Single-roll battle decision was meant to speed up physical play and required tables. In our context it isn't necessary but I've still used it. I don't remember how exactly I did it back then and thought of something new. This is the procedure for casualty calculation: Every connection between provinces has a "Width" or "Frontage" value; terrain comes already built-in with this feature. The system works so that the only way to employ a numerical advantage, other than several turns of attrition warfare, is to outflank the enemy. During a player's turn -for now I thought of this for player by player rather than simultaneous movement- he commands a certain number of attacking units against an enemy province. He counts the following values: -The outcome of a d100 roll (0 is the best result for defender, 100 for attacker) -Total Attacker Strength (TAS) -Total Defender Strength (TDS) -Total Frontage (F) in province connections (There are cases where there's a lot of total frontage but the attacker doesn't have the units in the right provinces, that changes the procedure, but assume it's not for now) Compare TAS and F. TAS>F, F = Committed Attacker Strength (CAS). TAS M+O, Defender Casualties = (M+O)*CDS Compare (100-Dice) vs. M+O (100-1d100) M+O, Attacker Casualties = (100-M+O)*CAS