Basics:
To make things simple, each player can control a group of soldiers known as a Company (of their choosing). Each Company has 100 unit points to spend on whatever units they wish so long as they were able to ally with the respective nation (ex. To use the High Sephran Ephirian Knights, the players must become allies with the nation of Ephiria). Each unit will have advantages and disadvantages, like Infantry having the most number of soldiers but have low health amount and short range, Archers are long range but have the lowest amount of health overall, Cavalry are quick and great against infantry and other ground units but are weak against archers, and so on, so the player must keep this in mind when building their Company. The main objective for the army (combined might of the players) is to force the enemy to surrender, flee, or destroy the enemy army entirely.
Company Health:
Each unit has individual health that goes into the overall Company Health (or ch), which shows the players the integrity of the Company, allowing them to decide whether to retreat, or continue fighting. Once reaching a certain percentage of health (35 percent depending on Company Composition), units have a ten percent chance (roll 1d100) to retreat from the players, though the chance can be increased or decreased under certain circumstances.
Company Composition:
Another advantage/disadvantage would be Company composition; if a Company mostly comprised of one nation, a unity bonus is added, allowing for additional points added to each hit roll, though if the Company is comprised of several different factions, the unity bonus goes into the negative, taking away from each hit roll. Low composition also means greater risk of units fleeing from battle when enough damage is dealt towards CH. For example, if a Company consists of ten units of Heavy Infantry (or a mixture of other units) all hailing from different nations, the composition will be in the negatives. But if the Company consists of Heavy Infantry (or a mixture of other units), all hailing from the same nation, the Company composition will be stable, even giving bonus points toward the hit roll. That is not to say that Players cannot mix and match units from different nations, which they are allowed to as long as the majority of the Company hails from one nation.
Combat:
When attacking enemy Companies, the player must roll (1d100 or 5d20) for percentage of Company hit, and vice versa. The player must then roll to see how much damage their Company deals (1d4, 1d6, 1d8, 1d10, and 1d20), plus any additional bonuses certain units allow.