Have any of you ever made any significant house rules to change how WHFB plays to suit you and your group?
I find the lack of friction really dull, so I'm considering having a couple games of TOW with command rolls added in - same as morale tests, including proximity to general etc., but to activate instead. If you match your leadership or beat it by 1 you get to make 1 move, if you beat it by 2 you get to make 2 moves, and if you beat it by 3 or more you get to make 3 moves. Charging is included in these moves, rather than being a separate test.