I've played it for a while (then opponents seemed to dry up).
It is a very nice system, although it does have a few quirks.
The cards add an interesting twist.
The initiative system is also interesting, as each troop has it's own init rolled, and activation is in counting order (so who activates when is never certain), and the Hand of Fate rule for ties works well (whoever has the Hand of Fate decides which way ties are resolved, and the Hand of Fate is passed around every turn so everyone gets it at sometime).
It is a fun game, and I've often thought about converting the rules to some form of fantasy system.