Love this response - let me tackle it and give you an idea of our thought process, how we ended up at the current design, and where we would ideally like to be at.
Hide behind the meatshield is a fantastic way of putting it, the idea was to simulate the "disposable impediments" that heroes often encounter when pursuing their foe - specifically minions. Of course, in our game minions are also key to being able to perform challenges, manipulate the world, and accomplish your goals so each loss should be somewhat painful. I'm glad you feel the approach makes sense, I think that people will appreciate it more when the game is in their hands.
Oh yes, there are Agents that are pure "hero hunters", including a certain Hound who can see every hero within X POIs, and if he has "injured" a Hero he can see him anywhere on the map. If you are pursuing certain one-sided strategies like pure military, it often makes sense to sacrifice some of your strategy and recruit these hunter type agents to target an area you have ignored - like a powerful wizard who has learned to create portals, or one who has journeyed to your ruins and learned your identity.
Agents don't play together well, they gain penalties when in the same square (some events can negate this, and they can fight together on your home POI) - when they do the heroes divvy up and their are, in essence, separate battles (arrows next to the portraits let you shift between which battle you are watching but they play out concurrently). This happens rarely, takes significantly more time to play out due to the complexity, but really highlights those epic moments where a true showdown occurs. We originally had them all on one battle, but it ends up being just a confusing mass of minions and agents - separatin them seemed thematically appropriate and also evoked those epic multi-stage boss battles (like in FFVI).
Each minion has a "Command Rating", and each agent has a "Command Skill" - you can create up to your command skill. So maybe you have one amazing Minion, or several mediocre ones - another aspect to strategy. Being annointed or embued by the Old One will enhance Command, as will winning significant victories or increasing your fame.
So on the layout of the battle map - we went through a LOT of iterations and while the strategy game itself has been locked down to the fundamentals for monthes combat is constantly in flux. Our currently approach which will with only at most minor changes be the final, originally did NOT have a large Hero portrait on the left. Instead the Agent loomed over the entire battlefield, and the hero icons were themselves larger to represent Traits, Items, and other attributes. The problem was that their CAN BE so much information for Heroes, especially late game, that it was a clusterfuck of confusing icons - tooltips or no tooltip it was still very hard to understand, even for testers who had been playing the game for a year. So we added in the Hero portrait, which pops up on mouseover.
The Grid is functionally irrelevant, though the logic of placement tries to put "Guarding" people in front of "Guarded" people. I didn't want their to be any logic to placement for gameplay, as it adds complexity and thought that I didn't want to bog down the already complex gameplay - and it separates from the "abstract" idea of what combat is supposed to represent. So to answer your questions, any unit can make a melee/reach/ranged attack - the type changes the effect of your attack (melee get counterattacked but can distract/overwhelm the heroes, ranged no counterattack but no distract, reach the best of both worlds). Minions are VERY important components of strategy, but they are purposefully left simple. They don't have stats, they AUGMENT the stats of the agent - similarly they don't have the range of abilities an agent or hero does, at most they have two (one of which is almost always a basic attack variant, the other is generally either a battle-altering passive or a non-attack based support ability). Similarily, they can't have multiple damage types, a Minion does Physical or Fire or Arcane (etc) and can't have 3 points of physical and two points of fire like a hero or agent. Their SPECIAL stats are for the strategy map, granting Traits to Heroes that make them much more useful/powerful.
I know that adds inconsistency to the battle, especially given that Minions and Heroes look exactly the same - but it becomes a very quick thing to accustom oneself to, and I believe that given the amount you need to read about the heroes before making your moves it becomes a benefit to have minions relatively more static (an Orc Raider is always an Orc Raider). In fact, in an early combat build the Minions were simply "new abilities" you had, that either could be used to shield you, attack an enemy, or sacrificed for a more powerful effect.
Only one of each Agent, if that agent dies that "agent type" is dead forever - It's confusing because we refer to them generically, it was meant to evoke the idea of common villain archetypes. There's always a corrupted peddler, there's always a madman hermit, a defrocked priest, a nobleman who indulges in profane rites... etc.... you CAN name them in the game by clicking on their name in their stat screen. I have to say that our naming schema, which I thought made good sense theme-wise, has led to a LOT of confusion about if these are unique people or units you recruit.
Right now I only have an army burning a city down in the trailer - we anticipated making a "war" video towards the end. Partly I find it hard to represent it visually because the majority importance of armies in That Which Sleeps is to have them position themselves strategically, and then tie down eachother while they fight over multiple turns. Even the more interesting elements, such as deploying elite troops or sieging enemy cities, are primarily represented through Event/Challenge type choices with troops being a consumable element and elites representing advanced tactics.
If you have any questions about the military part, I'd be happy to answer - and if you can tell me exactly what you're looking to see maybe I can throw together a quick "watch me fight a war" video next week. No promises though, KS launches Monday so depending on response we may be swamped - but hey, on the plus side if no one pledges I'll have plenty of time to make a military video.
haha yes, the ANime art... 20 dollars got me enough anime art to have a UNIQUE PORTRAIT for EACH HERO - that's kind've crazy, but of course it looks absurd (though the minions look decent surprisingly). So the "quality" of art that the Heroes will receive depends on funding, no KS = no Hero Art whatsoever, we'll get rid of the "whole portrait" and keep the anime heads, probably apply some filters to dull them down and look more in line with what we have today. Hit our base goal = 10 portraits for heroes, 3 for each AI tier (Sage, Adventurer, Leader) and one basic for The Chosen. If we get past Minion Art tier, we'll have 3 for the Chosen One based on which archetype he follows, if we hit the Religion and Gods tier we're going to up it to 5 per AI Tier which covers the main 15 classes (outside of Guild specialities) as well as introducing the Priest tier with its accompanying classes.
We actually realized after the fact that based on Unity Asset pricing and similar marketplaces we could have had reasonably attractive heroes, minions, and agents if we went with 3D as opposed to 2D - the problem is I really don't think 3D models look stylish enough unless you have a AAA budget, so though everything would have "Blended" better to a single art style we would have had a more generic look overall.
That little orc avatar has killed hundreds of thousands of innocent civilians, fear his 128x128 resolution. He's actually from OpenGameArt, most of our early placeholder art was and he may be the ONLY OGA asset left, I'd have to re-audit to check. All of the map assets (heroes, armies, agents) will be redone with our base 12k Kickstarter goal, if we reach it.