I appologize for any misunderstanding in my thread. I just belived a clean break from the actual process of conversion (the nuts and bolts per say) to a more theoretical discussion of what we should concentrate on would be useful (an overview). The other thread seemed to become a discussion of nuts and bolts without a firm consensus of the best process.

It's definately inaccurate if you want to include other than human units. What does an orc compare to, or a dwarf? How about something way on out there as far as M2TW is concerned, like a rat ogre? You could get creative but why hammer square pegs into round holes if you don't have to?
Not necessarily. For example (this conversion would not be final) we can look at Peasants as the lowest in ability troops in the game. They are probably equivalent to skaven slaves who really really suck as well. Easy conversion. Skaven slaves with spears should have stats and moral like peasants, but with a faster movement as skaven slaves are fast moving. Who else has troops equivalent to skaven slaves in ability in WH. Well skellies' are that bad as well. They move slower, but cause fear and never break. Easy conversion as well. Taken a step further, skelli archers should have stats like peasant archers as they are bad archers, but they never break, and cause fear. With asp arrows (a building like practice range upgrade) they could have stats like longbowmen in an attack (but not the range or defence as that doesn't change with asp arrows).

Skaven slaves are also as WH stat similar to Brett Men at arms, but they have better armour, weapons and a shield. Same bad moral though. With this in mind then Town Militia stats would be a better fit to Men at arms due to the better weapon and shield.

Skinks are just skaven slaves (they have shields but lower toughness) but with javlins. So take the javlin missile unit missile attack but put peasant defence, and fast movement on them.

See what I mean.

For larger more powerful units then lets look at Brett Knights. Knights of the realm would be similar to Feudal Knights in power. KOTR are just as strong as trolls on a charge but weaker after the charge. Feudal Knights have a charge bonus so we add that charge bonus number to the Troll attack number. Then shave a point or two because trolls have a weaker WS. Trolls also have more attacks per model as KOTR do, how that is represented in the MTW I'm not sure but I think you can increase the attack rate of the models. If that is the case we do that as well. Trolls have more wounds than KOTR, more Toughness and regeneration. KOTR have better armour and the Ladies Blessing. Therefore you reduce the KOTR armour stat for the trolls 2 pts (to represent regeneration that is weaker than armour on a barded horse), remove shield pts altogether, but increase defence a bit because trolls are tougher.

Then once you get Trolls right you compare them to Ogres, Rat Ogres and Kroxigors in WH and modify the stats based upon that. Ogres are not a tough but carry big axes, they also have better moral. Rat Ogres are almost exactly the same as trolls in all their stats barring the regeneration, thus lower defence. Kroxigors have a similar defence and armour, but move fast and don't have as many attacks. They also use 2 handed weapons so have a much increased attack. Str 7 vs Str 5. Better moral here as well.

For Orcs and Dwarves, find an equivalent to an empire spearman. Itallian Militia are a good one. Dwarf warriors have a much better armour and slightly better attack, much better moral than empire spearmen. Orcs have a slightly better armour same attack, same movement, same moral.