The game started out in similar fashion with Top Hat and his rebels sniping at long range while the convoy trudged forward. Col. MacDuff deployed B company of the Black Watch to return fire while A company pushed across the river and deployed. One of the first figures to fall was MacDuff himself, grazed by a bullet (6 to hit, 6 to hit an officer, 6 again to hit the senior office present!). By turn 3, Prince Kwannabe and the main body of Nku Khu warriors arrived and moved to the edge of the rough ground on the hill and started to work their way through the cover towards the wagons. Captain Britain of the 11th Hussars, responding to orders to advance and protect the flank of the cavalry, spotted the warriors and being too far to request clarification, decided that his duty was to engage the enemy (i.e. he was beyond control range and rolled 6 on the control chart). The 1st troops drew their sabers and charged but the enemy was thicker in the bush than suspected and the rough ground disrupted the charge. Badly mauled, they fell back behind the 2nd troop.
This was the first play test of the 2010 edition of MacDuff and so far it was just what I was looking for. The game, admittedly a small one, took about 2 hours of playing time and about 10 turns.
The major change was separating the movement and firing into two phases, hardly original but I had been so pleased with not having a separate fire phase, something I had only seen suggested in a Courier article at the time, that I beat my head against the wall to keep it that way although it was the cause of innumerable headaches over how to handle reactions, limit the ability of one side to fire multiple times without reply due to the random sequencing and so forth. Of course, having now met Morschauser who also didn't have a separate fire phase, well its nothing new!