Thanks for this - some really cool ideas and looking forward to trying them out
In terms of balancing old armies under
AOS, I am using 8th edition points as a starting point. I understand stats have changed and so have powers but I'm using 8th points, then checking out the changed attributes and stats and modifying based on some common sense. After a few games I'll look to modify those points depending on how they play. I know that won't help for new armies though. Wounds and other attributes haven't cut if for me as yet as a balancer
In terms of some of the broken rules in
AOS (from my perspective) I'm also applying some simple house rules:
* No shooting into or out of combat
* Applying the -1 long distance shooting rule from 8th (because shooting seems a little too powerful and means that units will need to get in closer danger zones to get full benefits)
* An automatic d3 mortal wounds penalty against units that retreat from combat (with subsequent battleshock test) to represent a final stand by some of the unit to let the others escape... makes retreating from combat a harder decision
* Allowing heroes to join units - can be shielded by ranged but can still be targeted specifically in melee (to be playtested still)
* Allowing stand and shoot for ranged unit with -1 modifier (to be playtested still)
With summoning, there seems to be many interpretations being thrown around. Given the game seems to now be about "reaching happy little agreements" - I'd consider discussing a few different summoning options before a game:
Option 1 - summoning is used as an ambush type mechanism and you can only summon from your agreed army reserves with no reincarnation. So basically the player decides what they are going to put on the table from their "agreed" army at startup, then any other units are summoned from the reserve while available. As is the intention of the rules, those taking the risk of keeping units in reserve (possibly wasting spells or strategic advantage if they don't pull it off at the right time) are entitled to the sudden death options if they have 1/3 less at start on table. So for say the tomb kings we could agree that they take more skeleton units to be summoned later and have a greater model count than me in total but wouldn't be penalised for model count at start game.
Option 2 - would suit players that enjoy computer games that have the wave survival option. Wave after wave of enemies coming at you and you get satisfaction from surviving it. So this would allow reincarnation of existing casualties (not adding further additional units to your army that were not agreed to at the start). Problem is that attrition may eventually mean the other player will be defeated fully unless the game ends early and casualties are counted across all deaths (reincarnated too) or sudden death is in play.
Option 3 - summon whatever the hell you want when you want.... might be best against games where the other player is a summoning army too so you can kick each other's asses with anything you have on hand
Anyway I know its supposed to be a beer and pretzel game compared to 8th (which I love and will continue to play), so take the above with a grain of salt.