More Escarmouche does not use the idea of ‘units’. A unit is an organisational construction that is inappropriate at this scale of simulation.

Instead, More Escarmouche uses the idea of a ‘group’. A group is every figure within a single square. These groups are temporary in that you may reform and change their composition during the course of play. They literally represent a bunch of people that for the purposes of the game we treat as a single entity for movement and shooting and so on.

It helps to have a ‘leader’ for a group for morale purposes, but this leader need not be the designated Colonel or anything like that (by leader here we mean a genuinely motivational character, and this may or may not conform to any formal ranking). You may identify leader figures at the start of the game, and you may replace or elect new leaders for a group when a vacancy comes up (if the current leader becomes a casualty, or if you spawn a new group out of an existing group).

Similarly, we are not concerned with ‘formations’. A dozen or so single men cannot meaningfully be desribed as having ranks and columns or anything along those lines. They can have a close or open order, indicating that they are either huddled together for protection or spaced out, but that’s as far as it goes.

At the beginning of the game you start with your figures divided into 6 +/- 2 groups. That is: you may not have less than 4 groups and may not have more than 8. These groups must be in either the first or second rows closest to you unless there are specific scenario setup conditions.

You may split a group into two smaller groups or join several together to make a larger single group as part of your turn. Groups can involuntarily fragment as a result of stragglers in a charge, being displaced by combat, or failing morale tests.