As always at Barrie's the figures & scenery were beautiful, the company good & yet another new-fangled set of rules. SP2 can be used for small actions in any Horse & Musket era. In this case it was French & Indian Wars - the same figures & scale of action as Muskets & Tomahawks which I have also played at Barrie's.

Movement distance is randomised by move distances being the number of inches in the sum of 2 dice. In difficult terrain you use the best or worst of the 2 dice depending on how difficult. You can use 3 dice at the risk of disruption. As a Hail Caesarian, randomised movement is a feature I'm familiar with & this isn't a bad way of doing it.
Shooting is by throwing a handful of D6 with a score to hit & then another D6 roll to kill or add disruption markers (like BA pins). So very similar to the BA system, but seems more complex - it may just need a good QRS to demystify it which we didn't have.
Like M&T, there are random events provoked by certain draws of cards/chits which some people might like, but I think these are a Mickey Mouse distraction from the main game.
It's not fair or wise to rate a game on the basis of one game played without oversight by someone who knows the rules well & without a good QRS (& without a copy to study). All games are so much better when you know the rules. Inevitably it was slow to play & my side suffered some unfortunate surprises. A devastating first volley on the British lead unit pretty much decided the game - the chit draw gave the French first fire, the British players' lack of knowledge precluded them using a saved chit to mollify it, & a whole bunch of sixes really topped it off. But the French players sure enjoyed that. With a bit of practice SP2 would certainly speed up & become much less of a lottery. I need to get to know it better to make a definite judgement, but I suspect it might be better than M&T - so it's worth playing some more.
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