Isn't this the same question as I asked here:
... except that I was serious and had Close Combat in mind rather than chess.
I suppose I should confess that this:
... was in the same vein.
It's basically the same idea, but I really don't need the game to be fed with battle results; I just need to be able to define who wins. Your idea would be more complicated, since AT would have to reproduce casualties, readiness and other status variables to adjust counter values. I just need to be able to define "this counter is out (or withdraws), this other goes into the hex" or "defender holds position and attacker is out (or breaks)"
Well I think what might go (even though I do not know how this were to play as a game but then this is for the scenario designer to work out) is to get a digital result from an outside tool (like: Attack succeeds, attack fails) to AT. What I think will not work is to get any more complex result (like: number of losses on each side) back into AT. So if AT is just as the strategic tool and "chess" (with outcomes of win or loose) as the tactical this might work. However a detailed playing out of a battle and feeding back the full result I dont think is possible.
Also it is quite a jump to use the artillery button for this which will need some further adjustments.
@damezzi: Do you have an outline of the game you are up to?
Lunaticus, as I said above, I can make with a binary solution (counter eliminated/not eliminated). Obviously it would be nice to be able to control counter variables, but we do with what we have.
Also, as I said earlier, I never planned it seriously, since I couldn't think of an engine which would handle that, but the basic idea is to create a medieval period scenario with pieces of equipment which would translate into values that could be used for advantage in the chess board. Things like flanking or terrain advantage, for example, could give player a time bonus; attacking an important city would force player into an initial position based on a characteristic opening of the region being attacked; difference in odds would force player to play against a stronger/weaker AI; great battles would be resolved with long games, while fast battles (small number of units) would be resolved with fast chess or blitz, etc. I only have the basic idea, since all this would demand a lot of play testing and I need an engine which could handle that to, at least, try it.