Thanks again Lex, it was good to put some faces to forum goers.
Ed, I have one of your Balls of Confusion.
Aldhick, here's a break down I sent to my friends. This was most of what we played with I think.
Scouting - In a nut shell, you ante units which give you a scouting
bonus and both players roll a 2D6 + bonus. The winner places the anted
units, the loser places their entire army, and then the winner places
their army. Not a huge game changer but it definitely speeds up setup
as opposed to the I place, you place brigade thing.
Support before casualties - Normally you remove casualties and then
count up support. Instead we counted support and then removed
casualties. This definitely gave a boost to infantry, and really made
you want to have support.
Flyers charge 60cm - Instead of 100cm, but they still could move
100cm. It never came up in my games, my Eagles always got shafted.
One round to pursue cav/flyers - Normally infantry and monsters can't
pursue cav or flyers, and cav can't pursue flyers. If you hit them in
the flank though we gave them one round of pursuit. I don't think this
came up in my games though.
Terrain rules - A whole bunch of them:
Broken Ground - Terrain that doesn't count as open but doesn't confer
defended/LoS blockage.
Road - Units in column that start and end their move on a road may
ignore the command modifier for the next order. So, my General orders
them on a 10, and then again on a 10 for order 2, 3, etc. All other
modifiers (distance, within 20 of enemy, losses) apply.
Build Up Area - Aka a town. Everything can enter it. You can see 4cm
through it, and infantry that are charged will count as defended. Additionally,
anything can be pursued while in it.
In Terrain/Out of Terrain - We did it by the unit, not the stand. If
one stands was 1mm in the terrain it was "in it" and could claim
defended. However, the part of the unit outside the terrain could be
charged and would be counted as a charge in the open. In effect, both
sides get the best modifier. The charger gets +1 dice for charging in
the open, but the chargee counts as defended and can only be hit on
5+.