Speaking of not controlling individual characters, I'm designing a strategic medieval-ish game, and I've been working on the combat system for a while now. I think I've come up with a decent system, at this point, but would appreciate feedback.
Units have four basic stats.
Stamina is basically a measure of the unit's ability to keep fighting; morale, fatigue, casualties, and supplies all rolled into one. Units regain Stamina slowly when they idle, and even more slowly if they're moving at a slow walking pace. Firing a volley of projectiles, fighting in combat, and witnessing other units routing are all examples of events that will reduce Stamina. If Stamina ever reaches 0, the unit is completely unable to fight, effectively destroyed, as it's few, exhausted remaining troops flee for their lives, defect to the enemy, or are slain to the last man. Units with low Stamina also receive penalties due to their hindered combat ability, while units with high Stamina receive bonuses. Some effects can reduce effective Stamina, without reducing actual Stamina; a unit with an effective Stamina of 0 is unable to move or fight, and instantly reduced to 0 Stamina if another unit enters combat with it, but can recover and continue fighting if left alone.
Attack is the skill of the unit at offensive maneuvers and actions. If the unit attacks an enemy unit, it uses its Attack to determine it's effectiveness in Combat. Attack is opposed by Defense.
Defense is the skill of the unit at defensive maneuvers and actions. If the unit is attacked by an enemy unit, it uses its Defense to determine it's effectiveness in Combat. Defense is opposed by Attack.
Move is a measurement of the speed of the unit over terrain. It can move as far as it's movement rating in one turn at a brisk marching pace. The unit can move up to three times this distance if it Runs, instead.
The combat system uses this, but is a little more complex. Compare the Attack and Defense of the units involved, then each side rolls a number of dice based on the ratio of one to the other. For every [maximum possible result] rolled, the roller may roll an additional dice and use the results of it in the combat results as well.
A : D - Attacker's Dice vs. Defender's Dice
x >= 3:1 - 4 vs. 2
3:1 > x >= 2:1 - 3 vs. 2
2:1 > x >= 1:1 - 3 vs. 3
1:1 > x > 1:2 - 2 vs. 3
1:2 >= x > 1:3 - 2 vs. 4
1:3 >= x - 2 vs. 5
Next, compare the results, highest to lowest. Excess dice are left aside for now. In each pair, whoever rolls higher scores a Success. Ties give no Success to either side. ]Every two excess dice give one automatic Success to their owner.] OR [Excess dice may be spent to give +1 to one of the non-excess dice results, possibly turning ties into Successes or Failures into ties] The results of the fighting depend on the number of successes each side got.
Each success causes a point of [Morale or Casualty?] Damage.
Each success after the first causes a point of [Morale or Casualty?] Damage.
Each success after the second causes a point of [Fatigue???] Damage.
Getting two or more successes means the enemy unit is pressed to defend themselves(If Attackers) or cannot advance(If Defenders), and may have their formation disrupted, giving them penalties to combat in subsequent turns. If the enemy got two or more successes as well, this result is negated.
Getting three or more successes means the enemy is forced back, into a disadvantageous position(If Attackers) or is forced to break off the assault(If Defenders), and may have to fall back.
Getting four or more successes means the enemy is forced to fall back in disarray, and may rout entirely!
Getting five or more successes means the enemy is completely routed, slain, or otherwise neutralized as a threat on the battlefield.
Various actions give bonus dice, bonuses to die results, or bonuses to Attack and/or Defense ratings; Charging, for example, gives a bonus die to Attackers the turn you charge. If Cavalry charge, it instead gives two bonus dice, as well as +1 to all die results. However, if Cavalry charge Pikemen who have set themselves to receive the charge, the Pikemen get their bonuses instead!
I'm not done yet, partially because exact numbers aren't complete(not even sure if I want to use d10s or d6s), and partially because I need to decide how ranged combat will be handled.