Earlier this year I was banging on about coming up with a hex-based variant of Volley and Bayonet - the army level wargame rules designed by Frank Chadwick - and indeed, I spent a little time pondering how best to tackle this and some of the ideas I came up with featured in the following post - Volley and Bayonet on Hexes.
I really like the idea behind these rules and so it will probably come as no surprise that I am keen to make use of some of the concepts for my own purposes. All in good time though, as the first thing I want to clarify is what I am using hexes for.
For me a hex is not just an area that is used to regulate movement and combat - it is (or it should be) a representation of an area of terrain. The sides of the hex should not be seen as barriers as the terrain underneath should be naturally flowing across the landscape being represented - as it is for a non-hexed table top game. It is my opinion that units should be able to make use of the area covered by a hex - especially in respect of formations etc. I am of the opinion that for the horse and musket period the use of formations is pretty much essential and so incorporating this within a hex based rule set is for me is obligatory. I have messed around with some unit formation ideas and am thinking that the following just about ticks all the boxes: