Hand to hand combat (HTH)

One D6 is thrown for each element in frontal contact with enemy, or each 'overlapping' element. Up to one overlap can be claimed either side of an enemy element, if the overlapping elements are exactly aligned and form a contiguous frontage with the element actually in contact.
An element cannot be 'overlapped' on first contact.
A square cannot be 'overlapped' by Cavalry.
A unit cannot break-off from HTH, once contact is made a combat is continued until one side has been destroyed or routed (exception see Skirmisher's evade rule).
Units making contact should line up opposing elements, extra lateral movement being allowed for this so that one element is 'faced-off' against another.
Unless contacted themselves an attacking unit may complete a wheel without testing in the second round of a melee to bring the unit's elements back into contact with each other but may not also make a formation change.
Except as above when in contact with enemy, a unit cannot move and must test to make any required formation change, including turning to face the enemy if required. Enemy units are moved to maintain contact if an opponent's formation change separates them, unless it is a unit of Skirmishers evading when the chargers will remain at the point of contact.
If charged by Cavalry, Heavy Foot not already in square can only test to form square at first contact (i.e. if moving second that turn). They cannot test again during that particular combat.
If a unit of Skirmishers are charged they may, at first contact only, test to make an evade move.

Unit C is charging units A and B who happen to be exactly the same distance from it.
If A was slightly nearer C would stop its charge before reaching B.

Full face contact is made with A and the corner of B.

C moves to the right to line up elements, B straightens up for face contact.

In the case of figure 3 above B moved to 'tidy the line' and make full contact because C gained no advantage. A defending unit does not have to move if the unit has been positioned in a good defensive position, just within a bad going feature for example, it is up to the attacker to manoeuvre to his own advantage. If B had refused to turn, contact was still made so the combat would still be fought.

Element A overlaps B as unit C is not in contact with A.
The first element of unit E can overlap element D as it is contiguous to element F.
Therefore the British line will have four dice rolled against it and will retaliate with the same amount.

The final combat score is the D6 die result modified as in the chart below for each element in contact.

HAND TO HAND FACTORS - modifiers are cumulative and for each die thrown
Heavy Foot
Heavy Foot/Cav.

+2 if even partly in bad going unless against other Skirmishers
+1 if French column charging foot line at 1st contact, in good going
+1 if in contact with Skirmish line unless its in bad going or defending obstacle
+1 at 1st contact but only if charging in good going
+1 if contact with a flank or rear; uphill; defending obstacle/river bank
+1 if against a SHAKEN enemy unit with no General rallying them
+2 if against Artillery

If the modified score is equal or higher to the factors shown below then a casualty has been achieved.

Hand To Hand combat basic factor to hit
TROOP TYPE Basic Factor to hit
Heavy Cavalry 5, 6 (6 v Square.)
Light Cavalry
(if Lancers)
6 (5 only if just charged in good going)
Heavy Foot 5, 6
Light Foot 6