I used my 25mm forces however, and found absolutely no issue.
Designed for 3"x1.5" Brigade stands, I used infantry and pikes with a 4.5" x 2" footprint on a 6'x4'. No problems with scale at all; these work admirably for large battles in 25mm from the period (and with potential for development - see below).
These are a great set of rules.
The designer freely admits to having been influenced by Volley and Bayonet, and it shows in some of the mechanisms, though there are some excellent period style flavours added which work very well.
- Activation is by wing. Cards are suggested - I used coloured counters in a bag. I thought I would dislike the random activation (essentially by flank/centre) but it works surprisingly well, given the style and scope of the set. I appreciate that other sets use similar methods, though they're an inch thick.
- The rules are tightly written. Actually, similar to V&B, there are nuances within the rules which you might not pick up on the first read through, but everything is in there. It is succinct and relevant, and written for play.
- Saving throws vs firing and combat are low in number, manageable and affected by the disorder/disrupted nature of the defender. V&B fans will instantly recognise saves and unit condition etc. A system which I always deemed almost perfect.
- Shooting / combat sequence is decided by an initiative roll, but it all works and is essentially simultaneous after order is determined.
- Charging home can be dangerous, and as with most rules, you can be severely disrupted on the way in, which hampers your intent.
- A great set, and I would say this: given the potential for these rules, and the sensible package size and tight writing style, they would work admirably with WSS ..and beyond.
- Scenarios abound in the same 118 page book, and the format could be replicated for other periods.
- A little more work and period flavour and they work for AWI, ACW etc. I'm sure a Napoleonic variant could work well.
- Of course, bearing in mind its V&B heritage, and that set's viability across multiple periods, we have the start of great things (I hope). Helion could really crack it here, and give us something worth developing across multiple periods...and it could be done well.
Allied, English and Dutch vs a French attack.
Some veteran French units.
Cavalry clash on the flanks. Once you get to grips with the number of dice involved, this becomes fairly seamless.
Similar cavalry action on the Allied right. Again, seamless, yet with command choices on the part of the attacker. Very much reminded me of V&B at times.
A swift re-read of the charging section meant that infantry lose saving dice within the last 1" of the charge home, as teh defender fires at close range. That's a real kicker and normally forces them back - very realistically.
Infantry in defences is normally fairly well supported with an extra save dice, though these guys were very unlucky and ended up disrupted and falling back.
Cavalry attacks on left.
the charge home.
We didn't get the game finished, but a solid set.
These are worth picking up, and I hope there is significant game development in the months to come.