Thanks for your comments.
Re COI not charging Cav - I simply followed Neil's main set on this - with simplicity the main driver.
Units do not lose the number of dice as they suffer disruption points (DPs). This is also driven by the need to simplify things. Note, however, in melee if your unit has less DPs than your opponent's unit you do get an additional 2 dice.
I guess you can add what you want to the rules (I think that's Neil's overall intent) to suit yourself. My preference is to game at the Grand Tactical level, and not worry about the minutiae of minor tactical level commander concerns. Hence, Neil's rules work well for any major conflict of the Horse and Musket period (with a very minimum of bookkeeping or list of modifiers).
Anyway I liked the way the rules worked (I actually liked the original set as well, but couldn't resist adding some chrome myself - what can I say I'm a wargamer!)
--- In AMWGroup@yahoogroups.com, "Lex" <more_utopia100@...> wrote:
> Very good and clear rules.
> Only one note:
> COI may not charge HC, DG or LC?
> I prefer coi charging but Hc, dg or lc can react at once by fall back (facing enemy, 2 bw).
> Do you maintain full unit dice, even when lost 3/4 of the unit?