A little while ago I convinced Joe to play a game set in the Thirty Years War using the venerable George Gush rules. After five hours of play we had almost reached a tipping point in the battle, what we HAD reached was the end of our patience and we packed up the game and had a beer. It wa sonly then that Joe suggested that he had a different set of rules that looked like it would give decent results and would play much faster. Having painted over a thousand of the classic Minifigs 15mm Thirty Years War figures (a zillion years ago when they were new) I was interested in anything that would make gaming the period fun again and I instantly agreed to give them a try.
These rules have been out for some time but this is my first encounter with them. They use an entirely different approach to the building of an army. Instead of buying individual figures and then organizing them into units as per Gush (and WRG, and a host of other 80's rules) under these rules one purchases entire units which have prescribed base sizes and combat characteristics. These units are assembled into formations which are commanded by generals. Generals have a set of basic skills and, if you purchase a more talented general they have access to a wider array of advanced skills.
At the start of each turn players deploy Orders cards (these describe what the unit is going to do this turn and offer a very limited choice of options) then they roll for initiative, the winner choosing to move a unit first or causing his opponent to go first. Play continues with each player activating and moving his general and units until all have been activated or have passed on activating. As units are activated they complete whatever their Order card reflects including firing and melee results before moving on to the next unit. Combat is conducted using d6 and rolling a set number of dice looking to achieve a target number on each die to score a hit, the target then rolls a number of die looking to save (a rather quaintly old-fashioned mechanic but it worked very well). Targets of fire or melee take reactions if their orders allow and receive and inflict casualties at the same time so the non-moving player isn't stuck waiting for his turn. Once every unit has completed its Orders the players begin a new turn and place new Order cards.
Having played games using similar systems I was concerned that this might be slow moving. To my delight and surprise the game banged along at a cracking pace. We had completed play after about two hours using armies that challenged the upper limit of the game-designer's suggested size. I was quite impressed and do think that this will be my go-to rules for this period for some time to come.