Armours in Blood Eagle for the Greek Clasical period and before

Blood Eagle is a great ruleset suitable for a lot of period, not only the Vikings invasions, I am planing a more classical period, with Hoplons and muscled men fighting to defend their polis, or warriors from the hot desert near the Nile... here are the armours stats:


Ordinary clothes
7
Linen armour
Crescent armour shield
8
Linen + Diplon shield
Leather armour
Hoplon shield
Bronce pot + Greaves and Bracers
9
Linen amour + Hoplon
Linen amour + Bronce pot
Dyplon shield + Greaves and Bracers
Leather armour + Dyplon
Bronze Cuirass
10
Hoplon shield + Bronze pot + Greaves
Linen armour + Dyplon shield + Greaves
Leather armour + Hoplon shield
Leather armour +Bonze pot + Greaves
Bronze cuirass + Dyplon
11
Linen armour + Hoplon shield + Bronce pot
Leather armour + Dyplon shield + Bronze pot
Bronze cuirass + Hoplon shield
Bronze cuirass + Bronze pot
12
Leather armour + Hoplon shield + Bronce pot
Bronze cuirass + Bronze pot + Dyplon shield
13
Bronze cuirass + Hoplon shield + Bronze pot
14

IHMN and Blood Eagle, what does mean the number of the stats? And what about big units?

STATS
   After playing a lot IHMN and Blood Eagle, a newbie player asked me, what does mean the number of the stats, I answered him "What's???", yes... he answered, when do you know that you want to put a stat of +1 or +3 in a stat?

 Before that day, I was putting the stats haphazard, causing that more times that I wanted, the troops were unbalanced, overcharged... and definitively frustrating.

 After that, I decided that was necessary to establish a range and a clear demarcation for each stat, and here are the results. 

 The number of the stats goes from +0 to +5, but nowhere in the book is said what value could be assign, in the blog of the author you can find a very relaxed guide to create your own troops, for that reason, I think that this could be interesting not only for newbie players, but also for veterans...

 Considering that a villager (BE.52) has a value of 0 in his combat stats, and a Veteran Warrior a +3, we can establish that:
Value 0: These are ill, infirm or very young characters with little experience or hope.
Value +1: These are characters with limited combat experience or desire to fight.
Value +2: These are reliable men and women of some experience that usually make up the bulk of an army.
Value +3: These are veterans of numerous successful encounters. The Veterans.
Value +4: Characters of great renown whose exploits are spoken in awe.
Value +5: This value is reserved for incredible creatures, demons, and legendary heroes.

            With this, we can take a look in the Robin Hood stats, where a +5 is given to his Shooting stat, Little John is well known by his strength and has a +4 for Combat stats.
After this explanation, I continue trying to adapt this ruleset to be played as a Dungeon Crawler....

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BIG UNITS
 
            Meanwhile, we can play these rulesets with units commanded by leaders, how can we do that? In a very easy way, we will assign one leader to a group that will move as a only miniature on the battlefield, and when arrives the moment of the combat, you just have to roll as much dices as miniatures are in the unit, and assign the impacts into the enemy unit. If you have a leader with a improved stats, you can use a different colour for his attack, or fate test.
 Nothing more! Easy and fast....