K, on the whole this works okay. I'm much less opposed to a baseline 2/3 with the occasional 1/3 (originally, I thought it was going to be a 1/3 army with the occasional 2/3).
Patron Deities: A unit's patron deity.
Certainly better than linking special effects to priestesses. I think you could have cards that affect different D/A units.
Army ability: Arete.
I think you should probably go back to the mini-Roll with the blow/follow through. Or whatever the effect ends up being (because roll with the blow becomes much more frustrating on a 3/x or x/3 army), have it give the same affect to both unit types. Arete, the quest for excellence, is the unifying theme in this society.
Maenads - 116 - Standard - [D]
O: (6) 4/4 D 1/1 R - M:L C:-
3/3/5
No Arete, locked on Close.
Choragos - 255 points - Standard - [D]
O:(7)5/5 D:1/3 R:- M:L C:-
Hits: 3/3/4
Fearless. Always on Close.
I don't know what Choragos means; this might need a different name.
I clipped both units to talk about them as a package, since they are essentially both on the Dionysus continuum.
I would make one unit Core, so as to allow a player to field an Oathbreaker army. I'd have it be the more skilled unit of warriors, as they'd be relatively more common. The infusion of new blood by ecstatic ceremonies would be a seasonal thing at most. So I could even see turning the 4/4 into Elite (although Standard is probably better from a game play perspective.)
Names: in Greek theater, the chorus would often have a role between scenes, while props were being hcanged out. They did rhythmic dancing, drumming, and chanting and would often set up the next scene. They'd fulfill the role of narrator. The Choragos would lead said chorus and often pose questions to which they'd answer in chant. Something akin to a conga line, but less cheesy. I picked it because it connoted this band of revelers still in ecstatic trance.
Given that, it may be worth renaming them. The crappy unit is the choragos, fresh from the ritual and still filled with the frenzy. While the maenads are the ones who chose to stay in Amazon society, filled with the madness of the Oathbreaker. (yeah according to myth they fought with their bare hands and were cannibals, but this homeric society is more "inspired" than "modeled" by myth)
Foresight: 1 for every 3 [A] units in the army (foresight is cumulative)
At the start of the game, draw a Command Card for each 3 [D] units in your army.
Please no. Please, please, please no. I've played games where these equations come into play and they're just annoying to work with. Especially in a game like BGFW because you build a list every scenario, so you may build your army planning to have 3 foresight, but then you find you have like 70 pts left over so you say "oh I'll upgrade unit X to Y" but now that unit no longer counts for the foresight.
I really think the foresight should be moved to centaurs and the command card thing should be dropped. If you keep them, and I really hope you don't, then just make them X per priestess unit. That's at least simpler.
Disciples of Dionysus - 125 points - Elite - [D]
O:(3)/4/4 D:1/2 R:- M:L C:13
3/2/2
What about making them be a decent melee unit? (3)5/6 D: 1/3 of 1/2? Or you could keep them as the 'occult witches' of the faction, which given the madness effect works as well.
I didn't like the old Spinning Heads because a) it seemed like it either did nothing or was a CA tax and b) it didn't really have that "beat you in a fight" feel. I'm not sure Spinning Heads is a lot better, honestly, but it has more the feel I want.
I like the 'on Hold' madness. Your curse basically makes it an Umenzi uber Hex/Bless but linked to the enemy. I really think that just making it a (2) 6/6 spell with causing a point = change to a Hold is balanced. Have it be immune to move & shoot and long range (but not command cards) and you'll get something that should usually work but still is sufficiently random.
Paragons of the Hunt - 361 - Standard - [A]
O:(4)6/5* D:1*/3 R:3L M:SS C:13
3/2/1
Full cavalry charge.
Cataphracts. Okay, I can get behind this unit. Just change the name, because a) I like the name Paragons on the infantry an b) 5" move and Def 3 units ain't stealthy. If you're in platemail you ain't a "huntress." I'd go with something in the "Moon" theme. If the other unit was Moon Huntressess, something like Moon Lancers or some such. (they have lances right? Hence the cav charge?)
Band of Heroes - 296 points - Standard - [A/D]
Paragons works so much better as a name. With a name like Band of Heroes, I expect them to be jumping out a plane onto Normandy.
Daughters of Dionysus - 402 points - Elite - [D]
O:(7)6/6 D:1/3 R:- M:L C:-
Fearless
Daughters of Artemis - 470 points - Elite - [A]
O:(6*)6*/6* D:2/3 R:- M:L C:-
4/4/2
Spears, Pila, Fearless
Instead of having them be so similar, why not make the Daughters of Dionysus have doublehanded weapons. So have them be O: (7) 5/6, D: 1/3.
Then the Daughters of Artemis be O:(6) 6/5, D:3/3.
And yes, I know Artemis was a virgin in Greek myth but there's no particular reason to keep that one, and no reason anyone would assume we would after we rename the gods.
Well if the daughters are ascended demi-gods that solves the problems right there. They are 'daughters' in the metaphorical, adoptive sense.
I still say that there should be centaurs. I can see making the younger centaurs impulsive and fast & light with just javelins (not centaur javelins). Then have the older javelins with relatively few attacks but centaur javelins and a dice penalty to enemy units. I'd give the foresight to these guys.