Army concept one: Swamp Kobolds (Kobolds of the cursed swamp)
Theme: Until recently it was believed that life could not exist in the dead forests surrounding the kingdom of Darss. For generations kings in that region have exiled those sentenced to death into the forests never to be seen again. Unknown to these kings the exiles survived and plotted revenge against the kingdom that cast them out. It was not long until they discovered that there were inhabitants of the forest, simple kobolds. They knew nothing of war and were easily manipulated, believing all that the outcasts told them. Now the outcasts have formed an army and lead the Kobolds to war.
Look: Classic Kobold

Playstyle: a horde army that fights about the same as humans when they are concentrating, but with worse courage; especially if you leave them to manage themselves.
Faction ability / trait
Lost Without Command: At the beginning of each of your command phases, after the first, erase a concentration box from each of your units. A unit with no concentration boxes checked suffers a (-1) -1/-0 [-1 courage] penalty and an additional -1/-0 penalty if engaged.
Whenever you direct control a unit, change its standing orders or play a command card on it, you must check all of its concentration boxes.
generic orders: you may discard a command card to recheck all of a units concentration boxes.
Special unit type: horde: Horde units consist of two cards, similar to colossal units. Hordes lose two attacks and courage for being in yellow and four for being in red.
Unit ideas
Core:
Kobold mob: [ ] [ ] (5) 5/4 1/1 - 10 3.5'' GGG-YYY-RRRR //
Kobold horde: [ ] (9) 5/4 1/1 - 13 3.5'' GGGGGG-YYYYY-RRRRRR // Horde
Kobold Milita: [ ] [ ] [ ] (6) 5/5 2/1 - 11 3.5'' GGG-YYYY-RRRR //
Kobold milita horde: [ ] [ ] (10) 5/5 2/1 - 14 3.5'' GGGGGG-YYYYYY-RRRR // horde
Kobold spearmen: [ ] [ ] [ ] (7) 5/5 2/1 - 11 3.5'' GGG-YYYY-RRRR // spear modifiers
Kobold spear horde: [ ] [ ] (11) 5/5 2/1 - 14 3.5'' GGGGGG-YYYYYY-RRRR // horde. spear modifiers
Kobold archers: [ ] [ ] (5) 5/4 2/1 12'' 11 3.5'' GGG-YYY-RR // (-0) -2/-2 in close combat
Normal:
Kobold bog guardians: [ ] [ ] [ ] (6) 5/5 2/1 - 12 3.5'' GGGG-YYY-RRRR // Do not lose concentration until they have taken damage.
Kobold owl tamers: [ ] [ ] (4) 4/4 2/1 * 12 3.5'' GGG-YY-RR // Range attack 14'' (4) 8/4 or pester: unit within 14'' takes a courage check; if it fails then it changes its orders to close with this unit as it's objective (this may add a modifier to a unit that under normal circumstances could not receive one)
Will'O'Wisps: GGGGG (3) 6/4 3/0 7'' X 3.5'' ignores terrain, no penalty for move + shoot, autopass courage checks,
always on range order (may be modified). Wisps do not give or receive pinch bonuses. If wisps
would take more than 2 damage from an attack reduce it to 2 damage.
Kobold toad calvary : [ ] [ ] [ ] (4) 5/5 2/2 3.5''* 12 5'' GGG-YY-R // cavalry. (+0) +0/+1 when charging. +1 additional impact hit.
*javelin(tongues)
Elite:
cutthroat outcasts: (5) 5/5 2/2 - - 3.5'' GGGG-YYY-RRR // autopass courage checks, Does not lose attacks for being in red or yellow.
Outcast riders: (4) 5/5 2/2 - * 5'' GGG-YY-RR // Calvary. (+1) +0/+1 +1/+0 when charging. autopass courage checks, Does not lose attacks for being in red or yellow.
deadwood ents: (5) 5/7 1/3 - 14 5'' GGGGGGGG-YYYYYY-RRRRR // large, take one damage during each of your command phase after the first.
Fearsome. Auto pass courage.
Bog wyvern (5) 5/6 2/3 - 13 3.5'' GGGG-YY-RR // 6'' fly , large
Command card ideas:
Surprising focus (blue) +1/+0 and deal one damage to the attacking unit if it is engaged with or in range of this card.
turn to wisp: (green)when a non wisp unit of yours dies you may discard X command cards to replace the unit with a unit of will'o'wisps with 1+X Life. This unit goes in the same place as the killed unit, with the same facing but is unengaged if the defeated unit was engaged.
Concentrated effort: (red): (+x) +1/0 where X is amount of concentration this unit had before playing this card.
More Kobolds!: heal two kobold units by 1 or a horde by 2 (green)
Scatter: (Blue) Do not check boxes for playing this card. uncheck all of a units concentration: it gains +4/+0
(-1/-0 for lost without command if engaged)
Back in line! : (green) one unit gains +1 courage this turn. draw a command card
Glance of Approval: (Red), play before rolling to hit, +1 attack, draw a command card