The Abstract battle rules work the best when they are integrated into a story, so that both sides have specific objectives, which are determined by their particular missions. Let me explain.
This evening, my boys and a friend were finishing up the adventure of rescuing a princess, who was kidnapped by a General in her world's army. He was trying to usurp the throne and marrying the princess was part of the plot.
As I have mentioned before, this was my re-imagining of the Amber Zone adventure Coup D'Etat, which I reviewed a few years ago. The setting is Pampati, in Holtzmann's Corridor, and the princess is Princess Aurelia.
Well, the guys rescued her from the General's army base where she was held hostage, then retreated to the Summer Palace where the King was trying to keep his government together by radio and telephone.
|It may be cold outside, but the princess is Hot!|
Kang's forces were attempting to capture the palace (and therefore the Princess & the King) and the PCs were there to prevent that from happening.
Here's where the abstract system came in. I drew a map of the area on hex paper. Each of the defending squads had a die-cut counter, and the attackers had a number of counters as well. As rebel and defending counters were moved adjacent to each other, I resolved each of the encounters as a battle round under the abstract system.