Favour seems to be a significant factor in deciding who comes out on top in a fight. Problem is that a Favour light team should still be competetive, nor do we want the same models getting picked time and time again because of Favour, while others are left on the bench.
Playing Blood Brothers I always feel Favour starved, and at a disadvantage against Favour generators. While BB have their own strengths to compensate, I don't like the power gap that is created when you have Favoured versus Favourless. Even with the restriction of use, I can see Favour generators becoming far more common than other models (particularly in Ludus Magnus), and I don't like the idea that I have to take anti-Favour models like Otho.
The imbalance isn't as great as I might make it sound, but I certainly feel the sweet spot has been missed.
I've already had an idea regarding combat, which relates to providing alternative ways of achieving an edge other than Favour:
viewtopic.php?f=21&t=19854But I have another idea. Every player starts the game with 3 Favour. So why not have them recuperate that Favour in their Clear Turn (note: they don't add 3 in the Clear Turn, merely increase up to 3 if they have less than that). That way a team that has no means to generate Favour other than by bleeding for it can access a small, but consistent amount of Favour by having frequent Clear Turns (an option wth pros and cons), which ties into the idea of the crowd favouring those who push themselves to their limit.
Now BB aren't able to generate a lot of Favour, but like having Clear Turns. Legio XIII don't like Clear Turns as much but they have decent Favour generation, while LM has the best Favour generation and little reason to have frequent Clear Turns (Morituri remain a mystery to me). However, since having this idea I already thought of a set up that could break it, and funnily enough it involves BB =]
In a five model game:
Pick any three BB - Frigge, Sven, Vargr, Hroka, Bjarrhvit - to esnure you get the Ludus bonus.
Plus one other gladiator, perhaps a Favour generator - Hermes, Aquila, etc
Finish off with Leo (Stage 1)
Leo activates - Roars once (4 Favour)
Mars 1 activates (spend 1 Favour) - unfatigue Leo
Leo activates - Roars once (4 Favour)
Mars 2 activates (spend 1 Favour) - unfatigue Leo
Leo activates - Roars once (4 Favour)
Mars 3 activates (spend 1 Favour) - unfatigue Leo
Leo activates - Roars once (4 Favour)
Mars 4 activates (spend 1 Favour) - unfatigue Leo
Leo activates - Roars twice (5 Favour
All models are now Fatigued/Exhausted. In the Clear Turn they all become Ready (unless any Mars became Exhausted), then you may activate one model, which will most likely be Leo... Repeat.
You use the other four models to keep the enemy occupied, use Leo's free movement and terrain to ensure he stays our of harms way (bypassing a Roar if you have to). You can afford to spend a minimum of 1 Favour on every model, with 4 in reserve (plus other Favour generated) for defence, killing blows, etc.
Since I had the idea (and have the advantage of knowing the game better), this Wednesday I'm going to try and fight against someone implementing it, and see if it's as deadly in reality even when you know the plan (my plan = kill Leo). Anyone else is free to try it as well.
I'd also be interested to hear other people's oponion on the importance of generating Favour and how it influences their selections.