Got in a couple of games of M&T over the wkd with GOK.
Our conclusion is that M&T is very playable and there's much to like about the game. However the book doesn't do itself any favours with the pigeon english*, poor layout [rules not where you expect to find them] & juvenile narrative which is irritating and occasionaly incorrect when explaining a particular rule. I expected better for the money TBH** for such a slim rulebook.
After a couple of games of M&T you'd be whizzing through the games without any real issues though.
It plays like a cross between S&TF [random cards/event cards], WAB [stats, hit/save] & Lardies [i'll have to take Mike's word for this as i've never played those rules]
We liked the card activation system, the objectives and sub-plots. Ohh and Hidden/Spotting
We'll go back to TVG for the core rules for our games but incorporate the card activation system [rather than simply IGOUGO], the Objectives and Sub-plots. Ohh and Hidden/Spotting possibly

Anyone buying M&T, and doesn't have any other FIW rules, will probably enjoy playing them.
James
* Not a crititism of the author but it was supposed to have been checked by native english speakers, although it was a rush job i understand listening to the recent pod-cast
** by way of example i bought Chris Peers' Armies of Africa: Central Africa for less than i paid for M&T. A substantial, hardbound, beautifully illustrated, thoroughly researched piece of work. Apples and oranges perhaps but M&T is little better than a pamphlet for more money.