Thanks for the thorough breakdown! Definitely some instant things that leap out as needing changing, but this is why I'm putting the draft up after all!
Things I Do Not Like
Why are Attack/Defence different stats?
I hate Action points as it is needless book keeping. Either each model does just one, or they can do as many as they need in a activation. AP are pointless.
Attack and Defence are different stats to facilitate specialists in one or the other, and because I do find a combined 'skill' value like Song of Blades uses too simple. For example, take the Dire Hound unit. It's a feral zombie dog, if it starts attacking someone it's going to be lethal, but it's not really able or wanting to defend itself. Meanwhile, a Dwarf Warrior trained in defensive fighting might have an above-average Defence stat but only an average Attack stat.
The Action Points are there as I want there to be options in how things are done. Rather than having move/shoot/fight phases, I want someone to be able to fire off an arrow then move back into cover, or fight an enemy then cast a spell ect. There's no bookkeeping involved as models do all their actions consecutively (though I can't recall if I clarified this) so it boils down to 'you can do 2 of these Actions in a turn'. It's not like you need to keep track of what's been spent, you just pick a model it does two things and you move onto the next.
Meh and Other Uncertainties
Too many modifiers + Special Rules+ tables! Oh my!
It does look like a lot, I'll give you that! There will only typically be 2 at most in play on a roll (eg
D8+Attack, or
D8+Weapon-Armour), so in theory that shouldn't be too complicated. Maybe it's the
40k in me (or more likely the Batman Miniatures Game, with its 232 separate Special Traits... yeah, that is a bit too many!

), but I actually thought the Special Rules need expanding. I'm all for stats providing variety, but they can only go so far, and I do think in a game of this size, the more variation the better. The big list of Special Rules is simply to consolidate them in one place, like the Modifiers for weapons and armour, in practice there's only ever going to be 2 or 3 at most affecting a model.
The tables are just a layout thing, most of them are again just reference sheets that can be cut down once you look at specific models, or in the case of the 6
VP tables for the Missions sections they're just the easiest way to organise them for now. That will definitely be looked at in updates, once I know exactly how many tables and charts there are I will cut them from the main body and consolidate them into a Reference section and avoid duplication.
There is no morale system
This is deliberate, I think at this level it's just not that necessary. It's vital in larger battles, when things like unit cohesion and orders are important, but when you've got about a dozen models in play, it's every man for himself, I think. It's another stat and another level of complexity that I just don't see as needed.
It is unclear who starts a Turn and how a turn progresses. I understand players choose to do actions with their models, but are they simultaneous, I-GO-U-GO, Alternating? etc.
Definitely need to clean this up, thanks for pointing it out!
It is unclear what happens when a model reaches 0 Health Points
As above, kind of took that one for granted that 0HP=dead but it does need spelling out.
Missions are VP only win conditions
Not sure what you mean here? Do you mean there should be other ways of winning missions or something? Wipeouts do guarantee victory, everything else is covered by the kinds of
VP available. Eg. rather than a Mission saying 'Player A needs to get X models off the enemy Board Edge' I can just list 'Escape: 1VP'.
Why D8?
Basically I just like them! More granular than a
D6 which I feel at a skirmish level is not enough, but less so than a
D20 which I don't like to see outside of
RPGs (one of my many problems with Infinity).
D8 gives me a good range of variables, and interacts better with my Modifier system (+4 on a makes the roll pretty much unneccesary, ona
D8 it just significantly improves the odds)
Final Thoughts
Right now you have the basic ideas down for a functional game.
However, I think you will want to spend some time thinking about what you are actually trying to accomplish instead of just cobbling together bits and pieces form different games that you like. For example LOTR is a system designed for big heroes to be able to do big things, and the mechanics work that way. Frostgrave is about Wizards so the mechanics emphasize magic. Dragon rampant emphasizes customization of units. What is your game trying to bring to the table? If the answer is be generic, than you should stop right now because no one wants to play something that is generic.
Once you know what your game is trying to accomplish then you can fit together and build the mechanics that make the most sense. For example, let's say you decide that you want a low-fantasy world. Then melee and combat mechanics for individuals are important. If is high-fantasy you want your heroes to stick out so maybe they can do more in a turn than other lesser mortals? Perhaps it is about battling mind-bending horrors in a fantasy world where morale and sanity are valued. Then, you can start to build the game around the unique themes of your game and world.
Then always remember to cover the basics of:
-Move
-Melee
-Missile
-Morale
-Missions
You have most of these in place so just build in the chrome now.
Ok, what I want to achieve with this game:
- Fast and simple gameplay (I think this one is pretty much sorted with the Opposed Single
D8 core)
- Narrative-driven (starting to come through in the Missions and Deployments, will be more obvious once I get to the character system).
- Setting is a tough one, because ultimately I do want this one to be quite adaptable. I'll be primarily using it for the AoSverse, but I want it to function just as well in a D&D or WFB or
LotR setting. I guess I'm hoping this one ultimately works irrespective of setting on the strength of the mechanics, so really it's setting-neutral, unique and effective gameplay as the 'selling point'.
- In terms of heroes vs mooks, I do want there to be an element of heroism in there, and I plan to expand the Leader rules to that end, again this is something that'll come with the campaign/creation stuff. At the same time, I don't want the regular warriors to just be set dressing or pawns for the heroes; I want every model playing with the same amount of depth, with the hero being set apart just by being more capable than their followers, with better stats and gear, rather than being governed by additional/different rules. Wizards likewise I don't want to be any different mechanically, just functioning in a different role by handing out buffs/debuffs.
Thanks again for the feedback, definitely given me some food for thought!