So there are a lot of good suggestions in the other thread, that are worth talking about more. But for the sake of consolidating our message to Legendary, here are all the changes that all the players here on the forums agree on. 1. It should be impossible to automatically pass any roll in the game. Failure chance should be at least 1% on every roll, but possibly as high as 10%, including armor and leadership tests. 2. Hammers are over used, and many other weapons are under used, not because anything is wrong with the weapons, but because armor is too good, possibly due to automatic 0 damage at 100 armor. A good solution would be to add the tabletop rule that strength over a certain value reduces enemy armor (probably strength over 40 at 1 to 1, so strength 50 would be -10). Alternate changes could include reduced desirability of heavy armor, such as an initiative penalty associated with weight. 3. Ghouls need a boost badly. Some more melee skills, and a way to penetrate armor (possibly with Str, per 2). 4. Crossbows need a way to penetrate armor (especially handbows which look cool on witch hunters, but pale in comparison to pistols, this would not be solved by suggestion 2 as they are all at or below strength 40). 5. Freelancers need a boost, preferably to make them better at what they already do, either through a baseline stat increase, exclusive gear, a special set of knight based academic skills, or pets such as the wardog or a Squire. Shooting skills would make them worthwhile to hire, but it feels wrong. 6. Rating system needs review as it is currently possible to make "bad" choices and get a warband that always loses. No consensus yet on exact changes, but good discussion on the topic here: https://forums.legendary-games.com/index.php?threads/suggestion-balancing-the-warband-ratings.6636/ Also these are not exactly balance issues, but we also all seem to agree that some things should be added/adjusted for Aesthetic Value so we see them in the high end games such as: A. An improved Flail B. An improved Stove Hat C. An improved Faction Shield D. An added faction shield for Witch Hunters. Subjects still being debated: Do fanatics need a boost? Do dregs need a boost? Should hired swords be limited to one of each type? Should standardized stat increases be applied to all characters?