These rules for a touch more realism regarding cavalry and infantry movement have been playtested extensively and are a vast improvement on the existing set. They have been put together by quite a few individuals so the credit doesn`t just lie with us..
NEW INFANTRY RULES:
NEW Skirmisher Rules: NB Allied riflemen skirmishers must abide by all the rules below but it will not have such an effect as they have a range of 5 hexes.
1) Skirmishers may not move within musket range (2 hexes) of ANY non-routed enemy cavalry unless they end their move in a chateau or village (not buildings, just villages) hex.
The chateau or village hexes may be adjacent or 2 hexes distant from the enemy cavalry. To accomplish this the skirmishers MUST be accompanied by a leader from the SAME or HIGHER organisation throughout their whole move & the leader MUST remain with the units at the end of the move. Note that the leader does not have to start his move in the same hex as the skirmishers but he cannot just escort them in there and then move off elsewhere.
2) Skirmishers have no restrictions on moving closer to routed cavalry.
3) If a player wishes to move skirmishers to a certain destination and while on the way they move within musket range (NOT rifle range) of enemy cavalry the hex they move through (while within musket range of the enemy cav) must be either a chateau or buildings hex and they must be accomanied by a leader from the same or higher organisation.
4) Skirmishers may NOT melee anything other than other skirmishers and artillery unless they have AT LEAST 1:1 odds (after modifiers are taken into account) This latter rule is tricky to enforce if players are using "Extreme Fog Of War" as odds are not shown anymore. We should say that if a player wishes to melee an infantry formation (line or column) and he is unsure of the odds (lets play fair here chaps - we should have a rough idea of the strength of most enemy infantry battalions) then he must have a minimum of 200 skirmishers attacking.
This means we can no longer use the unrealistic method of attacking regular infantry battalions with a small skirmish unit just to ensure the enemy unit becomes disordered in its following movement phase.
5) If a skirmishers inadvertently bumps into a "?" which turns out to be enemy cavalry then the skirmishers are said to be panicked and therefore cannot fire in their offensive fire phase. They MUST move out of musket range in their next move phase unless the enemy cavalry have already withdrawn.
The above 5 rulings hopefully simulate the fact that light troops in open order would NOT consider moving closer to enemy cavalry unless they can take cover in a nice sae chateau or village. The leader ruling is to simulate the fact that the skirmishers would need an order from a very high ranking commander to make these kind of moves and it must be someone they are familiar with in their chain of command. The leader accompanies the men (though he doesn`t have to begin the move phase in the same hex) forward through the entire move otherwise the chaps in question would not envision moving anywhere near so many nasty sabres/lances! Moving a Brigade/Divsional Leader so close to cavalry with only light troops as protection places the phasing player in a real dilemma whether to make such a move in the first place, and therefore will make this kind of move a more difficult & dangerous one to put into practice. The "bolting on" of rule no: 5 above is due to many players complaining of skirmisher suicide attacks. This ruling certainly aids reducing the power of skirmishers..a much-needed modfiication.
Optional Rulings (Okay I know they are all optional but these are "big-time optional")
a) Skirmishers may never move more than 5 hexes away from their parent unit at ALL times, UNLESS the light troops in question are garrsioning a chateau. If a skirmisher routs away from its parent unit it must return to within 5 hexes as soon as it rallies.
b) Light Brigades may only ever use up to 50% of their troops as skirmishers at any one time.
NEW Regular Infantry Rules
1) A FORMED battalion (ie not disordered) may move to within musket range (2 hexes) but NOT adjacent to enemy cavalry if they are accompanied by a leader of the SAME or HIGHER organisation. They may move adjacent to enemy cavalry ONLY if they end their move in a chateau or village hex.
2) Formed and even disordered formations have no restrictions on moving closer to routed cavalry.
3) A formed battalion in square may move adjacent to any enemy cavalry unit if accompanied by a leader of the same or higher organisation.
4) An infantry unit in square already "in contact" with enemy cavalry ie within musket range may NOT detach its light companies for the purpose of picking off cavalry.
5) If an infantry unit inadvertently bumps into a "?" which turns out to be enemy cavalry then its tough luck on the enemy cavalry! (this move is now allowed due to popular request)
These rules pertaining to formed battalions simulate the fact that no battalion would move closer to a significant force of enemy cavaly unless they could use covering terrain in doing so or have a high ranking commander who could give the "Form square" order with split-second timing!! Of course infantry squares would have no hesitation in moving adjacent to enemy cav, again they must be properly-led.
Well.....thats it for now people. These rules help enormously to encourage the "proper" use of cavalry in open terrain (and not charging through village streets etc) and also help to avoid the cavalry massacres that we all came to know and love when skirmishers could freely cut-off a cavalry force after its charge and proceed to wipe them out. Any questions? Send `em in! Have fun!!
Mark & Chris