And a review of the strategic system for large-scale battles:
When a force attacks another force, we compare the total strengths of both forces. If one side is noticably stronger than the other, then the following D6 roll that decides the battle is more likely to favour them.
For example, if both sides are roughly even in strength, then a roll of 1 or 2 means the defenders in the current fight win, a 3 or 4 means an inconclusive and bloody stalemate that turn, whilst a 5 or 6 means the attackers win. But if, say, the defenders are outnumbeed 3:1 on Strength, then a roll of 1 or 2 brings a stalemate and a 3-6 would bring victory to the attackers.
Certain special abilities can shift the odds back in your favour or further against you, like use of air power. The most significant factor is is armoured units- if one side has them and the other does not, the odds shift one step in favour of the side with armour.
Possible odds are: Evens, 3:2, 2:1, 5:2 and 3:1
Whenever units get defeated or caught in a firefight they take a hit. Three hits will render a unit unable to contiue fighting.
When it is your turn, you can order a unit to move in any one direction. if that is into an enemy held area, it is an attack on that area. Do remember that this means that units moving into plug gaps in yuor lines, or just being shifted around, wpon;t be able to attack that turn as their action was to move into place.
If a force that loses a fight began that fight with each unit in it having taken at least one hit, it will also be forced to retreat to the reserves. If there is no room for that then there is trouble.