Still catching up on previous games with new rule sets, we get to an AWI game played at the club a week ago using the Loose Files and American Scramble set by Andy Callan. These were published in Practical Wargamer (I think) a few years ago and have some very interesting ideas.
The basic principle behind them is that to manoeuvre bodies of men through the dense terrain of an AWI battlefield is difficult and requires patience and skilful handling by the officers. To represent this, the rules use a system called Disruption points (DP). A unit gets DPs through a variety of actions. The movement is controlled by dice and whenever a 1 or 2 is rolled, a unit picks up a DP.
Similarly, DPs come from casualties. The more DPs a unit has, the less effective it is at fire and at combat.
A unit loses DPs by standing still for a turn (and redressing the ranks) or by having an officer attached who can help it order itself. This results in officers charging back and forth across the battlefield trying to keep their men ordered. Officers have a limited number of order points that they can use each turn and this means you have to plan their movement and rallying help.
In practise, the game is very harsh against an attacker who will pick up DPs as they move, whilst a defender will be able to remove their DPs from fire each turn as they are standing still.
The British regular units have an advantage in attack and it pays for the Americans to line the fences and try to hold them off with firepower! The only solution for the British is to attack in depth so that units with a lot of DPs (there is a maximum of 5 and then you take casualties) can be withdrawn to rally in safety before going back into the attack.
I thought the rules worked very well and really made you think about advancing your troops and keeping them organised. If you have picked up even one DP as you move, you could pick up another couple whilst charging so it paid to make sure your troops were rallied and fresh before any charging.