This thread is a year late
a lot of the issues were hashed out last Feb. I can't disagree, at the time I viewed it (cynically) as a happy accident of GW execs sitting around a table where one said "how can we split the box of 24 into 12, and charge almost the same price for the new box?" and another said "how can we change the game to make it more about the heroes and avoid the 'long-march-to-the-middle' problem of LoME". There was a moment of silence and then they all said "Warbands! Max of 12! New deployment rules!"
After which they had a night of celebratory drinking and many a nerd-bro-moment
I think in general the game plays better with warbands than before, when everyone tried to cram Legolas and 40+ elves into 500 points, and the Shadowlord was the only evil wraith. I like dusting off the heroes I never thought I'd use unless I fielded 1500 points (of mostly warriors...imagine the tedium!) I like the way deployment happens by warband, because even the pre-game requires some strategic thought. I like the new scenarios that form a good foundation for custom story-driven, objective-based games. And Might is fun to use, now there's generally more of it floating around (though never enough...).
All that said, I agree it could have used a lot more thought. KotD is a perfect example. I could see the Twins leading a warband of 18, or goblin captains (except Durburz) leading 8. I'm not sure why shamans or stormcallers can lead any more than a couple (call them guards, or personal assistants
).
And maybe there's an entirely different way to achieve the all the positive (imho) changes the warbands have introduced...