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When I looked at ways to streamline 2nd ed.'s close combat system, a key factor was that the points were what they were, and were based on the system it was built with.
Thus, options were limited if one wanted to preserve that integrity. The solution I came up with (and you can read all of it) was try to get the same statistical result with less dice. And you can do it. It's actually a little different because there is a point where more attack dice are a liability because 1s hurt you more than 6s help you.
If you want to accomplish the same thing with batch rolling, you'd likely have to move into the realm of creating a matrix where attack values are plugged in and cross-indexed to get a result and this is then plugged into a second matrix for the defender.
This is because the game was built around the advantages of individual outnumbering, parries, WS advantages and save modifiers. On top of that we layer special weapons, unique unit abilities and named characters. There also must be a way for position to retain its importance as this was extremely important in 2nd, less so later on.
How would that look? I have no idea. One option would be to create an aggregate attack value and add some dice to it, and compare it to an aggregate defense value in which each casualty deducts so many points from the total. So a force that scores 21 points kills 3 models with a defense of 7. This would incorporate saves in the defensive point value. It would have to be simultaneous.
The problem is that given the various options, weapons, modifiers, and special rules geared to the old system, the mathhammer would take longer than just playing the game as written. Obviously, if you're willing to accept less fidelity, it gets easier, but then a bunch of special advantages vanish, and those all cost points that are now wasted.
My take is that it is what it is. We can play 2,500 points in a session without difficulty. If you play often, don't switch systems so you have to recheck rules, it goes very fast because you're leaning into the next step. Part of 2nd's reputation for being slow was from new players who were comparing it to Fantasy.
Also: drop the psykers, or if you must, just use the basic rules. The whole game-within-a game thing was a time sink, and around here people had two lists: one with them one without. Perhaps people were burned out on the magic system's dominance in fantasy.
I was one of those players, but I liked it better because piles of grunts could actually beat a hero, which they could not dream of doing in WHFB 5th ed.
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