The call of Maurice is never far away. With discussion as to a suitable scenario, we resorted to the Fontenoy 1745 scenario in the rulebook, though using the 1690s figures that we have available.
We opted to use the National Characteristic cards ('a la baionette', 'steady lads' etc.), and the standard 4+ to hit (rather than 5+ which we had used previously due to presence of pikes and the prevalence of matchlocks over flintlocks).
This certainly put a different spin on the gameplay.
Again, a fine and exciting game, with twists and turns and periods where, due to command attention (cards) being focused elsewhere, troops might sit without moving, or flanks might be held simply by the imposing presence of elite cavalry.
Each game is a new experience with these rules, yet, each game also offers a unique insight into battlefield management in the horse and musket era. You simply can't do everything that you want to do and half of your time is spent 'fighting fires' which threaten the flank or weaken your centre, while you try to gain victory.
There are times when it pays to do nothing, other than simply roll for musket fire in the centre, while you sneakily gather resource and cards to enable a flank attack with your cavalry, even while your opponent (who may be stronger on the opposing flank) has to focus on your breakthroughs and thus leave more powerful forces sitting doing nothing. This is the stuff of period battlefield accounts.
Very intuitive, fast flowing and seems to echo (as much as gameplay can) our perception of the period.
...and the Allied right
A fast flowing, tense and evocative game in less than 3 hours. You have to love these rules.