Like some others here, I've been painting up the Warlord Epic stands without any clear idea what I'm going to do with them (I already have ACW armies in 9mm and 28mm). So in an idle hour I came up with the following DBA/HotT adaptation, presented to you totally un-playtested. Hope it is diverting if nothing else!
HORDES OF THE YANKEES
Concept: The only combat element is infantry, although each side will have one command base (a mobile General or an immobile Headquarters) and will use artillery bases as markers for infantry prepared for defense. Cavalry are assumed to be scouting, screening, or otherwise doing horsey things at the strategic level.
Large Battle (one or both sides >30k): 25 infantry elements for the larger army, with a proportional number for the smaller.
Medium Battle (one or both sides >20k): 20 infantry elements for the larger, proportional for smaller.
Small Battle (both <20k): 15 infantry elements for larger army, proportional for smaller.
Ground scale approximately 1" to 200 yards.
Infantry element has +3 combat mod, range of 3" in ranged combat, moves 3". Elements rated as Inferior (I) re-roll 6s in combat (ranged or close), and Superior (S) re-roll 1s.
Turn Sequence:
(1) Roll for PiPs
(2) Spend PiPs on tactical moves, establishing Defense, etc.
(3) Optional movement of General
(4) Ranged combat
(5) Close combat
(6) Switch phasing and non-phasing sides.
PiPs are used for:
1 for element or group move
1 to add 6" to road move (element or group)
1 to put element on Defense (mark w/battery marker behind)
2 to replace General with HQ in place
+1 PiP to above if element/group is >12" from General/HQ
General: generates d6 PiPs, (I) rerolls 6 and (S) reroll 1; at end of turn may move up to 6", or 9" if entirely along road; immune to (and does not block) fire, if contacted by enemy displace 6" towards own base edge.
HQ: generates 2d6 PiPs, (I) rerolling 6s and (S) 1s; can't move; immune to (and does not block) fire, if contacted by enemy is replaced by General who then displaces. May be voluntarily replaced by General at start of turn, at no PiP cost.
Defense: Infantry on Defense have range increased to 8" (i.e. batteries in place), have a +1 close combat mod to non-phasing side. Defense status lost if recoil or if move in own phase. At no time can an army have more than half its current elements on Defense.
Sample OBS:
FREDERICKSBURG
7 mile front, therefore about 5.5'
UNION: 114k engaged = 25 elements, commander Burnside (Inferior)
CONFEDERATE: 72.5k engaged = 16 elements, commander Lee (Superior)
PEA RIDGE
5 mile front, or about 4'
UNION: 10.5k = 10 elements; commander Curtis (average)
CONFEDERATE: 16.5k engaged = 15 elements; commander Van Dorn (Inferior)