Available in PDF ( PDF link 6MB ) are beta rules for the Thirty Years War ( 15mm atm ) . The goal is to have units looking like what they did, deployed as national armies deployed and fighting in lines. Pre combat manoeuvre is de-emphasised over the tactical choice of units engaging each other, either shooting or melee.
Main system features:
D10s for all tests, rolling low.
Army deployment by Wing and Line.
Alternating unit movement ( by Wing and Line ) . Movement to combat range is quick and there are two movement phases each turn on each side of the combat orientated pulse phase.
Pulse phase when units get to musketry range comprised of 4 pulses. Units pick a Drill ( advance, retire, fire: by introduction/extroduction, countermarch/caracole ) for the phase and have to carry out the drill each phase. 4 pulses allow a 12 ranks of musketeers ( 4 stands ) to fire once each, or swedes to salvo in one or two ( with more dice ) for example. melee occurs in each pulse so can be nasty. A pulse is simultaneous.
Unit state ( Good Order, Shaken, Broken ) degrades from combat hits. stand removal casualties is rare, requiring a 1 to be rolled. when the number of hits reaches a threshold the order drops a level. units can stand still and reform ( higher quality troops reform faster ) . Units will generally go down in 2-3 pulse phases and survivors are too shattered to follow up, requiring second or third lines.
Commandeered musketeers are not powerful abstractions, and rely more on a player's decision during the pulse phase. Foote threatened by Horse can form into hedgehogs, the musketeers seeking protection in the pike.