Let me do a little #BandOfCaps writeup here as I'm UTTERLY stoked with how it ended up being! I'm happy with the game's redesign on how the Band is formed and how I've removed "point counting" from the initial stages of the game. Making it easier to pick up and prep.

Initially the idea was that every band would be a balanced force of 150 points worth of infantry and maybe light combat machinery (primary in the form of heavy machine-gun nests, scout bikes, scout bikes with a side car, anti-tank rifles, etc.)

My math was done around trying to place about 10 to 15 soldiers on the field with that in mind. All depending on the complexity of the whole force that is.

BUT! The whole thing was complicated AF! You calculated base cost for the Leader, Specialists, then Troopers... It was a common wargame thing.

And my brother asked me: Okay so everything's in multiples of 5 right? Your base leader is 20, base specialists are 10, and troopers are 5, why not just say: Hey here's 1×Leader, 3×Specialists, and 20×Troopers. That's 150 points.

And I was... What if we start that way and deduct Troopers as a cost?

So yeah. You start off with what he said above and all additional options are rebalanced to work on the fact that they are on a base of 5.

Wana equip a light machinegun to your specialist? Deduct one Trooper!

Upgrade one specialist to a mage? Deduct 3 troopers.

Basically it's just like that now.

This not only helps me do stuff easier in the future, but also enables you the option to actually field a rifle platoon of 24 infantry soldiers in Company of Caps, the idea I had for an expansion to the game which would bring in heavy machinery and actually bigger battles!