Has anyone tried the House Rule of allowing LI / LB / LS to inter-pentrate back 2 hexes through friendly units as their evade move? It would represent the LI falling back before a clash of arms rather than (currently) getting pinned by their own troops.
LC would only be able to inter-penetrate other LC as their evade.
Furthermore, LI / LB / LS could be moved forward through their own lines but at twice the unit cost i.e. Advance 4 Units card could only order 2 LI units.
Maybe allow the unit that is attacking to make a momentum (take the hex and close combat again even if there is no leader or special habilty of the attacking unit to do that) after the evade of the LI, LS, LB.
Although your house rule makes sense historically, I think the rules as they are, are fine. Light troops are one of the many troop types that have to be managed in different ways.
Thinking about leaving evade paths for them is all part of the overall game, and there are cards such as "Order Light Troops" and "Move Fire Move" that simulate the sort of manoeuvre you are discussing.
House rules are great though because if you like them, use them.
I had never played any sort of Ancients game before C&C and so had few pre-conceptions. I think maybe people who have played detailed games such as GBoH or detailed miniatures rules may think that this game is historically lacking and are inclined to "add" things, but the problem is you could easily quadruple the size of the rule book and still be nowhere near a definitive simulation of ancient battles. IMHO the rules work brilliantly to give me the feel that I am on an ancient battlefield. Assaulting over rivers or camp ramparts, sweeping across open ancient plains and staring down an elephant rampage.
For me it all works perfectly as it is as written,
I extensively tested a variant that allowed LI (only) to retreat through friendly hexes, causes one block of losses (perhaps roll one die for symbol hits or swords?) and can only be two hexes. Certainly worked OK, BUT it made LI even harder to finish off than they currently are.
This is exactly the kind of rule enhancement I was looking for to make light troops more useful. They wind up being banner fodder almost every game, especially with range attacks (compared to napoleonics) being so weak, the players I play with just try to hide their lights to win the game.