Oopsie. Moved this comment from the other thread.
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OK here's my 2 cents.
Meta Comment. This faction at the moment feels like what I consider the saddest thing about the High Elves: the High Elves have all sorts of amazing units, but they all cost ~300+ So the player ends up filling his army with Battlesquads, then taking 2-3 items from the bounty of fancy things.
This is feeling the same way. Assuming that people are going to want to take a couple of priestesses and keep them behind that line, that's soaking up 300ish points right there. Leaving you with 1700 points to get a line of 8 (or even 9). That's like 7 vanilla Amazon swords and
one good unit.
I don't have the time to do it right now, but IMHO this faction needs some cheaper units, and/or the units which it has need to be toned down.(And while I'm not going to bitch about the chosen faction ability, I just want the record to show that the ability I suggested would've let the Amazon units get fewer green boxes = cheaper price....)
Army ability: Arete. Most units have two Arete boxes -- attack and defense (we'll want cooler names). Either one can be marked for one command action. While at least one box is marked the unit has C+1. Erase all marks if a unit routs.
If you want to give them two boxes, that's fine, but I
strongly recommend that both boxes be usable for either attack or defense. Sometimes, based on die rolls, the unit won't be able to use these at all. And the chance gets pretty high that an Arete box will be wasted if a unit can't play it half the time!
The benefit of the Arete box is that, while a bit less good than a card, the unit will be able to use then where the command deck fails. For example, if you draw 3 cards and they're all red, you can plan to use Arete for defense. If you're forced to pre-choose if they're attack or defense you lose a lot of this benefit.
Final point: IF this is changed, then the morale cookie may not be needed. Maybe require both boxes to be checked for it? Typically units only get a morale cookie for their box if it's really hard to convert to a point, like Carthage (where you need a total whiff) or Lizardmen (where you need to do 2 damage without a card). Factions where it's worth a point but easier to convert (Dark Elves, Umenzi) don't give a morale cookie.
(Yeah, yeah, I know I'm contradicting myself here. But basically I'm saying it's better to make it easier to convert the box and lose the morale cookie than to make it really hard to convert to damage and keep the cookie, as in the later case I usually won't bother marking the box--too risky that the command action is wasted.)
Amazon Spears - 244 - Core
O:(6*)5*/5* D:2/2 R:L M:L C:12
4/3/3
Ranged attack uses the Pila rule.
We had a little back and forth on this -- I'm curious how people feel on them using a single spear that can double as a thrown weapon or a fighting spear for taking a charge. I like this even more now that we have the link with Centaurs.
Are you implying that they get a checkbox, which is marked if they throw pila? I'm cool with that. Thinking how it would be worded...
Amazon Spears - 244 - Core
O:(5*)5*/5* D:2/2 R:L M:L C:12
4/3/3 Range 3.5"*
Ranged attack uses the Pila rule.
You may choose not to have this unit make a ranged attack. If you make a ranged attack, mark the "spear" box. You may spend a command action to unmark the box.
* (+1) +0/+0 when not charging if the spear box is not marked.
* (+0) +1/+0 vs. cavalry/large opponents if the spear box is not marked.
* (+0) +0/+2 when holding vs. cavalry or large opponents if the spear box is not marked.
If that's not what you meant, then...uhh...never mind.

Of course, one way to make these things cheaper is to cut them to 5 dice with no "asterisk."
Disciples of the Huntress - 213 - Standard
O:(4)5/5 D:2/1 R:3L M:LL C:12
2/2/2
Cavalry. No Move & Shoot.
OK, I'm going to assume you mean "no move and shoot
penalty" or opposed to "can not move and shoot."
This unit makes me nervous. Usually regular archers can hold their own (or, more often, win) vs. horse archers. But with a 7" movement range this unit will be 4/1 vs. ranged attacks, meaning she wins an artillery duel nearly every time!
I strongly recommend the speed be cut to 6". (Which is the speed of the other horse archers in the game.)
Disciples of the Huntress - 185 points - Elite
Disciples of the Oathbreaker - 125 points - Elite
I might have more to say on these later, but at a once-over they're looking good!
Young Centaurs - 345 points - Standard
O:(6)5/5 D:2/2 R:L M:LS C:12
3/2/2
Impulsive. Centaur Javelins. No Arete.
Can you
please double check the formula for these? I'm truly shocked that they're coming in only 35 points under regular centaurs!
Making them both impulsive and lower skills feels pretty different enough from normal Centaurs, IMHO. If someone comes up with a cool tweak, I'm good with that, but I don't think we need to come up with something just because...
Elder Centaur - 305 points - Elite
O:(4)6/5 D:3/1 R:L M:LS C:13
3/1/2
Centaur javelins. Cavalry. Normal cavalry charge bonuses. No Arete.
I'm really tempted to put them a 3/2 defense. Can you come up with a flavor justification as to why they're only toughness 1? (And don't say old & frail. If they're that old, they're not going to be super-dodgy.)
That said, I'm not sure how useful a unit this is going to be. With only 4 dice it's not putting on too much a hurt. (4) 6/5 in general is a pretty bad dice confiuration, esp. for cavalry--witness those awful Spanish Cav (Carthage). Maybe give then one more attack die?
Amazon Light Sword (needs cooler name)
What about "Amazon hunters?" or "Amazon foot hunters?"