for melee you roll the attack dice, from the totals the highest wings and the list applies the difference as casualties. the loser will recoil basedepth or on draws both troops do.
1d6 roll offs decide which force will start first /second.
modifiers +1 for each of the following on die result.
-horse shock of charge
-@ flank/ rear
modifiers -1/2 defendable ground
charging gives the troops an 100 pace movement.