Experimenting with this for close action:
First, the two sides exchange simultaneous fire at close range: every gun barrel, every revolver is emptied, and warriors shoot six arrows. Test morale for casualties.
THEN the chargers continue into melee.
MELEE DICE
We resolve hand-to-hand fights by each side rolling a handful of d6s of various colors. A 6 kills an enemy. We use white, red, green, and blue, but use whatever colors you have.
WHITE dice are rolled every round of melee.
Green dice are rolled only for the first round.
Red dice are rolled until a 6 is scored.
Blue dice are defensive: any 6 scored cancels an enemy 6.
Each man, each horse, and each skilled rider gets a white d6. (A unit of 20 skilled riders will be rolling 60 white dice. Just divide by 6 and count that as 10 hits. If it is 63 roll the extra 3.
Each man charging on foot gets a green d6. Each ridden horse charging gets 3 green d6s. An unridden horse or bison in a stampede gets 2 green dice. Thrown weapons such as pila (once only, as part of a charge) get a green die.
A lance gets a red die, which lasts until it kills with a 6. (We assume it is then stuck, or broken, or the enemy is inside its effective radius.)
Shields get blue dice, and armor, and defensive positions like uphill or behind a wall get an appropriate number of blue dice. Blue dice are rolled every round of melee in which the defensive advantage applies. If defenders are pushed back from a wall, they would lose the blue dice for it.
Comments? other factors that should be included?