For kicks and giggles I converted the troops in Gygax' classic module B2 Keep on the Borderlands to Battlesystem stats. Here's the Keep's full strength:
7x Medium Infantry w/Halberds
.49
AD 8 AR 7 Hits 1 ML 11 MV 9"
Second rank can attack in melee
--Leader AD 6 AR 6 Hits 2 CD 3" MV 6"
17
10x Medium Infantry w/Crossbows
90
AD 6*6 AR 7 Hits 1 ML 11 MV 9"
Range 6"/12"/18"
--Leader AD 4*6 AR 6 Hits 2 CD 3" MV 6" Bailiff..18
2x Hvy Infantry w/Crossbows
.22
AD 6*8 AR 6 Hits 1 ML 12 MV 6"
Range 6"/12"/18"
--Leader AD 4*6 AR 6 Hits 2 CD 3" MV 6" Elf
58
..Magic Missile x2
3x Hvy Infantry
.21
AD 8 AR 6 Hits 1 ML 12 MV 6"
--Leader AD 8 AR 5 Hits 2 CD 3" MV 6" Captain
.23
3x Medium Cavalry
..60
AD 8 AR 7 Hits 2 ML 12 MV 18"
--Leader AD 8 AR 7 Hits 2 CD 3" MV 18" Captain
17
Army Commander, Castellan
35
AD 10 AR 4 Hits 4 CD 5" MV 15"
(Mounted on Heavy Warhorse)
Priest Hero, 5th Level Cleric
..64
AD 6 AR 5 Hits 2 CD 3" MV 9"
1x Bless, 1x Spiritual Hammer
TOTAL
.469
Conversion Explanations:
-I combined the Leather-wearing Polearms users with the Chainmail-wearing ones. If you want to separate them out, they will be 3x Light Infantry with Halberds and 4x Medium Infantry with Halberds.
-Various "orphaned" NPC's including a few wearing leather and carrying spears and the blacksmith and his assistants (who are said to be part of the militia) I added to the light infantry w/Halberds (later converted to medium infantry) to bring them up to 30 strength (3 figures). Otherwise they would only have been 25 strength (2 figures).
-I combined the heavy cavalry (12 horsemen) and the medium cavalry (18 horseman) into one unit of 30 medium cavalry. The AR of the heavy and medium cavalry were identical, anyway (the AC 7 horses of both drop to AC 6 for conversion, resulting in an AR of 7 for both). Also, the Heavy Cavalry are 0 level humans, not 3rd level fighters like those depicted in the Battlesystem rules. So after their conversion they were more like Medium Cavalry than Heavy Cavalry. The major things that are missing because of this compromise are the lances and crossbows. Technically, 12 Cavalry (round down to 1 figure) should have an AD [10] lance attack, and 18 Cavalry (round up to 2 figures) should have an AD 6* Crossbow attack. I wasn't sure how to cost those out, though, since neither lance nor crossbow additions are referenced for cavalry in the rules.
-I used the Battlesystem Point Conversion System found on the Battlesystem Yahoo Group to find the point costs for the leaders of the various units. The leader of the Halberd Infantry is a random 3rd level fighter NPC who isn't given a rank in the module. The Bailiff and two Captains are named as such, and are listed as 3rd level fighters. The Elf is the Castellan's advisor and is a 3/3 Fighter/Magic User (in Basic D&D all elves are essentially fighter/magic users). I gave one of the Captains a warhorse so that he could be the leader of the Cavalry unit. I may have messed up the movement rates on these guys; some of them have magic armor, others magic shields. The ones with Magic Armor should be faster, since in Basic D&D Magic Armor encumbers half as much as mundane armor.
-The Castellan is a sixth level fighter. When I converted him and added his points cost, he was more expensive than the 8th level Knight Hero in the Battlesystem rules. So I just made him a Knight Hero, instead. He doesn't have a warhorse in the module, but the Knight Hero does, so I gave him one. Technically, the Castellan and the Captain could have each gotten their warhorses from the Light Cavalry, since there are only two Light Cavalry in the Keep, not enough to form a unit.
EDIT: Oh yeah, I forgot to mention that I combined the chainmail wearing crossbowmen with the chainmail wearing archers. In Basic, the only difference between bows and crossbows is range (bows don't get to attack twice like they do in AD&D). For that reason I felt it was closer to the intent of the module to have everyone (except for the elf) armed with Crossbows.