Scrollreader/WhatToDoAboutWar
I really like War. It's a solid ability, and it fits very naturally into the feel of exalted. But the charms suck at actually being good at War.
Charm Thoughts - There should be three real types of War charms. Hero charms, which let solo units and exalted commanders and champions have a disproportionate effect on unit on unit struggles. Generalship charms, which provide bonuses to commanders of armies and fleets, and can tilt the entire field of battle in one direction or another. And supplementary charms, which would include things like the terrestrial marching charms in Outcaste, Tiger Warrior training, etc.
Battle Thoughts - Mass Combat should be more like shaping. Int or Wits + War should be your attack and parry/dodge rolls. Units should provide 'equipment' bonuses to these rolls, based on composition and equipment. Health levels should /not/ be those of the commander (though there are undoubtedly War equivalents to the 'extra HL' charms of the various exalt types). I'm thinking either a standard number of HL per magniitude, or leaning at the moment towards HL = 3+unit magnitude. This means its alot harder to kill enough people to knock a unit from magnitude 10 to 9, than it is to knock it from 2 to 1. The variant HL approach means damage should probably be tied to magnitude too, which is fine by me. Rout checks (independent from charms) will probably happen whenever you lose a dot of magnitude.
Sample Terrestrial War Charms (Hero Branch)
Tide Breaks Against the Rocks Stance
The exalt throws himself in front of an enemy attack, shattering the force of the enemy unit like a stone breakwater stands against the waves.
For a single attack made by an enemy against the Exalt's unit, replace the units defensive roll with the Exalt's Defense. This charm works only with a unit of magnitude no greater than 1/2 the Exalt's essence, rounding up.
Boulder Leads the Avalanche Method
The Exalt leads the way, breaking enemy lines for his loyal troops to exploit.
For a single attack made by the Exalt's unit, replace the unit's offensive roll with an attack by the Exalt. This charm works only with a unit of magnitude no greater than 1/2 the Exalt's essence, rounding up.
Stone Stands As One
Reflexive
The Exalt inspires his men (or women) with his own example. With such a leader, how can they falter?
For a single rout check, or the results of a single enemy charm, the Exalt's Unit may use his traits to resist mental influence or virtue checks. This charm works only with a unit of magnitude no greater than 1/2 the Exalt's essence, rounding up.
These 'Hero' charms allow one to (with an investment) be the Lead From the Front hero type, and take advantage of personal prowess. If you like the current rules, this will probably be your approach. But there will also be generalship charms, and training charms, such that while one general with a half a dozen war charms will rely on his personal presence, another will have forged his units into a serious problem, even for the hero.