BAR HOUSE RULES
1) Attack column: Does not exist.
2) Square: A unit cannot enter square formation except as a Reaction move.
3) Reaction Moves: Units can react to the approach of enemy infantry in the same way as they can to enemy cavalry.
4) Target Size Fire Modifier: 1R per every 3 SPs above 6 in a hex.
0-6 = No Shift
7-9 = 1R
10-12 = 2R
13+ = 3R
5) During Fire Combat, units take a MC on both even and odd die rolls.
6) Close Combat: Only 4 Infantry SPs can attack/defend from a hex.
Only 6 Cavalry SP s can attack/defend from a hex.
(All units in a stack share the same retreat/rout results.)
7) Infantry can stack and form line in 3 hexes, thus X-ST-X. (X = hex extended into. ST = 2 or more stacked units.) In this configuration, 5 SPs can fire/attack from a hex. (Otherwise, only 4 as normal -- or just make 5 the standard if that's easier.) Regardless of the size of the stacked units, spread the SPs as evenly as possible. (2 units of 700 each is spread 5-4-5.) A minimum of 4 SPs per hex. A stack must consist of at least 12 SP.
When stacked, each unit is treated as a separate unit. When a Disorder Check is called for, each takes the check separately, etc.
The unit on top of the stack is considered to occupy the left and middle hex. The unit on the bottom occupies the right and middle hex. If a middle hex is fired upon, randomly determine which unit takes a single hit. Split multiple hits evenly.
8) Army Morale: Keep track of casualties and morale on the brigade-by-brigade basis. Do not keep track of army morale or total casualties.
+5 to MC die rolls per 10% casualties. (For example, a brigade has 5 units of 6 SP each, for a total of 30 SP. When 15 SP have been checked off, all MCs for that brigade have a +25 ER modifier.)
+2 per Initiative level for a leader that is killed. (The death of a leader with a “4” Initiative incurs a +8 mod.)
Calculate morale at the beginning of each turn.
9) Command Control: An Out of Command Command Leader takes an Initiative check as normal to Activate. If it passes, its formation acts normally. If it fails, all units of this command (even units OOC) can make one action only – Change Facing (any number of hexsides), Change Formation, Move 1 hex (no facing change). Leader moves normally. Combat is unaffected. (So a unit could move 1 hex and engage in combat.)
If a leader fails his initiative check by 1, roll a second die. If <= Initiative rating, the Leader's formation must Attack. All units move at top speed (use Rapid March, if possible) toward the nearest enemy and attempts to engage in Close Combat.
If > Initiative Rating, the Leader's formation falls back. All units move away from nearest enemy. If facing the enemy, move backward. Otherwise, move normally (no Rapid March is required).
10) Automatic In Command: If all units of a command are in column formation, the command is automatically in command. Independent units in column/limbered can be included here.
If >= ½ of the command's units are adjacent to an enemy unit, the command is automatically in command.
11) Light Infantry: Any fire combat number result obtained by Skirmishers, is not a step loss but a MC modifier. (Ex. A skirmisher unit scores a 3(!) against an enemy infantry. The enemy takes a MC with a +30 morale modifier and suffers no step loss. [I say (!) because it has actually happened. Yes, 300 men firing caused 300 casualties on a fresh unit...])
NOTES FROM THE HOUSE
1) Frederick actually got the idea for the Attack Column by witnessing it on the battlefield when something similar formed by accident. Thereafter, he considered it a "state secret" and would occasionally order assaults by cold steel alone, no firing allowed. These assaults were uniformly unsuccessful, with whatever success they achieved being due to supporting artillery fire and not the moral effect of the infantry charge.
2) Square was rarely used on the battlefield during the SYW and only then as a result of a cavalry attack on the flank of an infantry unit. The front of an infantry unit could easily repulse a cavalry charge and when charged in the rear, the rear rank would simply about-face.
3) If a defending unit can change facing to face a charging cavalry unit, it can turn to face the ponderous advance of an infantry unit, too. It's like being run down by a steamroller.
4) If you want to form 1600-man stacks in 100-yard hexes, have at it!
5) Not enough morale-checkin going on out there!
6 & 7) This is where we get back to linear warfare and not Napoleonic warfare. You can make frontage rules regarding 4-rank lines, too, if you want. I'd just be happy with the proper frontage for your basic Prussian infantry battalion. Sometimes, you learn to set the BAR low. (Get it?)
8) The extreme right flank doesn't always know what the left is doing.
9) The BAR command rules as written are backwards. In reality, it is hard to get a leader moving, but once engaged, hard to stop. In BAR, formations are easy to move around, harder to engage. The "failing by 1" thing is just for fun.
10) A body in motion stays in motion. A body in combat stays in combat.
11) A truer depiction of skirmishers than BAR's little killing machines.