Hi chaps,
Thanks for your comments.
The computer is used for moderating the game and contains the C&GII software that does everything from calculating the chance effect (hence no die rolling) to the distance any unit will reach in a charge to the overall effect of combat and moving your units near the enemy whilst also recording the casualties units suffer and associated effects.
C&G uses a concept of fatigue which is generated by units each time they move change formation, get shot at, engage in combat and suffer casualties. That fatigue if not dealt with will affect the unit's ability to carry on following orders and indeed may cause it to break and fall back or rout. If you read through the end of game order of battle in the AAR you can see those units effected in the game highlighted in red.
That fatigue can also impact on formations such as brigades, divisions and corps, and thus having a reserve and better still having one and your opponent not having one can have a battle winning effect in C&G.
As a tabletop commander you are freed from rule calculations and able to concentrate of managing your force and battle and to command your troops with an eye to managing any fatigue you are likely to cause them by your orders, never being quite sure of how things are with your troops or the enemy but forced to intuit what is happening based on your observations, and reacting accordingly, a bit like the real thing!
The die rolling is a 'wargamers thing' and I love the drama of rolling bones but I love the drama of C&G which more than makes up for that and I am happy playing with either mechanism, but after a long lay off, this game remined me what I've missed from other ways of playing and thus I would commend the system to anyone who hasn't had a go with it yet.
Cheers
JJ