In two different games, I've come up with some form of (generally super-simplified) tabletop wargame mini-game to represent the PCs leading armies into battle, or taking on larger groups of opposition. Here's the rules from the most recent one...
Enter the mini-game! The Battle for Sigil plays out as a large scale combat using tabletop strategy game rules.
The basic rules are these:
Each round, the players take their turns, then the GM. On each player's turn, they may activate any units under their control one at a time, and then taking an action with their character at the end of their turn. Play proceeds around the table, with each player doing the same. At the end of the round, the GM activates all enemy units, one at a time.
Each unit, when activated, is allowed to move once, and then take one Action.
Actions:
Attack: The unit takes a basic attack, rolling a d6. If it rolls high enough to succeed, it deals its listed damage.
Move: Instead of acting, the unit can move a second time.
Defend: The unit spends the round defending - until its next turn, attacks need to roll 1 higher to wound it.
Special: A unit may use a special ability that is listed as an action.
The only exception is the party. The PCs move as one unit, and take their movement at the start of the first player's turn, moving according to group consensus. After that, at the end of each player's turn, they can take an action with their own character.
Each unit starts with a certain amount of Health. Whenever it takes damage, its health is reduced. When a unit reaches 0 Health, it is defeated and removed from the battle.
PCs operate slightly differently. They start with 1 point of Health for every 50 hitpoints their character has (rounding to the closest number.) Additionally, they start with bonus temporary Health calculated in the same manner from their temporary hitpoints.
When a PC is reduced to 0 Health, they are disabled, and cannot act on their turn. Should they be healed, however, they can again act in the battle. When a PC is reduced to -1 Health, they are defeated, and cannot be revived during the battle.
The battle is won when all leaders on one side have been defeated.
I had unique stat blocks for the PCs, enemy leaders, and various factions.
On the heroes side, we had the six PCs as leaders, along with 3 NPC leaders (a detective from Sigil; a powerful spellcaster who was a former PC from another campaign; and the party's pet celestial redeemed retriever.) Allied factions inluded a wrestling club, devotees of Kord, the Fated, a circle of Fae, the Athar, Aerenei Deathless, Storm Knights of Odin, the Believers of the Source, and the Sensates.
On the opposed side, there were six enemy leaders (a night hag; the city's supreme guildmaster; an ancient psionic dragon; Xyz, Dabu Prime; and a representation of the Lady of Pain). Enemy factions included the Bleak Cabal, the Doomguard, the Dustmen, the Fraternity of Order, the Harmonium, the Mercykillers, the Revolutionary League, the Sign of One, the Transcendant Order, Xaositects, along with some ghouls, mercenaries, dragons and some Dabus (who had no actual combat abilities to speak of.)
The whole thing played out as a huge skirmish, with the PCs goal not being to actually win, but to instead get to a key location in Sigil before reality unravelled behind them.
Some sample stats for those interested:
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The Believers of the Source
Health: 4;
Move: 3;
Attack: 4+
Range: Ranged 3;
Damage: 1
Special:
Trueforged Armor - At the start of the battle, choose one allied unit. Attacks against that unit do 1 less damage (minimum 1.)
Special:
Trueforged Weaponry - At the start of the battle, choose one allied unit. That unit's attacks do 1 extra damage when it rolls a 6 to hit the enemy.
Special, Action:
Touching the Source - Once during the battle, the Godsmen may heal an adjacent unit to full Health, and remove any negative status effects.
The Doomguard
Health: 6;
Move: 5;
Attack: 4+
Range: Melee 1;
Damage: 1
Special:
Entropy Strike - Effects which reduce damage or attack rolls do not function against the Doomguard.
The Mercykillers
Health: 6;
Move: 5;
Attack: 4+
Range: Melee 1;
Damage: 1
Special:
Judgement Strike - May only be used against an enemy who has damaged them or an ally in the last turn. Hits on a 2+ for 2 damage.
The Lady of Pain, Unique Leader Unit
Health: 4;
Move: 10, Fly;
Attack: 3+
Range: Ranged 3; Damage: 3
Special, Action:
The Lady's Decree - The Lady may attack up to 3 enemies, instead of only 1.
Special: Durable - Leader Units are hard to defeat; attacks must roll 1 higher on the die in order to wound, and the hero takes 1 less damage from all attacks (minimum 1.)
Special:
Endless - If the Lady is defeated, she returns from the Clocktower 2 rounds later.
Melee PC, Unique Hero Unit
Health: (Hp/50);
Move: Special, see below;
Attack: 2+
Range: Melee 1;
Damage: 2
Special:
Group Movement - The PCs move as one unit, with a Move of 7 and Flight.
Special:
Durable - Hero Units are hard to defeat; attacks must roll 1 higher on the die in order to wound, and the hero takes 1 less damage from all attacks (minimum 1.)
Special, Action:
Unique Capabilities - This character may choose, instead of taking normal attacks, to attempt an action using unique capabilities the PC may have access to (such as casting a specific spell, healing, using a magic item, or similar.)[/sblock]