So I've been thinking about some discussions we had a few weeks ago, about how freelancers, dregs, ghouls, and while they weren't included in the discussion at the time, i think fanatics now also, are somewhat undesirable, and I think maybe I have an idea why. In tabletop, henchmen could only advance each stat once, and heroes had a maximum level they could attain. Which means that without reaching the maximum possible stat line, eventually they would all stop advancing around the same time, and therefore their starting balance had a direct relation to their ending balance. In Warband Skirmish there is no maximum level, you can just keep going. Now I don't think that we should we should add a maximum level to Warband Skirmish (although that would solve the problem). But we do need to make sure that the the starting balance of a unit is maintained in it's ending balance, in some way. Making sure that all (non-leader) units had access to the same number of skill trees would be a big step in that direction (in which case freelancers, ghouls, and dregs all need one more skill line). Or making sure that their starting advantages are maintained when they get close to the end game would also help (like the ogre having an increased stat line). I have some specific suggestions for each of those units, but I really want to separate my ideas on how to fix from the general idea that something is wrong, and needs to be adjusted. I think we have all agreed in the past that those units are lackluster and worth avoiding. So I'm going to take my suggestions on fixing each of them, and put them in a reply below this, and hopefully you guys can either add to the list of things you think are unbalanced, and offer suggestions to fix it below. Or perhaps some of you have ideas about another way to making a sweeping change like a maximum level (but not that) that would solve the problem in general way.