Ha ha, yep, you noticed the slight time warp. We managed to choose factions from just about the start and end points of the medieval era. Oh well, it's only toy soldiers.
One thing we noticed from the rules mod is that it makes you less careful in activating your missile troops. If you fail a shoot activation, just move on to the next unit. So by ignoring the rulebook fail-end-turn mechanism, you might be making missile troops slightly more powerful than intended. You have to really think hard about shooting your xbows if a fail ends your turn. Maybe these rules guys do know what they are doing?