Ok... I downloaded the files, printed em out and stuck them in a ring binder. Feels more real that way.
1) Your files are desperately amateurish feeling. Adding some light formatting, going over the document looking for typos will help with this. For example, you say 'monsters have wounds rather than unit strength' and in the next paragraph say they have
health, not mentioning wounds at all. You merged the turn order and game resolution order somewhat, so that it appears to say you set up the battlefield at the start of every turn. And so on.
2) You could try having both Villians and Heroes... with villians having some kind of negative impact on enemy units and heroes having some kind of positive bonus to friendly units as a base, on top of their other abilities when in melee combat. Just a thought. Allows you to have armies with both types...
3) Discrepancies:
A unit may only be ordered by one hero a turn, even if that order fails.
Further Orders: -1 for each order a unit recieves after the first.
If your slavishly copying Warmaster rules, it'd be 'for every order a hero makes after the first'. If you mean that a hero can order one unit repeatedly, it's not as clear as it could be.
4) Hero questions: Why can't heroes target each other with spells or shooting? As it is, they can only target units, not heroes on their own. It's a fantasy thing, the two heroes trading spells to the exclusion of everyone around them. Also, they do movement
after units, unless they join a unit? This means that they have to join the unit a turn in advance, as it were. That seems unnecessarily cumbersome for some reason.
5) Infantry should have an easier time in forests than cavalry. They don't have to worry about going lame when they go over tree roots too fast. Ditto for almost every kind of terrain.
6) Overwatch - it seems to let you fire twice. You shoot in your turn and then the enemy turn. The description doesn't say anything about not being able to fire in it's own turn, since being 'on hold' just means you didn't move. Is that your intention?
7) Landing fliers - do they pay a movement cost for landing? If not, what is to stop a flier constantly landing behind terrain, never letting enemies get a shot off? I'd prefer to see flying split into 2 or 3 types, with things like Dragons (stay airborne for ages, fight in the air) in one catagory, and gliders (glide from spot to spot, fight on the ground) in the other. That way you can have specialised rules for monsters that never land - like Tzeench floating towers in warhammer (they were in the sea based game).
8 ) Magic - in the tables, does 'basic' refer to
army basic or to
wizard basic? I assume army? It reads like each wizard gets 2 dice plus his level.
9) Shooting - you don't appear to have any way of an individual unit having more powerful bows at the expense of accuracy. As it is, any hit will do the same amount of power. Easy way around is penalties to the armour value of the target. This could also be used for assassins, magic, shield penetrating ion beams, and the like.
10) I'm not a fan of having 10 ranks for a unit. Thats just a lot of note keeping - you'd have to have a piece of paper with every units health on it, and some way of keeping track of which is which. There's a reason warhammer has almost every common unit running around with 1 wound per model. Less bookkeeping in the middle of a battle.
11) Having a to-hit roll doesn't feel quite right in a mass combat system. Just a vague feeling though.
12) Not all shooting units required perfect line of sight. Longbows, for example, were mass fired in the general direction of the enemy lines and even troops at the back of the regiment could fire. Thats more a special rule for bows though, I guess.
13) 'The best offense is a good defense' <- this makes you look like a smart alec
14)
Some of the smarter monsters may have a special ability called "Intelligent" which allows them to se their MPs as they wish one time a turn
One time a turn?
Also, the whole segment on "3. Orders" in 7.2 is rather.. silly. Those rules seem to be far too generalistic to cover everything that could be counted as a monster. You'd be better off leaving that sort of thing to individual unit profiles.
15) What is the reasoning behind threatening only being within 4 squares for units and 6 for monsters? Is there a reason for it that way versus using the units individual movement score?