@TheDog
I use dice 6
Commanders add support +1 for 10-20 units
No terrain effects
I use max combat value at 4 for normal battle, then with 2 different/stacking support attachments, some units can reach 6 for combat, like Legionaries e.g. to represent the strongest units.
Here the list which i think about atm. I extended it again because i have a great variety of units.
(air values = ranged) (normal values = melee)
shortbowmen (2/3)
(1/1)
longbowmen (3/4)
(1/1)
light javelin infantry (2/2)
(2/2)
medium javelin infantry (1/1)
(3/3) -> 2 HPs
heavy javelin infantry (1/1)
(4/4) -> 2HPs
light spearmen (0/0)
(2/3)
heavy spearmen (0/0)
(3/4) -> 2HPs
horsearchers (2/3)
(2/1)
light javelin horsemen (3/2)
(3/2)
medium javelin horsemen (2/1)
(3/2) -> 2HPs
heavy horsemen (0/0)
(4/3) -> 2HPs
war chariots (4/3)
(2/1) -> 2HPs
war elephants (1/1)
(4/3) -> 2HPs
All horses and chariots are 2 movement and can scramble. Elephants only move 1.
Eventually you can just take the list and change what you think would be proper values. And of course your rough cost values. Dont need to be super precise.
As you can see, i put horses, chariots and elephants as offensive powers, and bowmen and spearmen the defensive ones overall and there are a great number of 2HP units, because i have healer units.
Thanks for your thoughts