Agreed. It's getting a little absurd with how many documents I have to keep track of and memorize. Unfortunately, I like printed books and so I carry this library with me. I think I'm going to start cutting out the FAQ answers and start taping them into my books. And to think that we are probably 2 years out from a new book seems crazy that the current one will be half wrong by the print.
I really like the idea of using garrison rules. I'm beginning to do more narrative play (although still love the competition) and I think this could fit in great. I really like that they even brought the ships into it with transport rules. But with the adjustment to disembarking at the beginning of the Hero phase, we'll find them in the ship for an extra turn. Having the ability to shoot that turn (and be shot at) would be great at keeping them competitive.
Great point. I think it's fair to make. I just see myself going up against Witch Aelves that only need to be within 8" of their hero and getting an extra attack. Irondrakes getting an extra shot for having 20 strong, death summoning units to fight again, and nurgle subtracting 2 from my hit rolls. I just see the additional attack matching the meta I see around me.
I could see revising that ability as long as we got access to more units and maybe it being specific to certain units. But being that we are limited on units in comparison, I think the static buff is key. Like, what if there was a Endrinmaster mounted on a balloon that provided specific buffs for wardens/riggers, khemists buffed arkanauts and thunderers, and admiral was more focused on ships and army wide command abilities.