Just played an evening (five games) of mighty armies ancients, (Palmyrans vs Sassanid Persian) with four other guys, which we all enjoyed. After a couple of games we all had the hang of it, with only two of having read the rules before and two players new to histoicals, not a bad start.
A couple of things we puzzled over were 'javelins' and "skirmishers".
Javelins in the rules work as a pre-melee booster, like the Roman pilum, Franks francsica etc. What they don't work for is the skirmishers lighter javelin, thrown from a distance, with the thrower trying to stay out of melee, rather that get involved.
My suggestion: have a "darts" or "light javelin" ability, which allows "shooting I" at 3 inch range, costed at half a point (as it isn't as good as "shooting I" with bow or sling).
Another thought we had was around a "skirmisher" ability, this would allow individual units (or maybe groups) to turn 180 before and after moving (provided they weren't charging into close combat) rather than 90, and to pass through friendly units. We could allow this for light infantry and light cavalry only (might want to restrict what light cavalry can pass through though). This would cost half a point - you can basically use the abilty to screen more important troops or to get out of trouble but not to close combat attack troops you aren't anywhere near facing at the start of the turn.
Camels and heffalumps I'll start another post on.................
Comments or ideas anyone
Cheers
Ambrose T