Well, my review is good, because I'm likely precisely that kind of person who likes this kind of a game.
The command emphasis of HC includes the rather annoying possibility that many of your troops or whole divisions don't do much each turn. I understand many gamers want more control.
In our mini-campaign, I gave the players a couple of cards for sure marches/charges. These needed to be declared before rolling for command. But it meant that they had the power to not take potentially bad command rolls in situations where it really really mattered.
Things that I really liked about HC:
- 9 pages of condensed basic rules; which NEVER felt wrong or plain idiotic
- One or max. two lines for each unit description
- Characters are commanders and supporters; no individual heroics
- Everything hangs on command, which requires planning - and planning for the worst outcome
- Commands are verbal descriptions, and can be phased, with 'ifs'
- The feeling of big battle, with lots of lined infantry and changing conditions
- Good balance with shooting: ranged combat is a real option, but doesn't win battles on its own
- Smallish dice pools (two to twelve, in our game), meaning variance, not long grinds
I also liked how the rules were written, and the desinger's notes. The game has a philosophy, and a great range of (pre-firearms) applications. From Ancient Middle East to the English Civil War.
The only regret I have is that I didn't change to HC sooner.
Of course there is a range of other historical rules which can be used for pseudo-historicals and fantasy alike.
-Z