|Mercenary pikemen in French pay clash with old fashioned English bills and bows c1548.|
|Battle rages across the board.|
The answer of course, which I should have known by now, was to stop trying to mimic historical processes in favour of getting appropriate results and to stop worrying about inventing "game like" mechanisms for their own sake unless I wanted to make that my focus, which I don't.
|A last desperate charge by English heavy cavalry is repulsed and the Earl of Belmont is wounded. The English yield the field but it was nip and tuck.|
Anyway, what I ended up doing was going back to my now usual card draw for initiative each turn including chance cards in the deck. This was combined with fixed moves which are long enough to let troops get into trouble easily, a zone of control to complicate maneuver once engaged, fewer bigger units or rather groups of stands under a commander (brigades if you will), a rule for detached subunits and combat rules which tend towards the middle but with the possiblity of extreme results. (Thank you to Lawford & Young for that!)
Now to apply this sort of thinking to the mid-ninteenth century. BTW, next time I think that I should ponder about making a wargame more "game like" I must remind myself that Chess is also a game.