Battle of Wits: Historical Conflicts. I am working on my Strategy Game again and fine-tuning it. Idiot publisher tried to rip me off. WDYT?

I was advised by the board game gurus on Quora to reinstate my advanced rules for my strategy board game. They said it added depth to the game, and most people who don't understand or are just too lazy to learn should just be ignored.

Here are some new rules I've added.

Rolling Retreat Level 1 is a "Disrupt Ability" and requires research to use. It can only be used by "spending" your Attack of Opportunity. Only ranged units may use this ability.

Rolling Retreat Level 2 requires another research, but allows you to execute both an Attack of Opportunity and a 2 space Rolling Retreat in the same turn.

"Defensive Intercept" is a new tier 1 research which allows you to respond to a mini-battle on yoru opponent's turn. You may move Melee troops 2 spaces per mini-round of a mini-battle, or move ranged units 1 space per mini-round of a mini-battle to try to intercept attacking troops if you are otherwise being overwhelmed at a weaker defensive position. Mini-battles end after five mini-rounds, even if no clear victor has been determined. Mini-battles may be resumed on the following players' turn (s) if they desire.

"Subdue" is a researched ability of the Rogue which allows her to KO any enemy biological unit in one hit if they are not within sight radius of a detector friendly to themselves.

"War Kick" is a researched ability which allows the Knight or Rogue's War Horse to kick any infantry unit in the face or heart, slaying them instantly. this is a "free action" but can only be used once per round. It does not count toward the rider's action (s) per turn limit.

"Chivalry" is a research which allows Rogues to ride war horses and take full moves even while cloaked. This is probably going to be the last research on the Tech Tree.

"Torch" is a research for swordmen to make them do D12 damage vs structures.

"Spin Cut" is research for Swordman which makes them hit up to 3 workers or Foot Archers per attack. They roll 3xd6 in such situations.

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I also will have Musketeers, which will be "Alpine Units" which ignore negative terrain effects. They will be "bigger and better archers" but will also have bayonettes to use against enemy melee units and enemy cavalry. They do d8 as a ranged unit, d10 vs enemy melee units at melee range, and d12 vs enemy cavalry at melee range. They have just 2 HP though, and they take up 2 cargo space, so you can only have 6 per grid square or 2 per Balloon cargo hold. (w/ archers counter rogues).
Battle of Wits: Historical Conflicts. I am working on my Strategy Game again and fine-tuning it. Idiot publisher tried to rip me off. WDYT?
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