I'm going to share my homebrew Mass Combat System which might give a few more ideas on the way to developing the perfect system so here it is
1. The system uses the stat block for an individual Speed and Initiative for the unit remain unchanged from the individual stat block (eg an Ogre has Spd 40 and Init -1 so does an Ogre Unit). As usual Units should all be the same (mixed units are possible but require more math to determine averages)
2 The basic
unit factor is 100. So take the size of your unit and divide by 100
(eg 20 Ogres => Base = 0.2)
3
Unit HP = Ave.HP x Size
so 29 x 20 = 580
4.
Unit Rating = base factor x HD x Rank
* Rank Green 1, Regular 2, Hardened 3, Veteran 4, Elite 5
so 20 Ogre Regulars = 0.2 x 4 x 2 = 1.6 => rounded to +1
Unit Rating is added to base creature BAb, AC and Saves
5
Reach Factor = Reach/10 (rounded down) so medium sized creatures have reach 0 whereas Ogres (reach 10) get a Factor of +1 used in rolling attacks
6.
Unit Damage is Average Damage of creature x Unit size (Ogre = 12.5 x 20 =>250)
So
Ogre Regulars
Size 20 HP 580
Spd 30 (40) Init -1 UR 1
Bab Melee 9 Reach 1 AC 17
Sv. Fort 7 Rfx 1 Will 2
Damage (Great Club) 250
7 Rolling Attacks
The
Attack Roll is set by rolling (D20 + Unit Bab + Reach factor + Leadership) - Opposed AC
eg Roll 15 + 9 + 1 +0 =>25 - 17(
opposed AC) = 8
* Leadership = level of Unit Leader
8 Determining Damage
Penetration% = Attack roll x 5 = > 8x 5 = 40%
Damage from Attack = Unit Damage x Pen%
eg 250 x 40% = 100 (ie the Ogres case 100 pts of damage)
* casualties = Damage/Ave.HP of the creature
9.
Morale is a Will check with DC equal to opponents Attack role + leadership + mods eg the above Attack role was 8 so Morale is Will vs DC 8
* mods could be things like differences in UR (eg a UR 3 unit vs a UR 1 unit gets a bonus +2), terrain, special manouveres and battle progress
10
Special Abilities and Spells work as usual
11
Formations
A skirmish/mob unit has UR 0 and is in Loose formation which means they are not sitting ducks vs Area Effect spells
Haven't worked out how other Formations affect rules - things like Face and Flank will need to be determined.
12
PC interaction
PCs and Units can interact in two ways either the PC is considered leader of the Unit and uses their own level as the Leadership factor
Another
hacknslash option is for the Unit to esentially become stat mods for the PC eg a Barbarian 5 (Bab 5) leading the above Ogre unit would roll their Attack as D20 + BAb + Unit Bab (20 + 5 + 9 = 34). This puts the PCs at the center of the action but might seem silly to some
Third the Unit Ratings can be used as staright opposed roles to determine progress when the battle is just a backdrop to PC actions (ie Ogre Unit UR 1 vs Orc Elite Unit UR 3 => D20 +1 vs D20 +3)
Another example
20 Hardered Medusa
Size 20 HP 660
Spd 30 Init 2 UR 3 (3.6)
Bab 11 Reach 0 AC 18
Sv. Fort 6 Rfx 10 Will 9
Damage (ShortBow) 70 Snakes 50 (+poison 70)
So
Battle Ogres vs Medusa
Roll Init Medusa +3 => 15 Ogres -1 => 12
Medusa Gaze Attack Dc 15 vs Ogres Save d20 + 7 => 25
* actually I'm not sure about targeting of the gaze attack or just leaving it general...
Ogres charge roll Attack
D20 + Unit BAb + Reach + Leadership + Charge mod
11 + 9 +0 +1 +2 => 23 - 18 (Medusa AC) = 5
Penetration = 25% (Attack 5 x 5%)
Damage = 250 x 25% = 62 pts damage (or 3 Medusa down)
Morale DC 5 Medusa get a +2 UR bonus and roll Will save (6 +9+ 2*) vs dc 5
Medusa hold and go to next attack
Medusa unit
Size 17 HP 598
Damage Shortbow 59 Snakes 42 (Poison 59)
Roll attack Snakes roll 8+11 = 19 - 17 = 2
Penetration => 10% Damage 50x 10% = 4 + Poison Damage 59 X10% = 5
Total damage 9
Ogres Morale check DC 3 (2 + 1(
poison)) roll 12+2-2* Ogres Hold
*2 UR difference 1-3 = -2
Ogre Unit
Size 20 HP 571
Damage 250