Command and control, activation, movement and combat compared
Sources
One known v1.5/v2.0 difference. Strategic Move rounds fractions down in v1.5 (12.2), but in v2.0 fractions of 0.5 or more round up (11.2, German text). – Errata partly applied. The EoF January 2018 errata has been read. Its general points are applied where they touch these sections; the Rising Eagles-specific corrections are listed in section 10.
At a glance
|
|
Eagles of France (Rising Eagles) |
Battles of Napoleon (Sound of Drums) |
|---|---|---|
|
Unit |
Battalion / regiment (EoF 1) |
Battalion, regiment, battery (SoD 7) |
|
Hex |
About 200–250 m (EoF 3) |
About 150 m (SoD 5) |
|
Turn |
1 hour (EoF 3) |
60 minutes (SoD 5) |
|
Strength point |
100 men, or 1–2 guns (EoF 3) |
100 infantry, 50 cavalry, or 3–4 guns (SoD 5) |
|
Command formation |
Formation (corps or division, by colour stripe) under an officer (EoF 5.2) |
Division under a Division leader (SoD 7, 8.4.3) |
|
What drives the turn |
Alternating leader activations, each confirmed by an initiative roll, with a dice-driven end of turn (EoF 7.3) |
Activation cubes drawn from a bag, plus two “fire combat” cubes (SoD 9, 16) |
|
Close combat |
Melee, with 9 DRM categories capped at ±5 (EoF 13.2.b) |
Assault / charge, which the rules call “fire combat at very close range” (SoD 21). It is resolved on the Assault/Charge Table, with an odds DRM plus about 28 cumulative modifiers (SoD 23.7; player aid) |
|
Zones of control |
Yes (EoF 10) |
None, by design (SoD 3) |
|
Morale states |
Retreat, rout, demoralisation (EoF 14–16) |
None: “disorder” and “rout” are folded into SP loss (SoD 17, designer’s note) |
|
Victory clock |
Victory conditions per scenario (EoF 2) |
Army Fatigue Points: the army that runs out collapses (SoD 14) |
1. Command and control
Eagles of France

Leaders. There are two kinds of leader (EoF 5.2):
Both are rated for Initiative, which is used to activate, and Leadership, which is a bonus to rally and QF. The two bonuses are never cumulative: “A unit cannot benefit from its formation’s officer and from a commander at the same time” (EoF 5.2).
Command range. “All leaders have a command range of 6 hexes.” It can’t be traced through hexes occupied by enemy units, though EZOCs have no effect on it, and it is checked before the leader moves (EoF 5.2).
Orders. Each formation has one order chit, placed face down on an order display. At setup each player secretly gives every formation either a geographic objective (a town, village or crossroad) or a defensive stance (EoF 11). The scenario sets how many orders each side may change per turn (EoF 11).
Commanders’ special abilities (EoF 11.3). An activated commander uses one of these, then may move:
Battles of Napoleon (Sound of Drums)

Three tiers of leader (SoD 8.4):
Order changes and range (SoD 11.2). “Army leaders have a 12-hex command range.” Within 12 hexes, an order change costs 1 CP. At 13–18 hexes it costs 2 CPs. Beyond 18 hexes, only a successful initiative roll can change the order: “Roll 2 dice. If the result is equal to or less than the testing leader’s initiative rating.” At Eylau, Napoleon has 6 CPs and Bennigsen 4 (SoD 11.2).
Division command range. “A unit must be within 4 hexes of its divisional leader to be considered to be acting under the division’s current order” (SoD 12). A unit that starts out of range “must do so with the intention to end its movement within range,” may use its full movement, but “can’t enter hexes adjacent to enemy units” (SoD 12).
Seven orders. Each one sets what the Division may do, adds Initiative Points (IPs), and costs Army Fatigue Points (AFPs) (SoD 12):
|
Order |
What units may do |
IP |
AFP |
|---|---|---|---|
|
Move |
Move, but not into hexes adjacent to the enemy; may fire |
+2 |
−1 |
|
Strategic Move |
Column / limbered; ×1.5 MP; no closer than 5 hexes to the enemy; no fire |
+1 |
−1 |
|
Defend |
Move 1 hex, not adjacent to the enemy; free formation and facing changes; may fire |
0 |
−1 |
|
Regroup |
No move, no fire; each unit may regain 1 SP |
0 |
+1 |
|
Hold |
No move; may fire; two units may regain 1 SP |
0 |
0 |
|
Retire |
×1.5 MP, moving away from the enemy; no fire; one unit may regain 1 SP |
−2 |
−1 |
|
Attack |
May move adjacent to the enemy, fire, and assault/charge |
+4 |
−2 |
Army Fatigue as the command economy (SoD 14). Army Fatigue is the army’s exhaustion. It is lost through eliminated units (1, or 2 for Guard), leader casualties (2), and every order issued (2 per Attack, 1 per Move, Strategic Move, Defend or Retire). It is gained by Regroup orders and by taking objectives. “When an army runs out of Army Fatigue Cubes, it has collapsed and the game immediately ends” (SoD 14).
How they differ
2. Activation
Eagles of France

