A PC in combat against a single opponent will be handled as before.
Group combat will be handled on a hex map, as below. There will be terrain modifiers, and I will explain the symbols used as I develop them.
____ ____ ____ ____ ____ ____ ____
/ \ / \ / \ / \ / \ / \ / \
/ \____/ \____/ \____/ \____/ \____/ \____/ \
\ / \ / \ / \ / \ / \ / \ /
\____/ \____/ \____/ \____/ \____/ \____/ \____/
/ \ / \ / \ / \ / \ / \ / \
/ \____/ \____/ \____/ \____/ \____/ \____/ \
\ / \ / \ / \ / \ / \ / \ /
\____/ \____/ \____/ \____/ \____/ \____/ \____/
/ \ / \ / \ / \ / \ / \ / \
/ \____/ \____/ \____/ \____/ \____/ \____/ \
\ / \ / \ / \ / \ / \ / \ /
\____/ \____/ \____/ \____/ \____/ \____/ \____/
/ \ / \ / \ / \ / \ / \ / \
/ \____/ \____/ \____/ \____/ \____/ \____/ \
\ / \ / \ / \ / \ / \ / \ /
\____/ \____/ \____/ \____/ \____/ \____/ \____/
/ \ / \ / \ / \ / \ / \ / \
/ \____/ \____/ \____/ \____/ \____/ \____/ \
\ / \ / \ / \ / \ / \ / \ /
\____/ \____/ \____/ \____/ \____/ \____/ \____/
/ \ / \ / \ / \ / \ / \ / \
/ \____/ \____/ \____/ \____/ \____/ \____/ \
\ / \ / \ / \ / \ / \ / \ /
\____/ \____/ \____/ \____/ \____/ \____/ \____/
/ \ / \ / \ / \ / \ / \ / \
/ \____/ \____/ \____/ \____/ \____/ \____/ \
\ / \ / \ / \ / \ / \ / \ /
\____/ \____/ \____/ \____/ \____/ \____/ \____/
/ \ / \ / \ / \ / \ / \ / \
/ \____/ \____/ \____/ \____/ \____/ \____/ \
\ / \ / \ / \ / \ / \ / \ /
\____/ \____/ \____/ \____/ \____/ \____/ \____/
Units will take time to move across hexes, how much time will be determined by their speed.
Melee units will occupy the same hex as the unit they are attacking, while ranged units will have some set range.
Unlike in single person combat, where only one character will prevail in a round, in large groups both sides will take hits. So each side will roll their attack against the opponents defense. Initiative rolls, which will just both be d4s without skills, will determine who attacks first.
The attack roll will consist of the number of units multiplied by their individual attack values, and defense will be calculated similarly.
The amount of attack greater than defense will be divided by the HP of the defending unit. The number killed vs wounded will be determined by the lethality of the attacking units.
Skills can modify most anything. Instead of skills being gained off of rolls, leaders can decide to train their troops in skills, or else opportunities will occasionally be offered, based off of circumstances, for miniquesting to gain skills for troops.
During combat leaders may decide how many turns to pass. If all leaders give a turn value greater than one, the turns will be calculated simultaneously. If one leader has given more turns they do not need to resubmit turns.