Enough to go round for a game of this magnitude. Top notch counter art lends period feel. Activation mechanic for Stanleys and NorthUmberland has the right feel. Map rather dull. Flank and rear attacks are simple DRMs where a more sophisticated, qualitative, unit type approach might have lent more period feel and may have created a more robust drive system.
Archers are just as effective at killing at long range as cavalry are by charging.
That doesn't feel right, I think of missile shooters as a sort of low attrition, on going thing, while charges are a decisive arm. Again given the confines of the game, this is acceptable but not perfectly historical. B. Intermediate complexity system, has a good feel for the period in terms of the overall effect of infantry packed in lines, little room to maneuver, and gradual attrition and collapse of medieval armies. Seeing archers at 300 yards being able to eliminate a disorganized unit is probably ahistorical. Does not truly hit the mark in terms of tactical flavor.