Hi Sam
We completed our first game last night. 4 players, 13 units a side - finished in less than 3 hours. Pretty good considering it was our first game.
Overall we think this is a very good game design and has a lot of potential for development into other periods. The card engine really makes the game work. There will be a lot of potential to customise any scenario by adding new cards to the deck.
I set up a game with both sides coming on the table to allow us to get the mechanics right before we came to volley fire and contact. The game flows easily with the players forced to make decisions about what to do and where to act and much like the Piquet rules we found the battle develop as a narrative.
We found that artillery had little effect but that was because I did not group the artillery bases so they could become a force which meant neither side wanted to spend cards on activating them to bombard.
Making a plan and sticking to it is key to the game as it easy to become distracted by using a card for a minor advantage which then puts your units out of shape. Keeping formations together is key to the game as it was to 18th century warfare.
The combat rules while being simple are fun and exciting with the rally command being important to maintaining your units. We liked the idea that charging against units that had not been softened up first was not going to be decisive and indeed this is going to make cavalry battles with multiple units a ding dong affair with charges, rallies and counter charges.
We plan to have another game in 2- 3 weeks time.
In all we give it the thumbs up.
Regards
Mark