What appeals to me in this system.
Formation rules– Open order allows better shooting, but leaves your men vulnerable when charged. Where as placing your infantry into square gives great hand to hand bonuses, but squares suffer terribly when under fire.
Variable movement-This eliminates all that pre-measuring malarkey and adds a great deal of uncertainty into the game (the fog of war). Jokers, when drawn from the deck of cards give an extra move to the corresponding side. This can allow some units to suddenly become very dangerous.
A couple of other movement rules that appeal to me, are testing for stragglers when charging and the hidden deployment rules for natives. Both of which make for a very entertaining game.
Random ammo generation and independent fire– Each side generates their total ammo allowance in secret at the beginning of the game. Thus if your opponents fire starts to slacken it could mean he is low or out of ammo. Is it time to risk that final do or die charge across open ground? Independent fire is potentially more devastating than volley fire, but it burns through your precious ammo reserve a lot quicker.
Summary To me this is a game where you look for or try to make opportunities to do things rather that take every opportunity to do something. For example; blaze away in every shooting phase with every gun you have will soon deplete your limited ammo supply, far better to wait until you can see the whites of their eyes so to speak.