My campaign is leading towards a large battle where the heroes help their norscan village defend itself against a warherd of beastmen. This is going to be a battle with about 60-100 combatants on each side and I'd like to do something special for what is going to be one of the highligts of the campaign.
So, I want to do something different than have the battle narrated in the background while the heroes are just individuals in the middle of a large battle.
Using the Warhammer Fantasy Battles rules is way too complicated for a one-off where I have to explain the rules to the players, so I was wondering if anyone had developed some simple rules for running a strategic battle using WFRP?
Here's basically what I've thought so far:
All units are groups of 10 henchmen. I'll represent this by using the standups from the game with a d10 next to each showing the number of henchmen left.
Everyone can only use Basic Melee, Basic Ranged and Guarded Position actions.
With 10 henchmen, that's a lot of Fortune Dice, so 3 Fortune can be converted to 1 Expertise.
Units containing one of the heroes recieves some kind of bonus (the archer gives 1 expertise dice on ranged attacks, the shield user gives +1 soak&defense etc)
I'll use a gridmap and let a standard move manouvre be 1 square. You can spend 1 wound to move an extra square.
I'll draw terrain details on the map that gives benefits when occupying that square. Like a fortification giving +2 Defense.
Range is counted in squares. 1: Engaged, 2: Close, 3-4: Normal, 5-6: Long, 7-9: Extreme.
I'll possibly have a morale rule, where if the number of henchmen is halved, they have to make a Discipline check not to get a negative effect or flee.