I am making military units for my races and cultures. They will be used whenever the players end up commandeering in tactical warfare. You have normal-purpose troops, elite troops and specialized troops roughly, the first kind being useful mostly because of its statistics and what it does (spearmen > cavalry, obviously, etc). The second kind are elite units, like Varangians or knights, self-explanatory. The third kind are usually useful because of their abilities. For example, one of the specialist units of that race that invented crossbows and perfected their design is a sharpshooter and can snipe a specific target with great damage and perfect or high accuracy (still haven't designed). Such a unit and the special masterwork crossbow he wields are very precious and quite rare so it's not the rank and file soldier that you send in to the frontline. It's truly valuable and is worth its weight if you manage it carefully. Use him to snipe officers and generals or the other specialist units of the enemy, for example, but on his own he's going to do less damage than basic crossbowmen before he gets killed.
I plan to have tactical combat in scenarios where the players gain control of mercenaries, their own army, or lent troops (if they ever want to play that way). Imagine they carry out a mandate to eliminate a local mercenary band gone rogue and can requisition various troops:
3 spearmen squads (basic levies, light armour, 7 men each)
2 border patrol squads (all-purpose jungle rovers,crossbow and sword + fire pot, improved camouflage, 5 men each)
2 sharpshooter squads (elite crossbowmen, medium armour, sword, improved camouflage, high accuracy, has true aim, 3 men each)
1 sharpshooter ace (ranged specialist unit, improved camouflage, has true aim, can snipe)
1 mounted ballista and crew (superior quality medium ballista on a cart, can be unloaded to go off-road, can fire burning shots, 4 siege operators, crew can build fortifications).
Let's say they're against…. Gnolls (Exiled)
5 raider squads (medium armour, weapon and shield, improved camouflage, 3 males each)
3 archer squads (medium armour, bow, light weapon, improved camouflage, 3 males each)
1 war hunter squad (medium armour, weapon, 6 combat hyenas, 2 males each)
1 reaver squad (elite assault unit,heavy armour, two-handed weapon, improved charge, improved morale damage, 3 females each)
3 champions (melee specialist unit, heavy armour, 2 weapons, improved charge, improved morale damage, can berserk, has blood frenzy, has battle cry, has die hard, has leadership, female)
*Improved camouflage: harder to be detected, provides some protection against special detection abilities
*True aim: unit unaffected by partial concealment of target and certain other bonuses, reduces penalty of or reduces to a penalty high-tier dodging abilities
*Snipe: fires a highly-lethal, perfectly accurate missile at single target, even at long distances. Will kill most targets outright. Cannot use while threatened.
*Improved charge: charge does +50% damage and shock value.
*Improved morale damage: on attack, deals +50% morale damage
*Berserk: has a chance to go berserk during each combat round (cannot retreat until target destroyed,+50% DMG, HP, dodge and speed, immune to mind effects and pain)
*Blood frenzy: +10% DMG and HP for each round in combat (max: 5 rounds), -10% each round out of combat.
*Battle cry: +25% charge damage and shock value, +25% damage and morale damage for self and allies in zone during turn
*Die hard: 50% chance of being seriously wounded rather than dead. Unit taking lethal damage instead takes half its max HP as damage.
*Leadership: enables advanced tactics, formations and organization with commanded units. Can raise morale, reduce morale damage. Permanent morale bonus until out of action.
And thus D&D goes back to wargaming…
…Granted, I'm doing that for DW. But hey.