This is an interesting proposal because currently it takes far too long to take advantage of routing an enemy unit and punching a hole in their line. What about allowing a unit which successfully dices to stop pursuing to turn 90 or 180 degrees when they do so (at the very least, if it's their turn)? It might help speed things up a bit.You need another mechanism to allow HF (and probably others) a chance to be exploit their success. You also need something simple
Despite the above, I have to confess I'm getting quite confused about all these proposed changes. One minute it's HF moving 4MU, light spear armed LCh becoming far more potent than their 14 or so points value suggests and goodness knows what else, and the next a spanner is thrown in the works. It can be hard to keep up with for those not actually involved in play testing.
I re-started ancients with V2 about three years ago and, apart from the fact that, IMO, it generally takes a little too long to play, think it's a set which blows DBXX out of the water. The balance is just about right and mechanisms for movement and combat both simple and elegant. And I just prefer units of troops, rather than individual bases wandering around. Although I really like the idea of more impact dice and HF moving 4MU (since some MF could fight in closer order in the open, why should HF lag behind these?), too much tinkering could destroy it all. I don't want to have to start again with MeG (or what-have-you) in six months time...