The last thing you want with a system is for some armies/units to dominate and for the set of viable choices to be too narrow. I agree that you always get
better/worse options in any point-buy system and it is not worth the effort to ‘fix’ absolutely everything. In fact people have suggested they might undertake this in the past (and I even made suggestions for how to modify one list) but the exercise founders due to the sheer effort involved. These suggestions also often reflect a different way to read RAW, and many even match the way certain groups are playing already. Also, it would be nice to just keep using our books and just insert one sheet of changes!
Will of Iron, change to work on a 3+.
Epic Strike, change to give the hero his base fight + 2. (ie this will lift it back up from 0, if used)
Crossbows, give priority to the specific crossbow text and disallow the ability of ‘heroic shoot’ to permit them to shoot after moving.
Epic Rampage, hits for the purposes of this rule, cannot be rolled again on 1s to hit.
Units with the ‘Counsellors’ rule, may not benefit from might bestowed by another unit with that rule.
Epic Charge, change to incorporate the features of a heroic charge
Overlord cannot be used to give a non-hero monster the ability to call a heroic duel.
(This one might be controversial, but I think there is wide agreement that heavy inf are a bit of a ‘no-brainer’ and some are 5pts more/less than others, when they shouldn’t be?)
Heavy infantry, set a price floor:
1. No def 6 (including shield) troops below 25pts in cost, 30 pts if they have crossbows/berserkers/pikes/special charge ability etc
2. No def 7 (including shield) troops below 30pts in cost, 35 pts if they have crossbows/berserkers/pikes/special charge ability etc
Faction specific rules:
Nazgul now Mastery 2 base, with these specific changes:
The Witch-king of Angmar Remains Mastery 3, Gains ‘No Man may Kill Me’ (each hit in a duel is negated on a 4+) – except vs female heroes. His special ability works in rear arc.
The Betrayer Rerolls for just for his company.
Khamul the Easterling Save changes to only negate hits, and not reflect them onto other units.
The Knight of Umbar Boosts apply only to him and his company.
Elven Longbows, change to add ability to always ignore shields.
Rohan, change to give all cavalry in the list the benefit of the Lances rule.
A few of us have been playing with these rules, and it is refreshing to see how it changes the mix in terms of what is cost-effective. It makes a huge change to Gondor lists I have run and I am perfectly happy to have my Carn dum lists toned down a little - with less magic for the Nazgul (I've always played them as mastery 2 anyway), no more cheap dueling from 'the King of Carn Dum' and my opponents having a reasonable chance to negate my darkness spells. I have to say, I actually quite like feeling I can use my Ringwraith's might for something else and not risk getting ganked by some cheap punk hero with ES. I got a kick out of actually advising a mate to take Riders rather than heaps of knights in his Rohan list, that's definitely something I would never do without houserules.
For some of the experiences that have led me to suggest these changes - you can have a look at my Batreps