OK! my intention is to simplify, so everyone can easily see the game mechanics.

this is a WW2 infantry miniatures set of rules

ATTACK PRINCIPAL

the base unit is a squad and has 3 numbers(these numbers can be random, or chose by either the attacker or defender - the numbers are from 1 to 6), but the number of numbers are reduced or increased because of things like cover or a reduced unit, or differrent types of attack like artilary. if you dont roll all the target numbers for a hit optionaly you can assign partial results to a unit eg matching two numbers may cause a retreat. this method requires no record keeping or charts but the numbers are created as needed

this is a miniatures set of rules, it uses 3 numbers per unit, these numbers are the target dice rolls to defeat the unit. EG if a unit has 3 numbers 1 , 4 , 6 then 3 dice rolled need to have the pips of 1 , 4 and 6, but you dont just roll 3 dice you roll a dice pool 3 times , each time you get a match with a unit number you remove a dice from your dice pool and put it on the unit, if you match all 3 unit numbers you defeat it.

that sounds complex so here is another explanation, its like yatsee roll your dice pool, takeout the dice that match a target number, roll dice pool a second time, takeout any dice that match a target number, then roll the dice pool a final 3rd time, and again takeout any dice that match a target number. if you have matched the 3 target numbers of the unit you score a hit.

DEFENSIVE MODIFIERS

now if the unit is in heavy cover add a 4th number to the target numbers.

If attacker is artilary reduce the target numbers to two target numbers.

more things can add or reduce how many target numbers you have.

ATTACK MODIFIERS

your dice pool is how many dice you attack with, the pool is increased or reduced by useing weapons like machine guns, or range, or a multi unit attack, or air support, or many other factors. the idea is to add a dice or reduce a dice from the pool for each advantage or disavantage.

MOVEMENT

each move your unit makes is like attacking 3 target numbers to suceed, but you dont needc to match all 3 target numbers, instead no matches means no move, 1 target number matched you get a third of the way, two target numbers matched you get two thirds of the way, 3 target numbers matched you reach the target area.

The dice pool can increase or decrease because of things like transport, or coming under fire, so for each advantage add a dice to the pool, and for each disadvantage remove a dice from the dice pool.

the actual distance to move too can be a long way so the number of target numbers are added to make it harder, or the distance can be close so a target number is removed.

that's brilliant, thankyou. I was thinking of movement as being a command issue not terrain, but all sounds good.

wob you roll some dice and compare what matches, but the amount of dice you roll is your dice pool that can go up or down