I bought this game as a little trip back down memory lane to when I used to play it a lot in the late 70s. I was under no illusion that this would become my go to Horse & Musket rules set and a quick test run of combat reminded me of just how much we used to put up with back then. Loads of combat, morale and movement modifiers to wade through and LOTS of book keeping. However, the main draw back way back when was the danger of a light breeze, or well meaning pet cat, destroying the battlefield.
Here in the 21st Century we have incredible new space age technologies to help us overcome unwelcome draughts, so I've magnetised all the pieces and got a magnetic dry wipe notice board to draw terrain on. Now I can play a couple of turns with no danger of Tiddles taking out D'Erlon's Corps in turn 4 and then put the game away until next time.
All in all, it is what it is and that is a typical set of rules from the 1970s. It takes quite a bit of effort and application to play, but it makes an interesting sojourn to the good old bad old days. Recommended to Grognards, but otherwise too fiddly for any chance of a fast play game.
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