A) Cavalry v’s Infantry melee
Formed cavalry fighting infantry in the open get double dice if they are not disorganised
B) Forming Square
Close order infantry units in the open must form square, if charged by formed cavalry, unless they have secure flanks. Units attempting to form square roll 2d6 as per the rules, but fail on a 10 if the cavalry are within 1 move, 11 is within 2 moves and 12 as normal if more than 3 moves away. This can be varied by training, but 12 always fails. Ignore the double 1 effect.
C) Skirmishers charged by cavalry
Infantry skirmishers charged by cavalry can evade a full move if the move takes them into rough terrain (such as a wood or an unoccupied building), or safely behind friendly troops. Test for this in the same way as infantry forming square. Any unit that fails is eliminated. Skirmishers are disordered after evading.
D) Low ammunition (optional)
Artillery that rolls more 1s than 6s is assumed to be low on ammunition and its firepower is reduced by 1d6 until it makes a full limbered move to the rear. Obviously this means that the gun cannot fire at long range
E) Multiple combats
A unit may only be contacted by one enemy unit per face. This gets around various problems of massed columns. Two small or tiny units may contact the same side of an enemy line.
F) Only shaken units break
When fighting melees against defended obstacles/buildings an attacking may lose the melee because of the building bonus, then by an unfortunate break test they rout. In Hail Caesar the units only break if shaken, so apply the same rule, if unshaken they retire disorganised.