I'm a longtime player of the original M&T, and have played about 10 games of M&T2. I played yesterday, and I have some issues that need ideas:
1- The new set tries to deal with the issue of one side having more cards because it has more troop types. Playing the other side's cards, and the command points do this a bit, but in yesterday's game, I had Continentals, Militia and Rifles (3 types) and my opponent had provincials, lights and jaegers, or (2 types). So, I had 4 more cards than my opponent. Is there any way to solve this without both sides always having the same number of types?
2- Entering into melee. The basic move is 4". But effective range is 12", or 3 moves before contact. This seems to make melee a very dicey proposition, which seems ahistorical for muzzleloader combat. Any thoughts?
Thanks, folks.