If you follow the designer's advice and confine your activities to routes where attrition will not come into effect, then except for a British amphibious assault on Quebec, the only places the French and British can come to grips are in the Mohawk and Hudson river valleys. Send your troops anywhere else and they will disappear. This renders most of the full color map useless. Then the game becomes a contest between two pistons - who can push the most troops up the same route. Limit the warm weather turn losses to one unit per stack per turn, removing the first unit to fail its roll.
Units are regiments.
The second major flaw is how the Indians are handled. They never get into the fight. So the Indians enter the game very infrequently. Second, after each winter the Indians go home and act as if they don't know you come next Spring. Third, although an Indian unit gets a free move the first time it arrives on the board, most of the Indian entry points are more than one move away from French and British settlements and forts.