By request, here is a copy of On to Richmond D6. It is not a faithful reproduction of the rules as the randomizer is a D6 instead of a D10. The morale and melee system have both been reworked and streamlined. Enjoy!
Artillery generally has a maximum range of 4 times the maximum range of muskets. So if a musket has a range of 8″, then artillery has a maximum range of 32″. A battery should be represented by a single gun model and 3-4 figures. Each figure is representative of a single section. This is particularly useful when trying to distinguish between a horse battery which typically had 3 sections and a field battery which usually would be 4 sections. British batteries always have 3 sections regardless of type.
Artillery ranges are close(2+), short(3+), medium(4+), long(5+) and extreme(6+). A die is rolled per figure in the battery with each successful hit being a casualty. There is a penalty of 1 when firing at other artillery and skirmishers.
Field artillery move at the rate of line infantry and may not fire on any turn they move more than 1″. Horse artillery move at the rate of light infantry and can not fire if they move over half of their movement.
Close and short range cover the same range band. If we have a 32″ range then close range is 4″, short is 8″, medium is 16″, long is 24″ and extreme is 32″.
That is about it for now.