Myself and colleague have just finished painting 2 crusader/front rank armies started project with another rule set in mind luckily same bases sizes for inf/Cav but close order foot unit size was 4 bases. intend to use HOW rules so:- 1/ If we use units of 4 for close order & light Inf does it unbalance the game any way. In the rules it mentions unit width to be same as musket range should we reduce range to 16cm if so should we adjust anything else? Can't see it makes much difference. 2/ assume players want to bring numbers to bare and probably not charge foot v foot but engage in fire fight. I can see situation where you would want to withdraw voluntarily outside 20mm so can move fresh supporting unit through (if get the initiative right). So can you move backwards inside 20cm or outside for that matter and if so at what deduction possibly a formation change deduction? If so presumably would not suffer same disadvantages of a unit that was forced to retreat and then engaged in combat? 3/After charges those charged fore at chargers who don't fire back. As its a 10 minute move would they not be able to fire on approach with a minus? 4/Any tips on 1st game, I know the big retreat moves will need getting used to.
1. See p.8. Units of 16-24 figures would generally use the same game distances.
2. See p.19. It is movement to the flank and wheeling more than 45 degrees which are not allowed within 20cm of the enemy, so yes, you can move backwards within your rear sector. If you look up the amendments download, you will see that I have changed the restrictions to within enemy front sector only. The deductions for moving to the rear for each nation are given in the National Differences section. And no, a voluntary backward move does not count as a retreat due to bad morale.
3. I would assume in this case that most of the move time is occupied by the subsequent melee. Not allowing the chargers to fire generally seemed to give the kind of result found historically - that infantry relied on firepower rather than melee. However, once again there is an amendment giving the attackers a +1 charge bonus even if infantry, to allow for the moral effect of a charge with cold steel.
4. No real tips. Units can be lost quite quickly - it's how the game is supposed to work. Attacks need artillery preparation and plenty of support - but keep those second lines at least 30cm back to avoid grazing fire!