"Land of the Free" is a new ruleset from Osprey (coming out in November) covering the French and Indian War, American War of Independence, the late 1700 Indian Wars and the War of 1812.
Dice used: 6 sided (d6)
Game scale: unspecified, although the ranges make me think it about 1:10 to 1:20
Time scale per turn: unspecified
Base requirements: flexible. You decide on how many figures make each size unit and then just stay consistent. An average unit looks right with 10 to 15 figures.
Game sequence: alternating unit activation (I go U go)
Counters: Seem to be required. Looks like some game specific after market are in production.
Book keeping: Some to none depending on how much you rely on counters and vice versa.
Casualty removal: No. Units degrade through several levels of fitness until they are removed from play.
Command and control: 100%. No rolling to activate units. No random end of turn before all units have acted. (exception: see command points below). Units have several "maneuver" and "combat" actions they can choose from per turn.
So what's the twist in these rules? Although the player has 100% command control, each turn his leaders get a random number of "command points" to issue extra orders to his units. A morale check must be passed to accept and use these orders so there is no guarantee they will work.
I will have an example of how they play up shortly.