Hey Jeff,
Welcome!

Glad to have you with us!
The house rules that are often used are the same as the Master of Europe (MOE) Tournament rules:
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M – MELEE
M.0 Players must agree before the game to use either the “no melee elimination optional rule” or an Embedded Melee house rule.
M.1 If the “no melee elimination optional rule” IS NOT BEING USED, then all melée combat takes place in an Embedded Melée Phase within the player turn. The player may move and/or fire as many units as he wishes, setting up his melée combats for the turn. He then executes ALL melée combats. He may then move and/or fire any units still eligible to do so, but may not conduct any further melée combat for the remainder of the turn. Players will have to agree on whether or not the optional rule or the embedded melee phase, or both, is in effect.
M.2 Melée attacks against skirmishers (if numbering less than 100), wagons, and/or leaders may be conducted at any time during the turn. Overruns by charging cavalry can occur BEFORE the embedded melee phase.
M.3 IF THE EMBEDDED MELEE RULE IS IN EFFECT: Charging cavalry may still melée multiple hexes in one turn, but the first two of these melées must take place within the embedded Melée Phase. For example, charging cavalry MUST initiate their first melee within the melee phase. It may then attack a second hex BEFORE melees involving other units are initiated. In other words, charging cavalry can conduct two (2) melees BEFORE all other melees are conducted. This allows cavalry an opportunity (though limited) to penetrate and cut off retreat routes. AFTER all other melees are done, then charging cavalry can undertake their third and fourth melees if they desire. After the initial melee, attacking cavalry can move through clear terrain, overrun skirmishers, artillery, and wagons without restriction. These actions do not count as melees. Cavalry intending to conduct such melée attacks must, obviously, charge BEFORE the embedded Melée Phase.
S – SKIRMISHERS
S.1 Skirmishers in clear terrain must remain within 3 hexes of any unit of their brigade when an enemy unit is in sight and is within 20 hexes.
S.2 Skirmishers that are in the open may use any bde of their division to be attached to if all of the formed infantry of their bde is destroyed.
S.3 Skms may melée other skms, artillery, or wagons and/or unaccompanied leaders without restriction. However, skms can only melee formed units (ordered or disordered) if the units are of equal or less strength than the attacking skms.
S.4 Skirmishers that are deployed in the open at the beginning of a scenario may remain in place or may advance for cover. If they advance towards the enemy without formed inf they must make it to cover in one move.
S.5 NEW: Cavalry units with a strength of less than 25 men cannot be used in covered terrain to block road movement of larger units (also see miscellaneous rule #8).
C – CAVALRY
C.1 Cavalry may not charge into covered terrain (villages, towns, woods, marshes, chateaux, etc.). They may however continue a charge-melee into one hex of covered terrain but the first melee must have occurred against a noncovered terrain hex. Cavalry may charge across hedges, embankments, and streams.
MISCELLANEOUS
1. Artillery may not enter any chateau hex unless forced by combat to retreat into a chateau. If this occurs, then the artillery cannot unlimber.
2. Leaders and supply wagons will not be used to take enemy objective hexes or to prevent the retreat of enemy units.
5. Squares: Squares are not allowed to be formed in (or move into) covered terrain. If the cavalry can't get to you why form square?
6. ZOC's and Retreats: Individual officers and wagons can never be used to prevent retreats.
7. Units may be voluntarily removed from the map board without penalty unless those units would be isolated with zone of control (if zoc extended beyond the map edge).
8. NEW: Formed units with a strength of 25 or less cannot move next to enemy units, may not be used to block retreat routes, and should generally be withdrawn from the front lines whenever possible.
GLOSSARY:
Cover hexside: hedges, forts, creeks, walls, streams, rivers... Any hexside that would disorder line infantry passing through it.
Cover terrain (hex): woods, rough, marsh, orchards, village... Any hex that would disorder line infantry entering it.
When estimating enemy strength, assume ‘??’ = 50.
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You and your opponent can cherry pick the rules you want to use, not all rules that are out there have to be used, as long as you and the other player agree to what will be used before starting the game.
As for musters, Carlos is correct, but at the moment the Coalition forces, the Anglo-Allied Army included, don't hold any musters. But don't let that stop you from posting in the forum about your games and any victories too....
