Just to reprint some of the stuff from the Boring Tom site:
THREE 'HOME' LOCALES rather than 5/6.
>Bretonnian Town - Brets, Averlanders, Slayers
>Woodland Camp - Wood Elves, Dryads, Bowmen
>Black Forest - Greenskins, Beastmen, Undead
There is also a Fourth locale, that is the Battleground. This is how it works: All warbands fight in the Battleground, roll for exploration, then return back to their locale in the post battle. (Allowing them to buy henchmen, equipment, hired swords, etc.)
However, if a warband wants to dare, it can, instead of retreating back to IT'S locale, may attempt to raid another person's locale. If they do, they could use the 'Emcampment' rules, and get a chance to steal their opponent's stash (as well as some extra stash items), but at the challenge of fighting extra guards and/or possibly two warbands at once. Likewise, two warbands could decide to Raid the same locale in the same post-game, resulting in a two-on one battle (and maybe a Siege scenario too.)
There's also the possibility of sneaking into another locale (to be honest, this idea just hit me while typing). If you go undetected, you can buy certain items (ex. drugs & poisons in the Black Forest), or certain Hired Swords (Bretonnians hiring Amber Mages in the Woodland Camp). Of course, if you sneak in, there's a chance of being discovered, resulting in scenarios like 'breakthrough'. Whether you sneak in or raid, you obviously can't buy any henchmen or items in the post (so, good luck finding good stuff!)
To me, this is easier than the 'map-based' campaigns, as there is no constant bonus of territories (which can make the gap between strong and weak wider), and is slightly simpler than the Relics campaign. Also, the vast majority of the fights themselves would be in the Wood-based battleground anyone, definitely aiding in the Athel Loren feel.
Also, we'd add in the 'hard to find' henchmen rule, giving them a challenge to restock their warband. Identity's list:
Hench Cost 0-15 16-25 26-45 46-99 100+
Hench Rarity 4 5 6 7 8
Although, maybe add a 'Send For Help' adendum:
"Once per campaign, a player (who cannot be the highest rated warband), may appeal to the rest of the group to buy henchmen/heroes without searching. This should only be requested in the direst of situations (ex. you have four deaths in one game, two of them heroes). If the entire group allows, he may have one post game free of the 'search rule', signifying the hero's pleading to his higher-ups on his hands and knees for reinforcements."
Other thoughts:
~Changing the term 'Locales' to 'Encampments' avoid confusion with 'Relics.' (I know there are 'Encamp' rules... we'll adapt them to fit the three styles.
~Break up the numbers if one camp is too heavy.
"After every player in the gaming group has decided upon a warband, divide the warbands into their three separate camps. There should be a relatively even split, with no more than two or three in any given camp. If one camp is particularly heavy, it is right to break it up into 'different' camps. They follow the same rules, but are considered a different place. It is best to split these up as best as possible along the lines of 'flavor' and background.
Example: A campaign has one Outpost Warband (Bretonnians), four 'Woodland' warbands (Horned Hunters, Outlaws/Bowmen, Dryads, and Wood Elves), and two 'Black Forest' warbands (Beastmen and Savage Orcs). Rather than leave the groups in 1-4-2 format, it would be fairer to split the 4 group up. So, the Woodlands are divided into two separate camps: a Woodland-Human (Hunters/Bowmen) camp, and a Woodland-Fey camp (Dryads & Elves). They both have the exact same rules, hired swords, and trading lists, only they are in different 'places'.
Likewise, if it had been the 'Black Forest' camp that had been the group of 4 (Beastmen, Savage Orcs, Undead, & Forest Goblins), rather than the Woodland, it would be split based on flavor (greenskin camp & beast/undead camp.)
WHY: Prevents a raid on another town resulting in one on three. Still doesn't stop a 3 on 1 raid (if the players conspire), but maybe add enough defence boost, it doesn't matter. Or maybe let other players jump in to help their 'allies'.
ACTIONS: after a game that takes place in the Battleground, a warband may choose 1 of the following actions:
1. Return to home camp (buy items, recruit, etc.)
2. Raid an enemy camp (attack their homes, steal their stash, and so forth.)
~Possible scenarios: Occupy, Raid the Barracks, Encampment Raid, Frenzied Mob
3. Sneak into an enemy camp. If successful, you may recruit from the OTHER camp's equipment list (ex. a Bret hiring an Amber Mage in the woodland, a Waywatcher buying poison in the Black Forest.) If unsuccessful, try the following scenarios:
~Breakthrough, Ambush, Chance Encounter
4. Rescue a Prisoner: Same as 'raid', but with the 'prisoner' scenario, whenver a hero is captured. Wasn't there a 'save them from being executed' scen too, that would work really well?
One last thing: I took a look at the 'Horned Hunter' warband, and they don't look too powerful... on paper, at least. They can start with three heroes with Infiltrate, access to longbows, shooting, strength, and speed skills (woah!), but cost 40gc, and have base human stats. Also, stat-wise, the band similar to Witch Hunters, if not a little weaker. I saw we let them play in Athel too.
Other neat things:
~Two new woodland items (1. traps... same as Bergjaeger rules, making me more resolute to use them on the waywatcher, and 2. 'blessed hide', a 40gc item that lets them reroll initiative tests once per turn.)
~More guys who can't wear armor! (not the whole band, but enough guys to include them... tattoos for everyone!)
~They HATE all outlaws and Bandits... making them a FUN mix/contrast with the Bowmen of Bergerac (which count as outlaws... hee hee hee...)
Other ideas:
1. a few new Rewards tables, a la 'Rewards of the Shadowlord'. Not one per warband, but maybe one per 'religion'. 'Rewards of the Lady' for Brets & Bowmen, 'Rewards of the Hunter', for Bowmen and just about everyone else. Beastmen can take 'Shadowlord' as normal.
2. We only had a Major Artefact chart for sartosa, but I think we need a Major and Minor chart for Athel. Lots of old, magical items waiting to be seized upon.