I had a yen to get Neil Thomas's 'Simplicity In Practice' out again, so set up a quick game yesterday afternoon using my GNW Risk armies. I used one the the OHW scenarios - Pitched Battle (2) - as it has minimal terrain and it a simple fight to get me used to the rules again.
On the right are the Russians and on the left the Swedes. Both sides had four close-order infantry and three heavy cavalry (or dragoons - it doesn't matter because they're all the same). The Russians rounded out their force with some artillery, whilst the Swedes fielded some ally Cossack light cavalry. I used eight units a side instead of six.
The Swedish cavalry had driven off the first Russian cavalry unit, but now faced the reserve.
At that point I called the battle for the Russians, since I couldn't see the Swedes surviving much more than a turn, let alone taking either of the objectives.
'Simplicity In Practice' rattled along nicely and gave a fun game. Timing of attacks is important, since melee advantages can be critical and wining a melee decisive. A few fights were won or lost by careful positioning of units to create supports.
I played with one change. The original rules have a Buckets Of Dice approach to melee, which means that a side with even one advantage has about a 90% chance of winning. I went with a single opposed die roll, with each modifier providing plus or minus one. This makes melee more unpredictable which is actually one of the author's stated design aims.
One of the melee modifiers is for having more friendly supporting units within 10cm of the melee than the enemy does, but it doesn't clarify what counts as support of from which point the 10cm is measured. So I adopted a simple approach - I count any friendly unit within 10cm of the fighting unit as a support, regardless of its facing and status (it could even be in melee itself). Both sides count how many such supporting units they have, and the one with the most gets the bonus. It's quick, simple and unambiguous.