We tried out the Warmaster ECW modifications from the Pictor’s Studio site last night. The game was an encounter with around 1500 points a side to try out the rules.
There aren’t a huge number of changes from the basic Warmaster as with ECW you are effectively playing two Empire armies without magic. What did strike us though was how long it took the two armies to get into contact without the presence of magic and flying creatures for initial attacks. Admittedly my command and control die rolling was terrible and I never did get my Preacher to move his brigade out from behind the safety of their enclosure!
Having not played Warmaster for a while I had forgotten a couple of important things:
1) Cavalry that is on the other side of the battlefield can suddenly appear at your rear
2) If your general dies, you lose the game.
Unfortunately, I left my cavalry brigade exposed and was completely destroyed by the Royalist cavalry. Game over!
The rules felt like the played well, even though we never really got to grips with infantry combat. We did make one change, which was to reduce cannon to one stand. Artillery was not that effective in ECW and a two stand unit will let you destroy stands with a few lucky rolls, especially as they ignore armour saves. A one stand cannon will simply let you drive back and split up brigades, but they will need support to destroy stands and this feels more like ECW style artillery.
The only other observation is that, like all Warmaster variants, it suffers from the inherent Warmaster problem that cavalry is too powerful. Because there are no manoeuvre or formation change penalties in the rules, the cavalry zips around the field, flowing between obstacles with ease. If you had to order a manoeuvre to change direction, it would be harder for them to sweep from one side of the field to the other without a lot of successful orders.
We will definitely try them again. The regiments made up of 12 figures (2 x 2 stands) looked good and I think with a few tweaks they will provide a good ECW set.