First - the focus; Like the GoT campaign, the rules will be for small level petty wars. Slightly larger than skirmish, but not mass battles. Too many fantasy rules try to include everything and I believe what is left out will be as important as what is left in. To that end it is assumed that;
- The technology will be pre gunpowder, that sort of generic fantasy mish-mash time period.
- The style of warfare is similar to all factions/races.
- The battle rules should be able to play without campaign rules, but still be enhanced when they are included.
- The game should include both players at all times. Just rolling dice is not being included. There should be decision points at every stage of the turn and game.
- All mechanisms should move the game forward and do so in a timely way.
- Decisions should have meaning.
- Tables are bad - I rely on them too much.
- The combat cards - I thought these worked well in concept (though bad in balance sometimes, ONSLAUGHT anybody?) because they allowed the player decision to be as important as the dice.
- The surge - I still like the idea of limited command and control, even though I know it chaffed on others used to Warhammer. For the initial move I want to go to what I discussed concerning an initial battle plan that has order chits - Hold, Take and Hold, Advance, and Withdraw probably. From there the game devolves into desperate measures to change the situation. To maintain this it is necessary for combat to be a tad bit less lethal.
- Prebattle set up. It needs reworked for balance but the scouting and such seemed to flow smoothly.
- The combat was too lethal too fast and not very balanced.
- Army lists. These take a ton of balancing, so to help I would like to go with the broad asset method of selecting units.
- Rules on 3x5 cards. Sorry, this is purely a result of my distracted procrastination.
- Flying units - While the image of the charge of the Ghost Riders of Khos from Divine Right will forever be locked in my heart, flying is a powerful ability that has major implications for any game. Some brainstorming options to balance/hinder the ability include weaker units, can only fly once, easy to route, hard to control, and high cost.
- Magic I am going to leave this one alone.
- Terrain needs to be better described in ability so that players are not too surprised.
- Baggage
- Unit cards
- The storm of Doom