The Set up
Start with a scenario.
Divide the table into 9 zones including a center and two flanks.
I use random terrain allocation. For my Sumerian, Mesopotamian campaign its
6= Hill, 5= Tree grove, 4=Rough ground, ploughed field.
Because its Mesopotamia. 50% chance of a canal. D6 from left for entry then D6 for exit.
Players Army
Players army set up first, depending on scenario, usually 20cm in.
After the Automative General has set up the Players units are given their orders. All start with a "single goal" order EG to capture or defend an Objective, piece of terrain or zone. This order may be changed one per move.
This may also include Reserve which should allow the unit to follow the center troops until given a new order.
Automative General
Randomly allocate units to Zones according to type or role. After players set up, scenario permitting.
Skirmishing Infantry. 6,5= Left Flank. 4.3=Centre 2,1= Right Flank. All in front
Light Infantry, Archers. 6,5= Left Flank. 4.3=Centre 2,1= Right Flank
Heavy Infantry. 6= Left Flank. 4.3,2=Centre1= Right Flank 5=Reserve
Guard Infantry. 6-3 Reserve 2-1 Centre
Cavalry. 6,5= Left Flank. 4 Reserve 2,1= Right Flank 3= rethrow 1-3 Left 4-6 right.
Light Cavalry. 6,5,4= Left Flank. 3,2,1= Right Flank
The units for each zone will then move towards the nearest Objective or enemy unit in their zone.
If they capture the Objective's and once secured, they can then advance to the next zone. If a zone has no objectives or enemy, they should march until they have out flanked troops in the next zone. Never engage at a disadvantage when possible.
Examples
A recent scenario included a canal with no way for a chariot to cross on the right flank. So, the Chariot deployment became 50% Reserve or left flank.
It also meant the center forces could only cross at a disadvantage, so they remained stationary until the enemy could be out flanked.
Conclusion
These rules are so simple but has been working very well for me so far.