When battles are bigger than the characters, this means war.
With too many bodies, even the light rules become cumbersome. It’s time to think in terms of units.
A Unit
A unit is made of a handful of Soldiers (or men with tools in desperate times).
Stats (1-10)
Speed (Spd.)
Attack (Atk.)
Defence (Def.)
Morale (Mrl.)
STAT Conversion
To go from individual to unit stats, choose a relevant Spd./Atk./Def./Mrl. stat and divide by 2.
Test (1d10)
Roll 1d10 >= STAT to succeed. Usually rolls are made per person, roll all the dice at once for a unit.
Tests can be modified, they are applied to the STAT before the roll.
Combat
Initiative
Test Mrl. for each Unit on your side. Each Unit that succeeds may act before the enemy.
Movement
A Unit can move their Spd. in units.
They may charge Spd. + 1d6 units, rolling after the initial move.
They may run 2x Spd. units in a straight line and must remain unengaged.
Attack Rolls
Roll 1d10 >= Atk. for each man in a Unit that is engaged. Each success is a hit.
Hits inflict casualties unless defended.
Defence Check
Roll 1d10 >= Def. for each hit against a unit. Each success reduces the hits by 1.
After the defence check, any hits remaining inflict casualties.
Morale Check
Roll 1d10 >= Mrl. as a unit whenever you make a morale check.