Okay, here's what I'm thinking: Soldiers are ordered into Groups. Each group has one HP value per unit Type within it, which is the sum of the Max HP of that Type multiplied by the number of Soldiers of that Type. When taking damage, damage is split between each Soldier Type HP pool in the ratio of their current quantities. Groups have no max HP but don't truly heal either, instead healing applied to a Group is capped to the amount of damage they took the previous turn to represent non-dead casualties getting stitched up, while preventing people from making soldiers pop out of thin air via heals. Healing can be targeted at a specific Soldier Type within the target group however. Each Soldier Type grants one Action, and with the roll format of ndx, where n is (Current HP of the Relevant Soldier Type / The Max HP of that Type). So you can roll higher if you have more Soldiers.
However, each area not only has percentage-based bonuses or penalties, they also may have a
maximum offensive pool. The total sum of all offensive dice rolled by all allied Groups in that area cannot exceed it. This represents the terrain restricting utilization of manpower and whatnot. For example, a group of riflemen in a narrow pass can only fire so many rounds without hitting their comrades in front of them, at a certain point having more numbers won't boost their offensive power. This, and the fact that artillery (as in actual artillery that fires upwards and whatnot) will not be restricted by it at all, and the fact that artillery will hit deal extra damage proportional to the HP of a group (going to get more kills if there are more people in the area) will serve to discourage people from just piling all their groups together for massive stats.
Morale and whatnot may be handled with bonuses and penalties, and logistics by having pools for each resource which are steadily drained if separated from supply lines. Resource cap per group is based on the number of units (current HP), but groups can move faster the less they carry. Plus if their enemies use compatible resources they can just scavenge from them, allowing for rapid-assault groups that scavenge resources from fallen foes.
But really, the characters you want would be just the ones with AoE. I mean sure, Mio can completely obliterate just about any enemy soldier one at a time while tanking their hits, but Contagion can just poison and burn entire groups in a single turn. Artillery and artillery-analogues are incredibly effective in conventional warfare after all, unless you've got something disrupting their usage.
Oh, and Fog of War is important. So figure out whether out whether Elf will be bringing Decima in, along with the limits to their capabilities. Because if they're as effective as I think they are, you'd probably want to giving the enemy force overwhelming numbers to compensate for the fact that they have Fog of War, but the Party's allies would be able to see every move they make via that Persona's abilities.
Also PC AoEs will likely wreck everything in their effective area.
@Emp:But it wasn't ANYTHING CLOSE TO META-RELATED. Alanis having a stupid idea/plan does not an argument about meta stuff make.
Yes, but BOXWOOD didn't ask her to stop talking about the meta-stuff, rather to just stop causing conflict in general by pressing for something literally everyone else disagrees with.
Look here's the point: you are not going to have much luck persuading anyone who dislikes Alanis that they are an acceptable, let alone good character. Which is a massive issue seeing as that it's quite a good chunk of the playerbase. Also, you still need to nerf and simplify all her formulas.