BB25ACW
STONEWALL BRIGADE

1. Scales: Stand of four castings 1 1/2" wide = 100 infantry in two ranks.  Stand therefore equals 25-33 yds, or 1"= 20 yds. A gun stand is a section, and a cavalry stand is 40-50 cavalry.
2. Rally. Routed units rally on a die cast of 5-6, subtracting one for poorly-trained and adding one for elites or for the presence of a general officer. Routed units rallying may not move or shoot until the next turn.
3. Movement. Infantry in line move 6"/turn; in column 9", and in road column 12". Cavalry in line move 9", and 18" in road column. Charging in line doubles movement. Changes of formation/face cost 1/2  movement if stands are rearranged, or 1/4 movement if stands are not repositioned, as in forming a column from a line by a right face.. Artillery moves 6" limbered across country, and 12" limbered on road. Unlimbered artillery may pivot, or retreat by prolong 3"/turn. (In the absence of limbers, guns may move 3" and fire, and 6" off road or 12"  on road if they do not fire.) 
4. Fire. Infantry roll one die for each 4 castings, hitting on a 5,6. Artillery roll 1 die per stand, hitting on a 5,6. Fire effect is halved--hit on 6 only--beyond 1/2 range, or against hard cover. Against cover and range, double firing groups and hit on 6 only. Infantry in column may not fire. When firing at units charging them, smoothbore artillery rolls double dice, and smoothbore muskets hit on a 4-6. Each hit removes one stand or infantry or cavalry. Artillery stands have a saving throw of 4-6.
Ranges: Rifled artillery 72", canister 15": Smoothbore artillery 36" canister 15". Rifled musket 18". Rifled carbine 12". Smoothbore musket 6".
5. Melee. Only the front rank of stands participates in melee. Roll 1 die per stand, hitting on a 5,6. Charging units add one to their die cast, but may not fire and charge. Subtract one vs. troops in cover. Units hit flank or rear cast only one die. At the conclusion of  one round of melee, the side which takes the most losses casts for morale. If they stand, the winner casts for morale. If both stand, the units remain locked in melee for another turn. Artillery never rolls more than one melee die per battery.
6. Morale. Units cast morale when taking casualties from fire, when charged, when routed past (within 6" ) be friendly infantry or cavalry, or on the death of an attached brigade commander.  Units stand on a 3-6, adding one for veteran infantry or any artillery, subtracting one for green troops and for each stand removed from and infantry or cavalry unit. A friendly gun section touching a green infantry regiment raises its morale one point, but this is not cumulative with the bonus for a general. A commander attached to a unit raises morale by one. Units failing morale rout back one road move, and must be rallied. Artillery routing when charged abandons its guns and is removed from play. 
7. Commanders. Single commanders represent brigade commanders. Two-casting command bases represent division commanders. Commanders may attach themselves to regiments of their command to raise morale or improve chances of rallying. Commanders not so attached may not come within 18" of the enemy. Commanders attached when the regiment takes casualties roll 2D6, and are killed on a roll of 12.

Scnario--Reinforcements in Defense

(Based on the Charles S. Grant scenario and Gettysburg Day One.)

Union forces consist of a blacking force and a relieving force. The blocking force is determined by die roll:
1. Cavalry Brigade of two regiments (each 5 stands) armed with breech-loading carbines and a battery of three rifled guns.
2. Cavalry brigade of three regiments (each 5 stands) armed with muzzle-loading carbines and a battery of three rifled guns.
3. Regular infantry brigade of two regiments (each 4 stands) veterans with rifled muzzle-loaders, and a battery of three smoothbore guns.
4. Regular infantry brigade of three regiments (each 4 stands) veterans with rifled muzzle-loaders and a battery of three smoothbore guns.
5. Militia infantry brigade, two green regiments (each 4 stands) with rifled muskets and a two-gun smoothbore battery.
6. Militia infantry brigade; three green regiments (each 4 stands) with rifled muskets and a two-gun smoothbore battery.
Union blocking forces will be marked with flags in the center of their positions, but troops will not be placed on the board and types revealed until Confederate forces are within canister/musketry ranges.
The relieving force will begin marching on on Turn One in road column, and will consist of two brigades (each of four regiments of 4 stands of veteran infantry with rifled muzzle-loaders) and a three-gun battery. 1-3 smoothbore, 4-6 rifled.

