WALK: The problem is “Hit & Run” tactic of Wizards. [...] Condition to activate Hit & Walk: You must have 5 or less Army’s Regiments.
So this means, if I'm a good player and kill enough regiments from my opponent, I will get punished for this and have to curtail my wizard?
Quote
BUG: This word refers too Wizard’s bug when it gets stuck and cant use magic. [...] To solve the problem, enemy must engage him in close combat as soon as possible. The Wizard cant be attacked during Bug and when problem is fixed, he has first 5 seconds of Immunity
So I have to attack the wizard, but I'm not allowed to attack the wizard ? And when there is a CC I'm not allowed to hit the wizard? Or do I have to flee? Or how should I guarantee its immunity?
GS example: Standard Armybuild where you make 1-2-3-4 (use all limited-types leaving you with space for 4 of Core) 1 Orc Shaman (U), 2 Orc Lobber (M), 2 Giant Scorpions/1 Troll (R), 2 Arrer Boyz/2 Orc Boyz (C).
Is this not a conflict? free choices <=> rare/uniques units?
To introduce a new system to more players and try to show of you ideas, i would suggest that instead of tryn to convince the players in a discussion that more about personal flavor than game testing.
I would suggest that you plan a day where you are online and offer yourself as an opponent in survival games, almost like a mini multiplayer campaign. If a system is only used in tournaments where players are forced to play then the system will be a dead system that is not used outside that. To get players to use it in regular for fun battles is the best way to get it working.
but we also need some kinda rule that will allow an army to retreat however the army must then get a disadvantage for retreating so it doesnt become costum.
If you move on your own land and do not attack any other land, you will have advantage in moving, like Nitrox had, when I attacked him. I really don't see a problem here...