iainmcneil wrote:I think if we did it we would want to aim for a realistic fantasy. Humanoids generally, such as Orcs, Elves etc. Magic & special units woudl be heavily limited and the exception rather than the rule like Elephants, Sythed chariots and warwagons. They'd need special rules but rules that did not make them super weapons.
If it did happen woudl you like to see it partioned off completely so you can only play fantasy vs fantasy or would you like the option to make it a bit Harry Turtledove and have your Romans able to fight your Orcs, or Dwarves vs Vikings. I think that would be very cool but maybe it's just me

I think mixing fantasy and historical lists would be great especially from a campaign perspective. As long as the settings (now ROR & SOA) for allowable army lists to accept with has fantasy as a criteria then I don't see any problems.
As for some input on how to create special units I think flavor is more important then complex changes to the gaming system. Trolls, ogres, etc. could be classed as behemoths and have the same game effects as elephants. Giants and other huge creatures could also be classed as elephants but have a strength of 1. Since it is a % cohesion system you could imagine the giant losing hit points as it loses cohesion and flees from the battle when it hits its auto-rout level. Then it is easy to imagine 1 gigantic guy swinging his club butchering wave after wave of line troops. Also grant the giant throw rock as a range attack and just treat it like a sling etc.
Undead could be granted lower auto-rout levels and fear could be modeled as an auto morale check for cohesion loss when contacted by undead units. Flyers would be a great element to include and would ignore ZOC's of all land based units and be able to evade anything except other flyers. I would assume that they land a the end of their move so that if pinned in combat they can be ganged up on. Also treat them as cavalry where they check to withdraw depending on the status of the combat.
Magic should be limited to a couple of spells if included as a separate entity rather than just being a wizard unit with a ranged attack. Like the archers with a drop down menu magical units would have a list of actions available. Create impassable hexes, rally units, cause morale checks for enemy units, restore lost cohesion ala heal, teleport to another hex etc.
Cheers for listening,
Steve