I see. So I can see your train of thought and it fits the bill insofar. I will also agree that the whole risk thing goes out the window, which is a loss, admittedly. My personal concern was for troops disappearing into thin air without justifiable reason other than "well you wanted security, that's the price". It ultimately boils down though to what Rhymer thinks fits best with the intended tone of the setting. I could even see merit in not using stats at all and letting the GM make the call on how a battle goes (or even better, players coming to an agreement). Just some friendly discussion; I really like talking all things game design, so it's in my nature to bring this stuff up. Maybe we can even come up with a system that allows for an element of risk, as well as an element of gradual attrition/war fatigue in armies.