you can always strike back with half attacks Full Retaliation (not needed maybe?) ... this could give some edge to lone fighters or mobile killing machines (flying monsters, giants). Not sure if Hero should has it by default?
but its good to not give it to everyone, cause Core units, will slower the game down. With rolling and rolling.
Hero should has rule, dont block movement. So he can move around battle more freely. And can be ignored by enemy charge, if he stand on the path to more juicy target (wizards).
Big single monsters shouldnt have a flank. Its cheap to hit sphinx with impunity, by a nearby priest, when sphinx is busy breaking catapult.
Im happy with the new way the activation tracking works.
You mark activated unit with green arrow token. When unit fight in melee, they both taken GreenArrow Token - so the victim "lose" his move. When already activated unit (with GreenArrow) need to fight in melee again, it flip token to Exclamation side.
Unit with exclamation cannot fight back any more in melee.
f.ex. Skeleton Archers shoot and are marked with GreenToken, Skeleton Warrior move forward and are marked with GreenToken too:
Rat Warrior charge skeletons. Rats are mark with Green Token. Skeleton flip they Green Token to Exclamation side. Both strike each other in melee simultenous.
Then Ratman Stormtroopers charge the skeletons as well. This is Hindered charge (-1 hit) through own unit. Its front charge, because target is in front arch. Skeleton will not fight back, because they are marked with Exclamation mark now:
this system very well limit amount of melee retaliation. If you dont move, you may fight back twice, otherwise only once.
Also it works nice for Dispells. You might want to sacriface activation for dispel try. But if you already do something with your wizard, you can still try to dispel by fliping Green token to Orange side. This put little pressure to start round with Wizards activation, instead waiting for the end, when juciy targets are more exposed.
using card deck instead activation tokens is very nice. Less labour with putting and collecting back the Icons. Also the battlefield is clearer.
lack of retaliation if you flanked, just dont feel right. You should hit back with half attacks. And the agresor should has bonus to combat resolution.
if flanked you could strike back with Devastated amount of attack. Its half Attacks for everyone, except heroes and monsters (who cannot be devastated so keep attack number). Which make sens, and reduce rules exception.
also i dont see the reson to not retaliate all the time. limit of strikes back is increasing bureaucracy much more than it benefit the game. And so what if your monster hit back all times the weak guys? they have +Ranks to compensate, or even Command Group - which equilize this few more wounds discrepacy.
stealth - it should be : you cannot be target of shooting or charge, if enemy is further than 6" from you.
Heros are still -1 to be shoot - make great sens, and is fun. Infantry with shield - can have +1 Defense vs shooting. It doesnt help vs cannon ball. But make difference vs rain of arrows. Stick&Board weapon set have they "special" rule. Not sure if Spearman should also benefit from it?
the First Strike and Last Strike should occur more often. Need to introduce more unit with it. Slow looking unit should has Strike Last - Mummies.
Regroup is very minor skill, its very rare to benefit from its use. I mean once per battle, its handy to save some unit, but this is just prolonging the failure.
Command with activate two other units now, is GREAT. I think all leader-commanders types should have it. It feels like worthy equivalent of Wizard.
Advance and Rush - i need to specified what you can and what not after Rush. F.ex. you shouldnt be able to cast after rush, but you can Dispel. You should not be able to Command, but Inspiring seems fine/sensible.
wizards wording for Killy spell, annoy me. Kill single model, but this feel odd. I think the Deadly rules in this case should be just "KILLING SPELL: 1 hit, AP4, Deadly (D3)". And we have a roll, and your precious army general, probably will not die a cheap, cheesy death.
i use scorpion and the AMbush is a strange rule. you need to waste 2 rounds, without attacking or tanking damage. Fast Amubshers can charge in 2nd round, but normal not. Hmmm.... also deploy over 12" basically means you deploy in the edge of battlefield. I believe the points of ambush is to make some impact in the center of hot zone?
--- all spell list should be like that:
minor 4+ spell: 1. 2x projectile 2 AP
2. friendly buff 3. enemy nerf
major 6+ 4. killy spell 1 attack 4ap Deadly D3 5. friendly mega buff
I make deck of each unit used in battle. When card is played unit is activated. Player suppose to chose which card(ergo UNit) he activate. However you can as well just shuffle all cards from both players, and have fast, random activation - which i like a lot.
Using of deck to activate is much better and flexible approach, than marking activated unit with tokens. For next iteration I make deck of card a default activation method.
from the effort point of view: You need to make tokens glue on hard cartoon, otherwise a thin paper is not practical. Cutting big rectangles out as cards are much easier to do. And they serve as stats reminder as well.
Ambush - what you expect from ambushing model? ley say tomb scorpion. To dig out of sand in the middle of hot zone and kill thouse pesky wizards/artillery, or flank charge elite units. Placing model 12" away from battle cauldron, not being able to attack when you emerge, having to waste first 2x rounds, is ... not very an ambush.
let.. Ambush - at the end of each round (including first), mark a point on map, and then roll D3. If roll is equal or lower than the round number, the unit emerge in chosen place and may immediatly charge.
so.. Scorpion may fail to appear in 1st or 2nd round, but he will for sure create some impact in 3rd. Risk of having unit do nothing for 2 rounds(half of a game!) is a big enough penalty.
Small Target - -1 to be hit by shooting attack. same as old Stealth. F.ex. the swarm unit should have it. It make no sense that arrows ar such effective in killing swarm of rats.
you should be able to freely move with Advance through any own units. This would solve in elegant way heroes movements / being an obstacle.
if Unit has multiple melee weapon, it choose one of them. Necrosphinx is OP. And he should makeup his mind whether he mop the infantry, or trimm beasts head.
all Deadly(3) are change into Deadly(d3) - remove "affect single model" wording.
============================= target need to be in unit front arch, at the time of activation (before pivot)
Flanking if half of your unit at the start of activation, is in target front arch, after pivot, then its not a Flank charge. * AND flanked unit is striking back with Devastated amount of attack (half) [if unit dont have devastated state (hero,monster), then full Attacks]. Charger has +1 to Combat Resolution.