I finally decided to comment and criticise your faction as ruthlessly and brutally as you did with mine!
The Centaur LeagueFinally roused to action by the depredations of human "civilization" on the edges of their woodland homes, the great Centaur philosophers and omen-readers have gathered their forces. Joined by sympathetic humans and elves who share their wilderness homes, they issue forth with a thunder of hooves, burning logging camps and putting villages in sylvan glens to the torch. Mighty warriors of the wild, the Centaurs are devastating, but few in number, relying on their woodland allies to bolster their numbers...or their raw fury and devastating power to carry the day.
The Centaur League is a full fan faction for Battleground. This is version 1.0. As a result, nothing is yet tested and I can't assure you that everything is fair and balanced! Feedback is very welcome. I'll try to do up some playtest proxies when I have a moment, but if you want them feel free to PM me and nag, it couldn't hurt!

As always, points costs are the result of my own attempts; only Chad can give the word on what these units would cost were they official, though I'm pretty sure my guesses will be a reasonable starting point.
Centaur League UnitsSylvan Foot (Human and Elven barbarians with dual swords)
(7) 5/5 2/1 R -- M 5" C 12
Equipment: Leather armor, dual swords.
Core -- 230 Points
5/3/2
Nice unit, IMO. They're strong in offense, speed and health, but will die quite fast. Think Umenzi Berserkers. (why do I keep making references to the Umenzi anyway)Centaur Scouts(6) 5/5* 2*/2 R -- M 7" C 12
Cavalry, Cavalry Charge
Equipment: Spears, shields.
Core -- 275 Points
3/2/2
Interesting, but their stats are rather high for "scouts", isn't it? And why do they get 6 dice? Light/scout cavalry don't usually get that much. And 3-2-2 health is kinda high for "scouts".Rangers (think Aragorn in the the LOTR movie; bow and greatsword badasses)
(4*) 6/5* 2*/1 R 14" M 5" C 12
A (+1) +0/+1 while engaged.
D +1/+0 vs Ranged
Equipment: Leather armor, bows, greatswords.
Core -- 354 Points
4/2/2
Cool! I love crossbowmen style units. They're a scary (5) 6/6 (but quite crappy defense though) while engaged, but their (4) 6/5 ranged isn't anything to scoff about, unlike the crossbowmen's pitiful (3) 5/5.Centaur Warriors(6) 5/6* 1*/3 R -- M 5" C 12
Cavalry, Cavalry Charge
Equipment: Heavy lances, banded mail.
Core -- 286 Points
3/3/2
Nice. Quite scary on the charge; almost equal to knights. I think they're a bit undercosted though. I'll estimate them to be at least 300, but I could be wrong. 3-3-2 is just...welll...a bit too much for "light" cavalry.Centaur Archers(4*) 5*/5* 1/2 R 14" M 6" C 12
Cavalry (No special charge)
No move and shoot penalty.
A (-0) -2/-2 while engaged.
Core -- 216 Points
3/2/1
As I said, the stench of wildmen horse archers is really bad. Exact same cost and stats too, if I'm not wrong. I'd give them (4) 6/5, like the dragoons, but they still suck in melee.Centaur Dragoons(4*) 6/5 1*/2 R 14" M 6" C 12
Cavalry (No special charge)
A (+1) +0/+0 and D +1/+0 while engaged.
Equipment: Bows, Shields, and Axes.
Standard -- 352 Points
3/2/1
Another "crossbowman" unit!
(5) 6/6 2/2 and an impact hit on the charge isn't anything to laugh about, but I SERIOUSLY doubt they cost 352 points. They're the same thing as bowriders, except for the (amazing) manuver mastery and the +1/+0 while engaged. IMO, they should be 300-320 points. Centaur Adventurers(3) 6/5 3*/2 R-- M 6" C 12
Cavalry, Cavalry Charge
Equipment: Shields, swords.
Standard -- 231 Points
3/2/1
*sniffs* - mounted battlesquads anyone?
Dryads(3) 6/4 3/1 R * M 5" C 12
Ignores Forest MC penalties, D +1/+0 while in Forest terrain.
Spells:
-Wild Growth: Cast during Combat. Place a Forest card within 14". (Included Forest card is unit sized.)
-Forest Walk: Cast during Movement and Command. Instead of moving this turn, place Dryads or a friendly unit within 3.5" completely within a Forest within 14".
-Grasping Branches: Cast during Combat. Make a (4) 5/6 melee attack against a unit inside or within 2.5" of a Forest within 14". The target unit gets -1 MC next turn.
Standard -- 168 Points
3/2/1
Interesting spellcaster unit. Though I don't really understand "forest walk". Shambling Mounds(5) 5/6 1/3 R -- M 5" C 11
Large, Fearsome, Stupid.
Regenerates one damage at the start of each movement and command it is engaged.
Standard -- 292 Points
5/4/3
Ok, now we get down to the bruiser bunch. (5) 5/6, 1/3, 5-4-3 health, MC: 5" and regeneration are all nice, but I doubt 292 points is accurate. 270 or so would PROBABLY be better. I don't know, and I could be wrong.Centaur Cavalry (these are wildernes-y humans mounted on centaurs both armed with spears!)
(8 ) 6/6* 3*/3 R -- M 5" C 12
Cavalry, Cavalry Charge.
Equipment: Shield, Lance, Banded Mail.
Elite - 555 Points
3/2/2
Why do these guys have 1 less yellow health than the warriors? I thought they were better? 12 courage is rather lolly (if there's such a word
) when they're ELITE and BRAVE knights... 
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6/8, 4/3 and 1 impact hit on the charge is just TERRIFYING. Centaur Marksmen(4) 7*/6* 0/2 R 21" M 5" C 12
Cavalry (No charge bonus)
A (-0) -3/-3 while engaged.
Elite -- 446 Points
2/2/1
Cool! Finally some better archers! I was thinking bowmen couldn't cross the 400 point mark...Shambling Mountain(5) 5/7 1/4 R -- M 6" C 13
Colossal, Terrifying, Stupid.
No army ability.
Regenerates one damage at the start of each movement and command that it is engaged.
Elite -- 560 Points
8/4/4
Ouch, ANOTHER bruiser? I thought this was supposed to be a finesse faction...
Overcosted, IMO. (5) 5/7 is scary, but not that expensive. 1/4 is average issue for big guys. Colossal status is nice, but makes them a sore thumb for archers. MC 6" is a bit too fast, don't you think? And a mountain is braver than centaurs?
The regeneration is nice, but I doubt it costs that much. 8-4-4 health is amazing, but it doesn't grant such a huge point cost IMO. I'd say they should be in the low 500s like other "giant" monsters. The t-rex has (+0) +1/+1 and +1/+0, and lower courage, health and speed, and no regeneration, and uncontrollability, so it roughly evens itself out. Maybe the mountain will end up a bit below or a bit above, I don't know.
In my humble opinion, its high time to break the 4 toughness/skill barrier. Why not give them 1/5 and remain at the same cost or go a bit up? . And I'm afraid it runs out of space...