When combat happens, the player who controls the territory in which the battle is taking place receives local militia to help them defend.
There are rules for fortress sieges, the New Model Army, Irish reinforcements, Scottish intervention, naval actions, and fleet transport.
Barnard concluded, "I found the game interesting to play, and the designers must be commended for what detail they did try to include.
He noted that "If both players become sufficiently familiar with Cromwell to avoid ambushes leading to the sudden defeat of one side, then the game will be decided by the ebb and flow of territorial control, with new elements like the Scots and the Royalist reinforcements entering as the war progresses, a fascinating and delicately-poised struggle that may not be resolved until the final turn.
"[5] In his book The Comprehensive Guide to Board Wargaming, Palmer called the game a "quietly distinguished simulation of the English Civil War."
"[1] In The Guide to Simulations/Games for Education and Training, Martin Campion noted "The game seems to be faithful to the strategic problems of the war.
"[6] In Issue 28 of Moves, Richard Berg called the game a prime example "of the obscurity and carelessness that creeps into too much of today's rules and development."