The Confederate  force shall consist of  (1-3) a division commander, two brigades of four regiments (six stands) of veterans with rifled muzzle-loaders, and three mixed two-gun batteries, OR (4-6)  three brigades of veterans, armed as above, but organized in 12 four-stand regiments, again with three mixed batteries in support. Confederates will begin marching on in Road Column on Turn One.
Victory Conditions:.. CSA wins if at any time prior to the conclusion of Turn 16 CSA has a 2-1 advantage in troops in good morale on the ridge. All other conditions are a Union victory.
DISMOUNTED CAVALRY RULES: Union dismounted cavalry are presumed to be armed with breechloading carbines. They fire at 12" range, but roll double dice. If meleed, they roll 1/2 dice. Mounting and dismounting take 1/2 movement.
TERRAIN RULES: Troops do not get charge movement bonus going up the hill. The rail fence confers a one pip morale bonus on troops behind it. The orchard reduces line movement or any artillery movement to 1/2. It also provides cover against long-range fire. Only units moving entirely on the road get the road column movement rate. Others may not exceed column rate. 

Bill of Materials
Rules & Scenario--included above. Free. If the rules aren't to your fancy, try the "Horse & Musket" rules in Donald Featherstone's "War Games" or the American Civil War set in Featherston's Complete Wargames, or the "Horse and Musket" set in Joseph Morschauser's "How to Play War Games in Miniature" all available from a good public library. All work on approximately the same level.
Cost to project: Free

"Battle Cry" figures. Made as replacement sets for the Hasbro/Milton Bradley game, I bought just the figures and decals direct from Hasbro. $54 bought me two forces of 240 infantry with far more cavalry and artillery than are needed in support. (NB: kit includes both standard bearers and sticky decal-type Union and Confederate standards.) I also bought one box of Eagle Games pieces at my local hobby shop for $15 to provide a different casting for dismounted cavalry.
Cost to project: $69.00

Mounting the figures: All were based on 1 1/2" square pieces of mat board from a framing operation. Commanders were mounted on round pogs, but this was not strictly necessary.
Cost to project: $4.57

Playing Field: Wal-Mart sells a 36" X 8' roll of green felt at Christmas for $4. One cut yields a 4' X 6' table. 
Cost to project: $4.00

Hills: sheet foam rubber of roughly 1/2" thickness, purchased from craft shops, cut to approximate shapes & painted or dyed. I've always had more scrap foam than I needed, but I did price foamat Hobby Lobby. Say $1 per hill.
Cost to project: $2.00

Roads: "camel" felt available from craft shops at approximately 14 cents/sheet, aand cut to a width to match stands.
Cost to project: $0.28

Fence: for a "snake" fence, use a  base of large "craft" stick, 6" long. Fences of matchsticks. All sprayed flat black. Craft stick base is then "grassed" and matchsticks damp-brushed in grays. Cost approximately $5 for bag of 100 craft sticks and nearly infinite supply of wood matchsticks.
Cost to project: $5.00

Woods: golf tees glued to cardboard and primed brown or black.  Green pom-poms 1 1/2" or 2" diameter glued to tee.  Cut the card in irregular shapes and flock. Given time, dip pom-pom portion of finished tree in a mixture of water, white glue and green acrylic paint, then in a dark flock. Cost approximately $1.67 (Wal-Mart) for 75 golf tees, and larger pom-poms 9/$1 for 1 1/2" and up to 6/$1 for 2" (Hobby Lobby). Thus $3.67 for 15 mixed trees and $11.67 for 75 trees.. 
Cost to project: $3.67

Gaming Accessories: Two rules @ $0.27 at Wal-Mart, one steel tape $2.00 at Wal Mart, and 10 dice @ $0.50, with 4 counted as free by contest rules.
Cost to project: $5.54.

Total cost of project: $94.02

Costs not included: white glue to base castings, exterior wood glue for building trees and fences, acrylic paints for castings and terrain, and a protective sealant. Strictly speaking, the castings need not be painted, as the troops come in blue and gray, but a good looking battle is one of the joys of miniature wargaming. I have also "flocked" troop bases, rail fence bases, and (sometimes) trees. Again, unnecessary tacticaly, but vital aesthetically.