This is my quick and dirty solo variant for playing Musket Battles solo. I call it a variant because it is not intended to replace the 4.0 rules as printed, only to smooth playability for me when playing solo and/or recording videos. All 4.0 rules are used, except as modified below.
Combat is resolved completely, one defending block at a time, in the order chosen by the tactically dominant Army. If multiple blocks are flanking a single defender, the attacker chooses which block is the primary block, its modifiers are used, and all hits are applied to it.
Flank attack bonuses are applied for multiple attackers, as well as individual attacks to the rear. A single attacking block to the flank does not grant a bonus IV die, but the defender must use a II die (firing from the flank).
New Concept–Partial flank
If a combatant has a friendly block in side to side contact (length ways), and that block is not contacted by an enemy block, then it is considered a partial flank and the block uses a IV die in combat.


Note that a block may not pass by an enemy block by claiming to only occupy half the area, that is only for moving past terrain!
Note that it does not matter if multiple blocks are flanking, other than it is that much herder to survive all the combats.
If a block ends its move in contact with the enemy, it is lined up with the enemy, the enemy block does not move.
A quicker and dirtier way to simulate orders.
A rough way to simulate the orders rules without the use of maps, if you want to get used to moving with orders limitations, is just to make all blocks end their move facing in the same direction. If you ever want to change this orientation (even if for just one block), you must flip your HQ to spent. If you roll to Alter Turn Order (thus flipping your HQ), you can not also change facing.
There are two exceptions.
1) Dragoons may move independent of any facing restrictions.
2) Blocks that use the Charge rule may charge any enemy block.
Watch hear for updates.

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