Turn sequence: Orders → First player determination → Activation → End of turn (EoF 7).
End of turn (EoF 7.3.j). After every activation or pass, the active player rolls against the turn’s “End of turn level”. Each turn has two levels, “starting” and “finishing”:
Strategic movement (EoF 7.4.a). At the end of the turn, an officer not activated twice may move once with his in-command units. No unit may start within, or move within, 4 hexes of an enemy.
Battles of Napoleon (Sound of Drums)

Turn sequence: Weather → Orders → Available Activation Cubes → Initiative → Activation → Recovery → cavalry fresh again → turn marker (SoD 9).
How they differ
3. Movement
Eagles of France
Battles of Napoleon (Sound of Drums)
How they differ
4. Combat
Eagles of France
Fire combat (EoF 13.1).
Melee (EoF 13.2).
Rout (EoF 15–16). Routed units have no ZOC, cannot fire or melee, and move 3 hexes at once. They spread rout to friendly stacks they pass through, and at the end of the turn they rout toward their supply hex. Units that reach the supply hex leave the game and count 50% toward victory points (EoF 7.4.b, 16).
Battles of Napoleon (Sound of Drums)
“There is only one form of combat for infantry and artillery in this game: Fire combat. There is no melee combat. To take over an enemy-occupied hex, players need to declare an assault (or in case of cavalry: charge) — which is considered fire combat at very close range” (SoD 21).
Fire combat (SoD 21).
Assault and charge (SoD 23).

