I don't want to put words in Gull's mouth, but it occurs to me that a 2/2 defense on a 142 point unit is pretty excellent tank value when you can re-roll rout checks, which is pretty scary when you see the units which cry out for those saved points.
Well, they are supposed to be tanks. As it stands, they're actually not great because they have too many similarities to Monsters & Mercs: in order for them to do well you almost have to spend an army ability. I going to make them Courage 12, which will increase their cost by ~10-15 pts, and make it so you don't absolutely have to use their army ability. The limitation that I wanted to include is that they didn't have cheap infantry tanks as Core. And I have found that this changes how you build the army because when you have to take one of the pricier units, you can opt to g with just your Core and the breakthrough Elite units, as the Akritoi make very serviceable tanks (even if they are a bit flimsy).
Oh, I didn't catch that flavor part. I was just looking at them and seeing that there were no lightly armored guys. It looked to me like you were just arbitrarily making everyone 2/2 so your faction had no cream puffs.
Yeah my whole desire with this faction was to make a unique, interesting faction using as few special rules as possible. And so one of the things that I avoided was the standard 2/1 crappy speedbump unit. Instead, I wanted to build in weaknesses elsewhere, namely that their low Offensive Skill means that a person could put that crappy 2/1 speedbump on these guys (or 2 Peasants/Brownies) and either be up points on the engagement that will take forever to resolve or at the very least not be down points. I'm all for units that require people to think differently about their matchups, to realize that they have to adapt to the new challenges before them.