This is basically Command and Colors on very intellligent steroids! No cards either. The command is given to the armies each turn in points which they can use for the various actions (Move, Fire, Rally, Charge etc) at differing costs per action and often according to the type of unit. Lord dumbo will get less, and can save few, whereas Duc de Smarty will get a lot and can save tons per turn too. (To a maximum of his command value) (Values from 0-3 for minor commanders, 1-4 for C-in-C's)
This is the first of a series and concentrates on battles from the late 1600,s to the early 1700's, including Blenheim, and at 3 different scales permitting smaller battles, such as those of the various Jacobit rebellions to be refought as well as giant engagments.
The simple rules are then fleshed out with a whole bundle of optional rules which can be added to taste, here you will find rules for "facing" units which permit the indication of formation with further permutation on combat results.
Combat is a simple d10 roll to hit according to a large table, including ranged and close combat with diffent roles needed for different units in different situations.
Add on to this the delicious National optional rules and you have a game which, never being simple in its Basic rules, becomes very nuanced with all the rest thrown in.
A d6 is used for morale, and is rolled against the only number on the unit counter, this will gradually decrease as when a unit is hit it will be flipped to show a lower number
I liked the game a lot. The usual whinge from us poor Europeans is the fact that the sheets are Letter sized and not A4. This is not usually a hassle, but here with terrain tiles that must fit the map hexes, take care..... I didn't. I did all the terrain tiles then discovered the map sections wouldn't fit A4..... The only way round this was to print each letter page onto an A3 cardboard sheet. The units did't matter, as only the title of each unit page got sliced off.