Turn Structure Selection Phase - Up to 3 Recruits may be selected each turn, however only 1 of them may be a Champion. Selected units are the only ones which may act or be affected by Commands. Movement Phase - One of the Recruits selected may be moved according to their Movement stat. Commands may be used. Combat Phase - Two of the Recruits selected may attack. If the one which Moved was the one to attack, they will cause -100 Damage. Rally Phase - Commands may be used. The player may choose to forfeit and/or End Turn. Recruitment Each unit appears to be quite badly made, imho, by Jagex. While these changes I suggest may not be better, or fairer, I think they at least give a bit more character to each choice. Scout: 0pts (each slot is filled by a scout which must be upgraded). Damage 50, HP 100, Movement 7, Range 1. Scouts may move through obstacles as open ground. Foot Soldier: +50pts. Damage 100, HP 350, Movement 3, Range 2. Foot Soldiers gain +1 Movement for each other Foot Soldier within 3 Squares. Halbardier: +100pts. Damage 150, HP 450, Movement 4, Range 3. Knight: +125pts. Damage 300, HP 550, Movement 3, Range 2. Knights gain +100 damage against Rangers, and Halbardiers. Mage: +125pts. Damage 300, HP 350, Movement 4, Range 5. Mages gain +100 damage against Knights and Foot Soldiers. Ranger: +125pts. Damage 250, HP 350, Movement 5, Range 6. Rangers gain +100 damage against Mages and Foot Soldiers. Champion: +300pts. Damage 400, HP 600. Movement 5, Range 2. Champions may attack multiple targets in one turn, but if they do so then each target other than the first strikes before them with +100 Damage. Up to 1/2 of your army may be Champions. Commands The entire command system seems so wrong tbph. The costs are far too low compared to the advantages, and some abilities are totally dumb. Two parts to this: 1) No more 5 turn cooldowns. All abilities, aside from those noted, should be 2 turn cooldowns. 2) You should be able to trade in your movement for more points. +25pts for not making a move. But the commands? - Coup De Grace: 125pts. A random Command may be used twice this turn, with the second use costing no points. - Solitude: 100pts. The target may not attack or react this turn. (This is Chastise minus the movement thing) - Deflect: 75pts. The target gains halves damage against them this turn. Half of the damage stopped is added to your Command Points. 3 Turn Cooldown. - Battle Cry: 75pts. The target doubles any damage that they cause this turn. A Quarter of this damage is added to your Command Points. 3 Turn Cooldown. - Palisade: 75pts. The target and other recruits (friend and foe) within one square may not be attacked this turn. - Bountiful: 50pts. The target gains +300HP for the next 2 turns. 4 Turn Cooldown. - Glorious: 50pts. The target doubles their move this turn, but loses 200 damage. - Honour: 50pts. The target may attack before other recruits this turn, and deals +100 damage. - Destitute: 25pts. You may cancel a command made by yourself or your opponent, however the cost of that command is reimbursed. 4 Turn Cooldown. - Second Wind: 25pts. The target is healed for 100HP. 1 Turn Cooldown. Doctrines Doctrines are an idea i've had to really increase the variation in your forces. Each Doctrine GIVES a certain number of Recruitment Points to be spent on your force, in addition to the standard 1000. Doctrines are always present, and have no cooldown as such. - Defensive: +100pts. You gain 25 more command points per turn, and take 100 less damage from combats. - Aggressive: +100pts. You gain 25 more command points per turn, and take 100 less damage from combats. - Balanced: +150pts. You gain 50 more command points per turn, but lose 1 Movement. - Raider: +150pts. Scouts gain +2 Range and +100 Damage, but Champions cost +100pts. Commands cost +10pts. - Behemoth: +200pts. All Recruits cost half their points, but you may not use Commands other than Second Wind or Palisade. - Elite: +0pts. Champions cost half their points, but become unlimited. Knights cost -25pts.