These came from _Strategy & Tactics_, Special Issue No. 2, which has optionals for Wellington's Victory (article by David James Ritchie) as follows: Cavalry: Cavalry Charges Modification (12.51). Only units within 3 hexes of a charge zone are affected by the morale check rule. The justification is that cavalry didn't really charge full out until the last 2-300 yards or so, allowing plenty of time to form square unmolested. 15.67 Charging British cavalry (not Allied or KGL) which executes a successful shock attack must role a die. On a 1-4, the charging unit continues to charge without changing facing a number of hexes equal to the die roll result or until prevented by moving by another impassable hexside, or the presence of other units. If in the process of the attack the cavalry was routed, this rule is ignored. Units may move outside their charge zone under this case. 15.73 When a routing infantry unit first moves adjacent to an unrouted friendly cavalry unit, the cavalry checks morale. If the cavalry unit does not rout, the infantry is considered to have been forcibly halted and immediately becomes disorderd instead. If a routed units begins a turn next to a friendly cavalry unit that is between the routing infantry and the friendly board edge, the same procedure is followed. Infantry: 15.74 Infantry units in square add 1 to their Effectiveness Ratings when forced to check morale. 15.77 When the top unit in a column routs as the result of a morale check, also check the bottom unit. If it fails, the entire stack routs. If not, the stack becoms disordered and cannot make a shock attack in teh succeeding Shock phase. 15.79 Infantry units in line or extended line subtract one from their ER when forced to check morale (NOTE: I do not use this rule for British, KGL, Old Guard or Prussian Fusilier--feel free to add unit of your choice that was not unduly discomfited by fighting in line). Artillery. 15.66 Whenever a shock combat is initiated against an artillery crew, the crew has the option of retreating up to 2 hexes to any hex containing friendly, formed infantry. They crew may fire the guns pursuant to 11.24 before retreating. Crews that employ this option can be fired on pursuant to rule 11.26. Only artillery crews can use this option, not skirmish coys manning batteries. When this option is exercised, the attacker may enter the battery hex as if by normal combat. Units to which the crews retreat are unaffected by this. Musket Smoke. 15.84 Infantry units with enemy units in their maximum range fire zone are consider to be out of command unless they are in the DEPLETED range of their commander. This applies whether the commander is depleted itself or not or whether or not the infantry fired previously. Throwing Away Fire. 15.54 Whenever Anglo-Allied infantry other than British or KGL fires pursuant to rule 11.24 against charging enemy cavalry, the cavalry is fired on as a Class 3 target. Hard Cover. 15.55 When artillery fires on an enemy formation in a hard cover hex (not hexside), the unit must check morale on a 5 or 6 regardless of actual damage done. Note: This represents damage to the buildings, especially the setting of fires. I would consider making it a die roll of 6 only. Fortress Hougomont. 15.56 Except as the result of shock combat or artillery, Anglo-Allied units in Hougomont or the adjacent walled garden are never forced to rout. Artillery fire may require morale checks as above. Units in the walled garden are not required to observe 15.55. Personalities. 15.75 Any committed French cavalry within Ney's command radius are considered to be in command control for the purposes of initiating a charge. All French cavalry within half the current Command Radius of Ney need not make the pre-charge morale check and should subtract 1 from their ER when otherwise checking morale. Units stacked with Ney add 1 to their ER for shock combat. 15.76 All British and KGL units within 3 hexes of Wellington add 1 to their ERs when checking morale. Army Morale. 15.78 Whenever either the French or Anglo-Allied army becomes demoralized, the opposing army is immediately relieved of the necessity of observing rule 13.33 for the remainder of the game. This rule does not apply to the Prussians.