Mass Combat

We're going to play pretty fast and loose with these rules. This is an RP, not a CRPG. We can't do perfect simulations, but we can also adapt to clever ideas and tactics.
Each round is divided into four stages:
=== 1. Reconnaissance & Deployment ===
Units that are in the holding area (i.e. just off the edge of the map) move onto the map. They make take actions this turn
Units that approach the battle enter the holding area. Obviously, these units will be placed on the map in the following round.
=== 2. Movement ===
Units and heroes can take a move action or move equivalent action (so long as it's not an attack). Swift actions can also be taken, if they're movement-orientated. Charges happen now as well, but only the movement portion is resolved.
=== 3. Ranged ===
Ranged attacks and declared and made. The order of attacks doesn't matter, as all units attack simultaneously. If the unit did not take a move action, the unit can make a full attack. The number of "squares of contact" a ranged unit has with its target is equal to the full width of the unit (assuming everyone is in range). After all attacks are made, the downed/killed units are subtracted from the unit's total.
=== 4. Melee ===
Melee attacks are made, in the same way as the ranged attacks. Iterative attacks are also done at the same time. If the unit did not take a move action, the unit can make a full attack. After all attacks are made, the downed/killed units are subtracted from the unit's total.
=== 5. Cleanup ===
Units that are wiped out are removed, and others may reduce in size.
=== Spellcasting: ===
If the spellcaster's unit is in melee with its target, the spell happens during the melee phase. If the spellcaster's unit is at range from their target, it is a ranged attack. The spell's exact range doesn't matter,so long as it can hit the chosen target.
=== Automated Rolling: ===
The rolls for the unit's normal attacks are automated, but if a special unit or a hero wants to make an attack, the player in charge of that unit needs to roll that attack themselves. It's assumed that the battle is chaotic and dense enough that heroes have no trouble hitting as many targets as they're able.
=== Recording Damage: ===
Units can be "killed" or "downed". Downed units are assumed to be on -5hp and stable. Say a unit made up of guys with 20hp takes 85 damage. It's likely that 4 units will be some combination of killed and downed, while another will be "wounded" for 5hp. When the total of "wounded" equals the unit's hp, another unit is downed. This means that high-hp units can be brought down over multiple turns.
We're going to record the killed/downed/wounded on paper, as I can't trust my spreadsheet to do so reliably. I'll be asking for people to help out with that on the day.
=== Morale: ===
If a unit is in a bad position, they must make a Will save or become panicked. We will play this by ear, but losing half of your men is a good starting point. 
=== Creativity: ===
Since this *isnt* a CRPG, there's some extra options. Clever spells, using Snooks to rally panicked units, whatevs.