Recently I have been very impressed and inspired by Neil Thomas' One Hour Wargames and The Westerhope Wargame Group link. The lads at Westerhope have a style of play that I much admire.
In an attempt to develop a universal set of rules with simplicity for my own solo battles I have come up with these....
HORSE AND MUSKET WAR GAME RULES
ROLL FOR WHICH SIDE TAKES THE FIRST TURN THEN TAKE ALTERNATE TURNS
TURN SEQUENCE : MOVE ALL UNITS AND GENERALS, USE GENERALS TO RALLY WAVERING UNITS, COMBAT ( SHOOT OR MELEE IN ORDER DECIDED BY THE PLAYER WHOSE TURN IT IS ). ONLY THE PLAYER WHOSE TURN IT IS ROLLS TO RESOLVE COMBAT.
MOVEMENT : UNITS MAY PIVOT AT THE START AND/OR THE END OF THEIR MOVE
MAXIMUM MOVES ARE: LIGHT HORSE 10, HORSE 8, LIGHT INFANTRY 6, LINE INFANTRY, LIMBERED GUNS 4, MANHANDLED GUNS 2
DIFFICULT TERRAIN IS ONLY PASSABLE FOR INFANTRY, LINE INFANTRY MOVE AT HALF SPEED.
COMBAT: UNITS HAVE THREE CONDITIONS: FULL STRENGTH, WAVERING OR DESTROYED.
TO CAUSE AN ENEMY UNIT TO WAVER ROLL TWO D6 AND SCORE NINE, TO CAUSE A WAVERING UNIT TO BE DESTROYED ROLL TWO D6 AND SCORE NINE. THERE ARE MODIFIERS TO THE DICE ROLL.
SHOOTING RANGES: MUSKETS 6 GUNS 24
GENERAL WITH UNIT
GUNS FIRING UNDER 6 (CANISTER)
HORSE VS. FOOT OR LIGHT HORSE IN MELEE
FORMED INFANTRY IN MELEE WITH LIGHT INFANTRY
IN MELEE WITH GUNS
ENEMY IS WAVERING
ENEMY IN COVER
IN MELEE WITH ENEMY UPHILL
WAVERING UNIT IN COMBAT
COMMAND: GENERALS MAY RALLY A WAVERING UNIT BY JOINING THE UNIT AND ROLLING NINE WITH TWO D6. A GENERAL WITH A DESTROYED UNIT IS REMOVED AS A CASUALTY BY SCORING TWO WITH TWO D6.
I decided against using unit rosters for difficulties in identification and I rejected using dice to mark hits for reasons of clutter and aesthetics. So I decided on my units having only three states, Full Strength, Wavering and Destroyed. That way all I need is a wavering marker. I nicked the 2d6 and score 9 mechanism from a RPG game and that's about it.
Here is a scenario based on One Hour Wargames scenario 13 Escape but using 18 units per side instead of 6.
The Normagnan army is returning from a successful raid into Fallstadt territory but comes across a small blocking force Grande Duke Louis must break through and escape with at least half his force to win...
Even a score of three is enough to destroy the wavering unit as it is enfiladed, hit by canister and the cannon are directed by a general.
Louis escaped with his life and less than a quarter of his proud army.
The game took less than two hours to play.
I have an Ancients version of the rules too.