Might & Reason is one of Sam Mustafa's earlier sets, but you can already see the nucleus of Maurice and Blucher in some of the rules.
The focus here is on linear Marlburian warfare (with the Sun King expansion - the main game is aimed at 7YW) so the command dice, which allow a focus on activating key forces on the battlefield and thus avoiding staid tactics, really ignite the play - since, as ever, the ability to use them is finite and they have to be carefully managed.
There were a number of times when we were looking for command dice to help activation or a re-roll, and we had simply run out. Experience with the rules might help with rationing these, but I found myself wondering where I might influence the battle most, whilst trying to reason where I could hold back the enemy: a sign of a good ruleset. As with Maurice, you find yourself focusing on key things you want to accomplish, but you can't do everything - but the activation mechanism is very different - perhaps even better, as you're not relying on a card draw.
A slightly different mindset and dynamic in comparison with Field of Battle too, but very much a 'big battle' set and focused on finding gaps in the line and exploiting them. Off the cuff tactics and attacking style can work in FoB. You have to be very careful with that sort of rash 'flank risking' play style here.
In the event, we found our flanks crumbling, whilst trying to shore up the gaps, and finding weaknesses in the enemy centre.
A lot of caution with these rules, and playing for time, and you do feel like the typical Marlburian commander, waiting for a break almost, whilst ensuring that you keep a reserve.
(I should also point to the fact the the French reserve, in the shape of Rohan's brigade, managed to spend the entire game shuffling from side to side, without ever being committed - they shall now be known as the 'Tallard's Formation Dance Team').