|Chris Peers 2009 ACW rules (available from Brigade Games)|
3 or less: The defenders stand firm and fire a devastating volley into the attackers faces. The attackers receive two disorder markers and fall back 2d6 inches, still facing the enemy. A friendly Corps or Division commander within 2 inches of any part of the retreating unit must dice. A score of 1 on a d6 means he is killed or captured.
That's what I like. All resolved quickly and appropriately, and often decisively. Think of the time saved in many Horse and Musket games if "melee" was resolved that simply. I can't see why it isn't? I, personally have no more desire to roll for each step of close combat than I do to keep track of ammo in skirmish games.
It reminds me of what I've done in our Price of Glory games. I completely ditched Iron Ivan's method of resolving fire against armored vehicles and replaced it with the Tables used in Chris Peers' WWI skirmish rules (To the Last Man).
I'll let you know what I think about the rest of the book, once I finish reading it.