We've sat down at the small kitchen table to fight a battle between an Austrian and Russian division vs. the might of the French army. To quicken up the pace, I've diverted from the card-driven version of Victorious Eagle Warfare, and chose dice activation instead: the General rolls 1d6 for each command point he has, and may activate a unit on a roll of 3 or more.
The French had better command and co-ordination from the beginning, which, despite heroic efforts, was the ultimate demise of the Allied forces.
A Russian heavy battery causing great trouble to the advancing French dragoons. The left flank, held by the Russians, was heavily engaged almost the entire time.
The French veteran foot is being diverted through the stream.
The French advance is slow but steady, and powerful volleys are exchanged.
The Russian extreme left is in flight! The French soon take the hill, and the battery with it.
The Grenz must counter-charge, while the rest of the division is extricated. An easy victory to the eagles (of the one-headed variety).
The dice activation works just fine, which means the system itself can be praised for flexibility. After the battle, we have debated that artillery must have some sort of close quarters ability, as taking a heavy battery in one swoop might just have been too much.
The French had a General of 5 Command and a Subcommander of 2, while the Allies went with a basic, plain fellow of 4 Command. This was a small game with 50pt armies, but it seems that investing that much in better commanders may just prove decisive in any situation.