Looks like there is plenty of interest, so I've started doing some major work for it.
This would be a strategy game of sorts. You are a commander of an army, and you have to choose the mixture of units and tactical options that you take into battle against the other players. Between rounds you will get money to retrain/heal your old troops, buy new ones, and get more tactical options, etc.
After each battle you will gain Glory, which is used to score the players on how well they are doing.
Each battle will be simulated by a script I'm working on, and you will get a battle report afterwords that describes what happens. So this game is more about strategic decisions than the actual combat itself.
Basics:
Knight:
Name: Sir [insert name here]
Command: This adds to the number of troops that you can support.
Tactics: This adds to the number of tactical options you can use and is used to determine who chooses battlefield selection
You have 5 points that you can distribute between Command and Tactics. All Knights have 3+ Command in units they can support and 3+ Tactics in Tactical options they can take
In combat, all units of the smaller army will fight. Any units left over with the larger army are considered Reserve units. Reserve units can either Flank (Add their strength to the strength of a unit in combat) or a Tactical option can be used to bring them into combat. Flanking does not require a tactical option, but only two units can flank in a round.
Combat will go until one army is below half strength. If both armies are below half strength after a round, the one with higher strength wins
Below are the units and tactical options I have ready so far.
Archers:
Ranged
Cost: 150
Crossbowmen:
Ranged
Armored
Bonus Vs Armor: 50
Cost: 200
Longbowmen:
Ranged
Strong
Cost: 200
Horse Archers:
Ranged
Mounted
Cost: 250
Swordsman:
Armored
Shield
Cost: 200
Axemen:
Armored
Shield
Skirmish
Cost: 250
Macemen:
Weak
Armored
Shield
Bonus Vs Armor: 50
Cost: 225
Heavy Shieldmen:
Armored
Shield
Formation
Cost: 250
Militia Swordsmen:
Weak
Shield
Cost: 150
Horsemen:
Armored
Shield
Mounted
Cost: 300
Spearmen:
Reach
Armored
Cost: 200
Peasant Spearmen:
Very Weak
Reach
Cost: 100
Pikemen:
Reach
Armored
Formation
Bonus Vs Mounted: 50
Cost: 300
Halbardeers:
Reach
Armored
Formation
Bonus Vs Armor: 50
Bonus Vs Mounted: 25
Cost: 325
Militia Spearmen:
Weak
Reach
Cost: 150
Lancers:
Strong
Reach
Armored
Shield
Mounted
Formation
Cost: 450
Light Cavalry:
Skirmish
Shield
Mounted
Cost: 250
Skirmishers:
Skirmish
Cost: 150
Zweihanders:
Armored
Bonus Vs Reach: 100
Cost: 250
Open Field
Default Battlefield
No bonuses or penalties
Forest
Bonus to Skirmishers
Penalty to Ranged, Formation, Mounted, Reach
Broken Field
Bonus to Skirmishers
Penalty to Formation, Mounted
Choke Point
Bonus to Formation
Penalty to Skirmishers, Mounted
High Ground
Bonus to units of the Side that won Battlefield selection
Penalty to units of the other Side
Swamp
Penalty to Armored, Mounted
Clear
Default condition
No bonuses or penalties
Light Rain
Penalty to Ranged
Heavy Rain
Penalty to Ranged, Armored, Mounted
Fog
Bonus to Skirmishers
Penalty to Ranged, Mounted
Muddy
Penalty to Armored, Mounted
High Winds
Penalty to Skirmishers, Ranged
Covering Fire
Reserve Archer units adds its strength to a unit in combat that round
Advance to Contact
Melee unit gets a bonus vs non-mounted Reach that round
Fall Back
Skirmisher or non-Formation melee unit attacks and then falls back behind a reserve unit, which takes its place in combat
Encircle
All reserve units take part in combat that round
Screen
Reserve Shield unit covers another unit from archery fire that round
Charge
Non-ranged unit gets bonus when attacking that round
Hold the line
Non-ranged, non-mounted unit gets a defense bonus that round