The Isabelino Forces must deny the Carlists the ford, the river could be crossed all along the board but at much reduced speed, so although tempting to use the whole of the length of the river and avoid a choke point at the ford, the Isabelino commander knows that the small force of three Carlist battalions will be reinforced, can the Isabelino commander afford the time?
The Carlists await their adversary
A hard fought game that lasted a little over two hours, not a hour, but due more to the table and forces being a lot bigger than in the rules. The game was set at 12 turns with a D3 deciding the number of additional turns in this case two, a winning draw for the Carlists was the declared result.
Rules wise I adjusted the movement to reflect the looser order used by the Spanish troops, I adjusted the firing for over half range and if a unit was reduced to two bases, though not for skirmishers they have a firing minus anyway. I also let columns fire requiring a 6 to cause a casualty, the rules do not have base removal, when a unit has received 15 hits it is removed, I changed this, most of my units have five bases so when three hits were received I removed a base. I also introduced a morale test, there isn't one in the rules, when a unit was reduced to two bases it rolled a D6 on a score of 4+ it carried on but would need to test when receiving any hits there after, if it failed it would retire the difference in the score in moves and require another test to advance again.
I would recommend picking a copy of the book up if only for the 30 scenarios, though I would encourage you to give the rules a try.
Next up over at GHQ a French Revolutionary War game, next game at OHQ to be decided.