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Chainmail Miniatures/Mass Combat

Some questions for anyone who has run Chainmail (cross posting in various forums):

Would you consider a 10:1 troop ratio and 10 yards per inch appropriate for figure scales of 15mm, 20mm, and 25mm?

When you run Chainmail, do you use move/counter-move or simultaneous move turns? I'm leaning towards simultaneous, but would appreciate any insight rooted in experience. If I do use move/counter-move, I'll probably adopt the Swords and Spells approach using two half-moves per side.

Are catapults (and cannons) single engines, or units? The reason I ask is because of the damage radius from a catapult; that suggests more than one engine firing. Also, if the engine crew is in *figures* (rather than single men), that also implies a catapult is a unit of engines. However, the rules for cannon make me question this assumption.

Similarly, I always understood that a Chainmail Hero is equal to 4 men, and a Superhero to 8. That seems to hold true for man-to-man, 1:1 ratios, and it's an assumption that's also supported by the Swords and Spells rules for handling such figures. However, if you're using a 1:10 ratio, a hero (or superhero) becomes much more powerful, if I'm reading the rules correctly. At that troop ratio, the hero is as strong as 40 men, not 4. That's not really a problem for straight-up minis scenarios, but presents a difficulty when using Chainmail to handle mass combat for a D&D campaign with PC participants and leaders (which I intend to do). Any insight or suggestions on this?
 

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