Hm...
3) I guess that the naming scheme is: Pawn = Line infantry (LI), Horse = Elite infantry (EI), Bishop = Teidar (T), King = Imperial Guard/Diadem (IG), Queen = Emperor (E).
I'd suggest Pawn = Soroin, Horse = Mizol, Bishop = Teidar, King = Torrai, Queen = Emperor. Or the land based equivalents and Telepath/Telekin...something for Mizol/Teidar
Seems more intuitive and easier to remember for the reader if we use caste titles.
4) Movements: LI = 1 hex and only forward movement (the three hexes towards the enemy), EI = 2 hexes and all ranges of movement, T = 4 hexes, all range of movements and can jump over a single elevation, IG = 4 hexes, all ranges of movement, fully affected by elevation, E = 1 hex, all ranges of movement.
5) Pawn power: LI = 1, EI = 2, T= 3, IG = 6, E= 4, City Tower = 8, City holds no power.
While that would work to create superior and inferior forces, it makes the game very complicated, unintuitive and prone for abuse. It would also make it super hard to come back from an early setback.
How about this? Numerical superiority combined with positioning is used to capture a unit. This way two Pawns can take down a King if they're positioned right.
My thinking is this. A unit that is in crossfire -flanked- is taken. Flanking is defined as two units of the same side being in base contact with one unit of the other side while not being in base contact with each other.
This makes the game very focused on positioning but it means every piece is useful and potentially deadly. We can then give each piece a different movement value. Say Soroin (P), Teidar (B) and Torrai (K) have 2, Mizol (H) and Emperor (Q) have 3.
A normal unit picks a direction and moves its movement value in that direction, Mizol, Torrai and Emperor can switch directions. Teidar can push units they meet into the direction they move in.
Let's say there is also a zone of control (ZOC) in a radius of one tile around each unit. Any unit entering this ZOC has their movement stopped. Mizol ignore this zone. Perhabs they nullify the enemy Mizols special rule too. (Teidar cancel each other then as well and or have a ZOC of 2)
This way the game would be about controlling area with Soroin and using special pieces for flanking and breakthroughs. Of course Mizol and Teidar would still be useful for their ZOC as would Soroin be useful for flanking.
Apart from movement no point values that need to be balanced and relatively few special rules.
Problems I still have with this:
- A row of Soroin could be rolled up from the flank with very few units. (maybe good as that was common in Phalanx warfare)
- Mizol could be too good at flanking
- no idea how to handle the towers
- maybe add a way for units to assist each other defending if they're next to each other
Edit:
Another way to handle different combat strengths would be to use a rock-paper-scissors system.
Mizol beats Teidar, Teidar beats Torrai, Torrai beats Mizol, each of those beats a Soroin, unless the Soroin has another Soroin in base contact, then Soroin wins - nullified by friendly Soroin in base as well. Emperor always wins unless faced with unit + Soroin or fighting two Soroin.
Towers require unit + Soroin. City can only be taken once all three towers are down and requires a command unit to take posession of it. Opponent has then one more turn to mount a counterattack on the city.