I've gone back to using these. One change is to paint up "wounded" figures and use these to represent figures lost. Once 4 figures are lost, a stand and the wounded figures come off. Makes the table look better. Also, I have dead figures and use these to mark where figures were lost. You can follow the progress of the battle that way.
Another change is to knock off 25% of musket fire that goes thu an interving fence line. (doesn't bother artillery).
Another is to prohibit musket fire at greater than 300 yards (6 inches) unless the firer is not moving and has a rest for the musket. They carried limited ammo and pot shots at extreme range were a waste and slow the game.
Another is to for -1 fire table against skirmisher.
Another is to allow a "skeddle" movement of – 8" to the rear. An opponent within 3", gets a free table5 shot and the skeddling unit makes a morale check at the terminis. AVERAGE units are -1M on this check, GREEN units are -2M.
We keep the tactical movement rates as the balance of casulties, melee, firing table, verus movement needs to be preserved. Strategic movement is (inf&foot arti / calv&horse arty) offroad= 7" / 10" and onroad- 10" / 14". If fired at while in strategic movement, fire is at +2F tables, morale check and end strategic movement. Strategic movement must be either on a road or GUIDED. GUIDED means a calvary or aide figure is always one move ahead of your position. (so you need at least two such pieces to keep moving AND your route is defined ahead of time.) Road intersections must be "guided" or there is a 1/3 chance of taking the wrong fork for one turn.