From S&T#103 

Optional Rules 

THE OPTIONAL RULES IN THIS SECTION ARE designed to portray some of the
complexities of formed warfare in the seventeenth century. They can only
be used in play if both players agree to their use before the game
starts. Though they do add an additional element of reality to the game,
they also increase its complexity somewhat. 

CASES 

[18.1] An ordered unit can't enter a hex containing another unit
(regardless of its status). The unit occupying the hex must first be
moved to another hex during its movement before another unit can be
moved into the hex. Since units are moved individually, and one unit's
movement must be completed before another's can begin, this rule greatly
increases the importance of the order in which players move their units.

[18.2] Ordered units whose hex is entered by a disrupted unit
immediately become disrupted. 

[18.3] Leaders can be wounded when they displace onto a friendly unit or
when the unit with which they're stacked is disrupted (not eliminated)
in combat. Artillery fire never results in a leader being wounded.
Should a situation arise in which a leader can be wounded, the player
controlling that leader makes a wound check by rolling a die. If the
result is 1, the leader is wounded; otherwise, there is no effect. Wound
checks are made after evasion rolls, but before any other game activity
is really executed. 

[18.4] Wounded leaders have a command rating of "0." This is the only
effect of being wounded. To indicate that a leader is wounded, flip the
leader's piece over so that its back side is showing. 

[18.5] Wounded leaders can recover from the effects of their wounds
during any friendly rally phase. The active player rolls a die for each
of his wounded leaders before executing any other activity during each
friendly rally phase. If the result is less than or equal to the
leader's printed command rating, the leader recovers sufficiently from
the effects of his wounds to re-enter the battle; the leader's piece is
flipped over to ts front side, and the leader is no longer subject to
the effects of case 18.4. If the result is greater than the leader's
command rating, there is no effect, and the active player must check to
see if the leader recovers during the next rally phase. A leader can be
wounded and recover from his wounds any of time during play. 

NB submitted by John Kula (kula@telus.net)
on behalf of the Strategy Gaming Society
(http://www.boardgamegeek.com/~sgs), 
originally collected by Andrew Webber 
(gbm@wwwebbers.com)