I have started using a grid of 6" squares for my games using 54mm figures. Lion Rampant converted pretty much flawlessly. However, when I tried The Men Who Would Be Kings with my toy soldiers it took some additional tinkering to get it right.
I initially had infantry move 1 square and cavalry 2, and kept all other rules pretty much as is. The result was both a lot of long range shooting, which, paired with slow movement, resulted in a non-dynamic game of mechanically rolling dice and removing figures at a distance. My handful of changes, plus my other working assumptions, are below.
Note that this is a "same-same" troop type game, with both sides fielding Regular Infantry, Regular Cavalry, and Artillery and both sides having the same weaponry, ranges, and stats. I might slowly introduce having an elite unit or some raw recruits on each side in future games but I like the feel of same-same stats where you have to rely strategy can't seek an advantage in the math. I also assumed all units to have a leadership value of 6+ (good chance of success but not too good). If I eventually find and get some tokens I like, I would probably roll for the leadership value of each unit as set out in the The Men Who Would Be Kings rules-as-written.
UNIT SIZES:
Infantry: 10 figures
Cavalry: 5 figures
Artillery: 1 gun + 4 crew
MOVEMENT:
Infantry = 2 squares.
Cavalry = 3 squares.
Artillery = 1 square.
FIRING RANGES:
All infantry had rifle ranges of 4 squares, with close range at 2 squares or less.
Artillery had a range of 7 squares, with close range at 3 or less.
Cavalry carbines had a range of 3 squares with close range also at 2 or less.
MEASURING MOVEMENT AND RANGES:
For measuring movement or range, you are permitted ONE diagonal move on the grid. This is remarkably effective at creating an "arc" of movement which complies with original non-gridded movements/ranges in inches. For calculating shooting ranges, this means you can do things like 2 forward, one diagonal, then 2 right then 1 forward, or something like that. Its a little goofy on paper, but again, it approximates the original ranges in inches. Obviously this is not intended to cause shooting around corners and other such silliness.
CASUALTY RATE:
The number of hits required to cause a casualty (for shooting only) was increased by 1. Per the rules-as-written, you need 2 hits at long range to remove one figure, and 1 at close range, but under my amendment, you need 3 at long range and 2 at close. Melee is still 1 hit to remove one figure (melee is therefore deadly but also capable of dramatic turnarounds in the fortunes of a game). I think if you increased the hits needed for melee it would drag out the game too much.
TERRAIN AND COVER:
My game does not account for cover yet. In the spirit of of H.G. Wells Little Wars, woods and houses served only to obstruct line of sight for firing and did not affect resolution of shooting or melee attacks. Additionally, if one were to require an additional hit against units in cover, this would mean you would need 3 hits at close range and 4 at long range, which I think would cause players to hunker down early and reduce the game to a long-range rifle and artillery duel. So this is something to be considered.
OTHER ACTIONS:
My adaptation does not consider actions such as On the Double, Go to Ground, or Volley Fire. Go to Ground is not a big deal since everything is Regular Infantry and Cavalry. Volley Fire might work okay. On the Double is somewhat moot since infantry is already moving double speed.
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