I have started using these rules recently, and I can not rate them highly enough. We have used them for 28mm Medieval (War of the Roses), but they are going to be our standard rule set for Ancients, Medieval & Fantasy in both 10mm & 28mm.
I have been wargaming for over 35 years and have played all the standards, Warhammer, WRG, Black Powder, Hail Caesar etc. and none of them give as good a game as this (in our opinion).
The top three things I like about the rules are:
1. Activation system – each leader gets to roll an activation dice at start of turn. This stays with them for turn. You have an activation deck with cards black 1-6, red 1-6 and reshuffle. This means a command group will get to activate once, twice or not at all each turn which represents command friction. But a leader can swap their activation dice with a subordinate leader, so if general thinks most important action is to get left flanking cavalry command on the move, they can exhert their influence by swapping activation dice to get them to move first.
2. Labels on trays/bases. Excellent idea. All the info you need is their with figures so no looking up on rosters and then cross referencing with quick reference sheet. This really speeds up play.
3. Clever use of special dice. Instead of rolling a dice and cross referencing with a table (which is a clunky mechanism we have put up with for far to long) you make some special dice by sticking the results on to the face of the dice. This also speeds up the game.
For further information, check the write up of my first game on my hobby blog: wargamesbuildings.co.uk/Hobby-Pages/Hobby-Blog/Bear-Yourself-Valiantly-the-start-of-A-War-of-the-Roses-project