((i know iknow triple post, but this is important game information
I have changed a bit about the Military System and broken it down into a three phased system. It should also clear up several things.
The Short Turns: Battles
A battle runs the same as before:
each unit gets 1d6 as a basic roll. That means for each fleet or army partaking in the battle you get 1d6, To a maximum of ten participating armies per side. In special circumstances (defending a pass for example) the number will drop significantly. Generals can control up to 10 Armies.
A Natural Tactician or a Skilled Tactician adds his Skill to the roll, so a Natural Tactician +1 would turn the 1d6 of his armies into 1d7s. Other circumstances, like entrenching yourself fighting from an advantageous or disadvantageous position might further affect the rolls.
The Short Turns: Losses
Once the battle is decided (side B rolled all in all 50 and side A only 40) we come to the substraction of losses.
Your armies from now on will have Hitpoints. These show the organization, numbers and morale left in the army. Each army gets 10 hitpoints, except were modified by Traits of Generals.
Now if we take the above example side B rolled 10 more than A. This will be substracted in hitpoints from side A's Armies, but not from one army but evenly distributed.
If an army reaches 0 it has obviously ceased to exist.
Further losses may be caused by Traits like Butcher, which just increase losses massively if the General with that Trait wins a battle.
Such Hitpoint losses will slowly recuperate as Armies recover without battle. During A Short season an Army will recover 1 hitpoint, during a Long Five year Turn it will recover all losses.
The Imperial Army and Grey Guard
No longer needs to be supplied from Imperial Domain Fiefs. Instead they will have a standing cost of 1 Wealth to maintain, add to that a Recruitment Cost of 2 Wealth. That means, given enough money you can muster an infinite amount of Imperial Soldiers.
That however would make Grey Guardsmen a bit overly pricy for what they can do, so they also get an upgrade: 20 Hitpoints and 1d10 on rolls. That makes them superior to every other unit but at a cost of 5 Wealth and 2 Wealth to maintain, they will stay quite expensive and ultimately a smal elite formation.
The Long Turns: Skirmishes, Attrition, drôle de guerre
The Five Year Turns are usually times of calm before the storm. Where the Short Turns are there to kick ass and take names usually nothing happens in Long Turns. Well that changes now, Ordering a General during the Short Seasons to fight skirmishes will have him avoid battles as best as he can and instead fight small battles. The Traits Skirmisher, Asymmetric Warfare Doctrine and Guerilla immensely help with that and will allow them to bring down the enemy bit by bit while avoiding his main force.
If a Skirmish is a success a General will move up to two armies to attack one of the enemy in a skirmish battle. That allows you as a considerably smaller force, to whittle down your enemies. A Single General can thus, given 10 Armies, fight up to 5 Skirmishes per season and avoid Decisive Battles.
So what happens if we move into the Long Turn Phase? Attrition. Give a General the Order for the five year phase and he will attempt to whittle down the enemy bit by bit. His own troops won't recover if you go with this Strategy but you can really give the enemy something to think about. A Simple General without any traits will roll 1d6 per army, opposed to the enemies and each time you come out with a higher number you cause 1 Attrition Damage. Doesn't sound like much? Well if you succeed 10 times the enemy loses all recovery. in the case of 10 armies that goes up to 100 attrition damage evenly spread. So yeah Attrition favours the one with the largest Army on the field. That is unless somebody brings in Traits. Skirmisher, Guerilla and Asymmetric Warfare Doctrine help small armies to save themselves from such events, while others might rather rely on Digging in and bringing their Siege Warfare Doctrines and associated Skills to bear to simply whether the Attrition. But, you say, wait a minute, if i have 1 army and the enemy has 1, even if i successfully manage to bring through 10 attrition damage, the enemy regiment will be completely healed! That is where still other Traits come in, Attritional Warfare Doctrine, the Butcher and other associated traits, which increase attritional damage incurred and handed out.
If no side is engaging in Attritional Warfare, we speak of Drôle de Guerre, basically nothing hapens in those 5 years apart from both armies entrenching themselves and getting ready for the other side.