Everyone enjoyed the A Gentleman's War games.
The ruleset is shamelessly old school with figure removal, saving throws and a fair amount of die rolling.
The card activation means you can't predict your moves but the hold cards you can have in your hand mean that you have some control if the cards are running your opponent's way.
The melee rules are slightly more complicated than I was expecting but I really like the fact that the outcome of the melee decides on your saving throws, so people running away from a melee are more likely to fail their saving throws than the victors.
It gives an interesting game and you have to pick your opportunities to attack your opponent when they have already been activated and are disordered to have maximum effect on them.
The morale system is simple but works well.
I like them – they give a longer game than something like The Portable Wargame. Our games ran 2-3 hours for a result with 3 infantry, 1 rifle, 2 cavalry, 1 gun and 1 general a side.