Congrats Sam on returning to a set of rules with a strong Command Control component..(an area we have always consider your strong suit...ie GA,M&R)....Lasalle never caught on here in Oz primarily as it lacked this aspect and merely felt like a smash-up derby.I have always liked the idea of Card /Dice /Minitiature interaction and this one seems to work.
We Played our first game and the Card activation works a treat once we dont get sucked into the vortex of reinforcing failure and remember the original plan.( I recall this was a trap in Piquet as well). Unlike PK your system doesn't feel like the system is playing you.
Our main reservation seems to be the way Cav is treated in Maurice (esp Cav vs Inf).... Currently it is no better than Inf...infact worse as it cant volley.... It is a shame IMO when Cav is merely treated as faster moving infantry...and even that doesnt apply here as they must stop in Volley range and move at foot speed.
In our view Cav should be decisive when it finally gets into contact and not merely recoil and too and Fro..We were wondering why Maurice doesnt have a final fire for Inf facing Cav coupled with a more devastating result for Infantry if they lose the Hand to Hand???...a simple -2 Inf vs Cav may suffice or Maybe there is something in the Full Version we are missing...
Also noticed Cav seems to move upto 4 BW of inf ...the inf volleys then retreats 2BW in order to get 2 volleys as the cav cant reach..nothing the cav can do... Seems strange to use such an ahistoric but game effective tactic (or have I missed something??)
I do hope you are playtesting these with rules sharks rather than gentlemen players...tired of rules that paper over cracks with the " to be played by gentlemen" cop-out
Looking forward to the full set...
the decidedly ungentlemanly Zel