I have two questions: 1) Next warband? 2) What about warband composition? In tebletop Mercenaries got henchmen and heroes who were very much alike and decision for Captain/warrior/marksmen was understandable and good. Skaven were quite unlucky since they've lost Black Skaven, Eshin Sorcerer and Rat Ogre (but as I understand it they're future hired swords DLC). Now, what about possessed, undead and Witch Hunters? I'm not mentioning Sisters of Sigmar because (except augur) they are in the same boat as Mercenaries. Humans with slightly different stats, nothing too complicated in execution. Possessed, Undead and Witch Hunters on the other hand have way too much henchmen/heroes diversity to implement them the same way as Mercenaries or Skaven. Possessed: Magister, Possessed, Mutants, Darksouls, Brethren, Beastmen. They all differ in very significant ways: Magister is a Magician, Possessed are (literally) monsters with no option for any wargear, Mutatnts are equal to warriors but with mutations, Brethren are just human warriors, Darksouls are immune to psychology stronger humans and Beastmen are... beastmen. Undead: Vampire, dregs, Necromancer, zombies, ghouls and dire wolves. Vampire is obviously a super melee monster, dregs are equal to human warriors, necromancer is a magician, ghouls are tougher humans with NO option for equipment at all, while zombies are trash as are dire wolves. Undead warband aside from warband composition makes my wonder how would you solve problem with very weak henchmen. Witch hunters: Witch Hunters Captain, Witch hunters, WP of Sigmar, zealots, flagellants and wrhounds. Aside from WH Captain as a leader I can't see this warband with flagellants (no armour and in fact ultra limited wargear options) and zealots (trash) only. Can we suggest warband compostion, skills and equipment for future warbands?