I also just realized something, I really have no cavalry in this faction. I might have to make the Satyrs cavalry. We'll see. Maybe being cavalry-less is ok. Not really sure.
Neither the Lizardmen nor the Umenzi have cavalry. I'd say it's better to go without than to try to force it. And cavalry units all involve one creature riding another, so unless the Satyrs are riding something, I'd say to keep them as is.
One thing that stood out was the cost of the Druid Initiates, which was 260. Looking at the unit itself at the time we played, they where basically Bowmen with the addition of the Vines and Thorns ability. They had a good defensive stat at 2/1 and a relatively beefy stat bar at 3/4/2, but they also had a courage of 11 and a range of 10.5. So take away the Vines and Thorns and I'm guessing they would be in the 170 point range. Meaning the Vines and Thorns ability itself costs about 90 points for this unit which is miles beyond what it really should cost. Especially since the ability is next to useless vs. engaged attacks.
I priced these. Perhaps I misread the unit, but the way they work is that you make an attack at (4) 5/5 and then you do an additional 1 point and they slow down if you'd done at least one, yes?
The Formula bases everything on attacking a 2/2 unit. This means that (4) 5/5 will average exactly 1 point, so doing an extra damage almost doubles this. (It would exactly double, except that sometimes you miss.) So I priced the unit as though it had either 7 or maybe 7.5 dice--the slowdown is worth something as well.
Could be I'm a bit high, but yes, it'll be expensive.
Here's my 2 cents on the Command Cards, FWIW:
Coordinated Effort - Awesome flavor! Feels slightly weak - maybe lose the courage bump but have it not count as playing a card?
Make Your Escape - Ordniarily this would be a very nice card. One thing makes me antsy, though: There's a special place in Hell for units which get a low price because of a weakness, then the faction is given a command card which exactly nixes this weakness. An example is Carthaginian Elephants, whose 11 courage makes them really cheap...but then they are given two auto-pass cards (on top of 4 other courage-boosters), meaning that the 11 courage almost never actually has an effect. Anyway, the combination of Acrobats--whose auto-rally was cheap because they were likely to die while routing anyway--and this card strikes me as open to similar abuse.
Mirror Image - Good flavor, but a bit overpowered. Generally situational cards such as these give +1/+1 in the good situation, and something less otherwise. Maybe a parry with an extra +1/+0 when pinched?
Reverse Reality. - I'd make the stat switch mandatory.
True Focus - Overpowered. Would probably work OK without the "change to a 1" thing at all. Or maybe keep that and drop the bonus to (-1) +2/0 and change one damage die to a 2 rather than a 1 (in a hat tip to Ravenwood).