I've got DRAFT stats on all the units. Tons of "design notes" etc.
I've been doing a lot of playtesting the Union Line Infantry vs Old Hawk Bowmen (5 per side). The current Line Infantry wins some and loses some. It usually comes down to a combination of who moves into range first and whether the Bowmen can kill off enough infantry before the infantry gets to point blank range. If the Bowmen are on RS and move into range 7, they get a free shot since the Infantry can't fire on Hawk's turn. If the Bowmen hold at range 14, they pummel the infantry fairly well on the way in. If the infantry shoot it out at 7" it goes 50/50 either way. If the infantry close in, it depends on whether they can get within 2.5" on their turn.
The Line Infantry really has that Civil War feel of losing guys on the way in, but maybe just making it (or not). I'm bleeding troops, but hopefully not too many.
If you can give me a point estimate, I can expand out to include units other than Hawk Bowmen:
Union Line Infantry (Aimed Fire, Slow Shooting, Point Blank Range, Enfilade Fire)
O: (6*) 4*/9* D: 1/1 Rge: 7"* Cge: 10* M: 3.5"
5G-3Y-2R
No penalty for move and shoot
O: (0) +1/+0 when engaged against Large units and Cavalry
O: (4) 4/4 while engaged
Ranged attack is LOS
Courage +2 when within leadership range of any of your non-routing units.
Equipment: Rifles and bayonets
Key Words:
1) Aimed Fire: You may spend a command action to give this unit range 21” for this turn. If you are direct controlling this unit, you do not need to spend an additional command action.
2) Enfilade Fire: Within short range, this unit gains the engaged flank bonus and 1 impact hit for ranged shots when the target's nearest facing side is a flank.
3) Point Blank Range: At range 2.5”, this unit’s range shot gains (+0) +2/+0 and 3 impact hits.
4) Slow Shooting: This unit can only shoot on your turn.
I gave them a 4 skill because the biggest logistical difference between gunpowder and bows was you can train someone in a few weeks/months with a gun, but a bow required a lifetime of experience.
I gave them 9 Power because bullets should get overkill on T3 armored units. That's pretty much why armor went away.
I added Point Blank Range so if they survive the march in, there's a chance for a stupendous blast while keeping the unit fairly weak outside 2.5"
Range is 7" because of the blinding powder smoke. The rifles were fairly long-ranged, but the units couldn't see through the powder smoke. Aimed Fire keyword represents waiting for the smoke to clear to make a long-ranged shot. In the civil war, the rifles were actually longer ranged then the cannon for the most part. The powder smoke gave me a thematic reason to lower the range way down. Aimed Fire gave a thematic reason for allowing a possibility of long shots.
If I get these guys right, the other units build from there.