A few weekends ago I was able to fight in a smaller size battle of God With Us (GMU aryiki.com/gottmituns ). Each side had a bakers dozen units. The PDF of the rules (slightly updated) is downloadable here: PDF link
Combat is joined. The 'attackers' (left hand side), had used their Right Wing cavalry to launch an attack that was still sorting itself out when the 'defenders' own bull rush reached the waiting infantry. At the bottom Kylo Ren looks on…
The white cards are unit cards and about 2-3 times larger than what was actually necessary. The string mark out the deployment sectors (more on that below).
Casualties are mounting. The 'defender' has broken a hole in the 'attackers' centre but suffered heavily and most units are disorganised. Both sides have a fresh unit in a supporting line. At the top (attacker's left) cavalry and dragoons skirmish over a hedge. In the foreground the 'defenders' first line has been breached and one of their infantry units caught in the flank by rieters.
End result, with time called. The 'attackers' centre is wide open with one broken unit fleeing past a lone Steady Unit; however 2 of the 3 units facing it are badly Shaken and a Steady Unit is on their flank. The cavalry action saw two 'attackers' break and the reiters chasing down a routing unit of the 'defenders' foote.
At the moment mechanics use a D10. As each stand attacks on its own (and so a unit firing can roll 2-6 dice, or more) using 2D6 per Stand instead would be too slow despite a better (non linear) result. Still its only hit or miss. I changes the unit activation to be by sector line instead of alternating individual units. I felt this has better flavour, and quicker. To speed up combat, hit % has been put back to be higher. Combat was swift and I do want to be able to see cavalry wings be done before the infantry hit as happened many times. Player aggressiveness tends to make it all happen at once though…
The deployment sectors marked out with string for a 6x4 table.