Source. Values are from the Eylau 1807 Assault/Charge Table, version 10 (© 2025 Sound of Drums), “Modifiers are always cumulative.”
|
Odds |
Infantry assaulting |
Cavalry charging |
|---|---|---|
|
1:6 or less |
not allowed |
+4 |
|
1:5 |
not allowed |
+3 |
|
1:4 |
+4 |
+2 |
|
1:3 |
+3 |
+2 |
|
1:2 |
+2 |
+1 |
|
1:1 |
0 |
0 |
|
2:1 |
−1 |
−2 |
|
3:1 |
−2 |
−3 |
|
4:1 or more |
−3 |
−4 |
|
Defending unit is… |
DRM |
|---|---|
|
elite / green / Russian |
+1 / −1 / +1 |
|
under Defend / Hold order |
+2 / +1 |
|
under Retire order |
−3 |
|
under Regroup or Strategic Move order |
−2 |
|
charged from more than one hex |
−1 |
|
in obstructed terrain |
+2 |
|
charged through flank / rear |
−3 / −2 |
|
tired cavalry |
−2 |
|
in square, assaulted by infantry |
+1 |
|
infantry in line assaulted by infantry in column |
−1 |
|
infantry in column assaulted by infantry in line |
+1 |
|
in square, charged by cavalry |
+4 |
|
infantry in line or column charged by Lancers |
−2 |
|
artillery alone in a hex |
−5 |
|
with a leader present |
+ leadership rating |
|
Assaulting / charging units… |
DRM |
|---|---|
|
per SP lost to the preceding defensive fire |
+1 |
|
include one or more elite / French Guard Grenadiers |
−1 / −2 |
|
include one or more green |
+1 |
|
are one or more cavalry at short distance (adjacent) |
+2 |
|
are cavalry against infantry not in square |
−3 |
|
include one or more tired cavalry |
+2 |
|
are exclusively heavy cavalry against any other cavalry |
−2 |
|
are charging / assaulting uphill / downhill |
+2 / −2 |
|
are in an obstructed hex (except Light and Guard infantry) |
+2 |
|
have a leader present |
− leadership rating |
Hold roll result (same chart): 9+ the defender holds and the attacker loses 1 SP. 8: both lose 1 SP. 7 or less: the defender gives way, per SoD 23.3. A modified 12+ means the attacker checks for leader casualty.
How they differ
5. Cavalry
Eagles of France (EoF 17)
|
Nationality |
PF |
|---|---|
|
France and allies, 1800–1812 |
8 |
|
France and allies, 1813–1815 |
7 |
|
United Kingdom |
5 |
|
Coalition (excluding UK) |
7 |
Battles of Napoleon (SoD 17.3, 21.5, 23.4, 23.6, 16.2)
How they differ
EoF treats cavalry as a timing and preparation problem: prepared attacks, fatigue from contact, pursuit control by nationality, and counter charges in place of fire. SoD treats it as exhaustion and threat: tired after every charge, reaction charges that punish units moving into the cavalry’s front, and the square roll forced on infantry.
6. Morale, losses and recovery
Eagles of France
Battles of Napoleon
How they differ
EoF has explicit states: retreat, rout, demoralised. It recovers through rally actions that use up an activation. SoD has no states at all. The strength-point marker is the unit’s cohesion, it is hidden from the opponent until an assault, and recovery comes from the order the Division is under, not from an action.
7. Retreat
Eagles of France (EoF 14)
Battles of Napoleon (SoD 26)
How they differ
EoF retreats are short, one hex, and governed by ZOC. SoD retreats are long, a whole printed MP for infantry, and governed by direction rules and push-back. Because a SoD retreat can travel far and push friends aside, one failed hold can open a gap in the line. Stand checks on neighbours then spread the failure along it (23.8).
8. Line of sight and terrain
Eagles of France (EoF 13.1.b, 10)
Battles of Napoleon (SoD 22, 24; Terrain Effects Chart)
|
Terrain |
Movement |
Fire |
Assault / charge |
Notes |
|---|---|---|---|---|
|
Clear |
1 MP |
no effect |
no effect |
|
|
Woods / village / cemetery |
2 MP / 1 MP |
firing SPs = 2 (Light Inf = 3); −2 DRM if the target is in obstructed terrain |
+2 defending in obstructed terrain; +2 attacking out of it (except Light and Guard Inf.); cavalry can’t charge in |
cavalry and artillery enter only by road |
|
Road |
1 MP |
no effect |
no effect |
artillery and leaders 0.5 MP per hex |
|
Hexside slope |
+1 MP |
no effect |
+2 if all attackers are uphill; −2 if all are downhill |
|
|
Mill / farm |
1 MP |
no effect |
no effect |
treat as clear |
|
Marsh |
2 MP |
no effect |
no cavalry charge into or out of |
|
|
Frozen river / pond |
1 MP |
no effect |
no effect |
|
How they differ
The LOS rules are close cousins: both block on intervening obstacles and on the slope nearest the lower unit. The difference is how terrain enters combat. EoF terrain feeds the melee DRM and the ZOC rules. SoD terrain also caps firepower (2 SPs fire out of obstructed terrain) and stops cavalry outright.
9. Facing, fog of war and cards
Facing
Fog of war
Tactical cards (EoF only)
After all that, which games bring what to the table?
In the Commander’s Chair:
Eagles of France (Rising Eagles) vs Battles of Napoleon (Sound of Drums): which system asks the right questions?
The two questions I aksed the AI to assess and then I will weigh in at the end.
- Which system gives the more authentic assessment of the decisions a commander in the Age of Napoleon would make?
- Which system conveys the thematic elements of Napoleonic warfare more effectively?
Sources
- David G. Chandler, The Campaigns of Napoleon (PDF pp.140, 284–285); Andrew Field, Waterloo: The French Perspective (grand battery chapter; e-book, no page numbers); Gordon Corrigan, Wellington: A Military Life (p.139).
- Simulation design. Philip Sabin, Simulating War (p.133).
Short answer
| Question | Verdict | Margin |
| Authentic commander’s decisions | Eagles of France | Narrow |
| Thematic elements of Napoleonic warfare | Battles of Napoleon (Sound of Drums) | Clear |
EoF puts the player in the army commander’s chair and makes him live with what his subordinates do with his intent. SoD puts the player in the army commander’s chair and the battalion commander’s saddle. It loses some authenticity in doing so, but it gains the tactical grammar of the period: line, column, square, the firefight and the charge.
Part 1. The commander’s decisions
What the historical commander decided
Chandler describes the grand-tactical problem at army level as a matter of timing and commitment. The enveloping force must not reveal itself “before the enemy had committed all or most of his reserves to the frontal battle.” Judging that moment “called for the greatest judgment on the part of Napoleon and his key subordinates.” Napoleon had to judge it through “the billowing clouds of black-powder smoke,” while his subordinates kept “their eager troops ‘on the leash’” (Chandler, p.284).
Chandler also describes the mechanism of control. The signal went by massed cannon fire or “by hand of a trusted aide-de-camp,” and the decisive manoeuvre was given to “his most trusted subordinate, for everything depended on the arrival of these troops at exactly the right place at the right moment” (Chandler, pp.284–285).
So the commander’s decisions are: – Intent. Where each corps or division is to go. – Delegation. Who is trusted with the decisive move. – Timing. When to commit the reserve and when to spring the flank. – Reading a battle he cannot fully see.
He does not choose battalion formations.
How Eagles of France models those decisions
- Orders are intent, and execution is delegated. Formations receive a geographic objective or a defence stance, and units must end their moves no farther from the objective (EoF 11.1.a). The rules state the division of labour plainly: “Orders simulate the aim and constraints on movement implied by the general direction given by the overall commander. The choice to attack/fire is left at the formation level” (EoF 11). That matches Chandler’s picture: the commander sets direction, and subordinates fight the fight.
- Subordinates are unreliable, and the player has to live with it. Every activation needs an initiative roll against the officer’s rating, and a failure means the formation stays put (EoF 7.3.a). A formation that leaves its officer’s 6-hex range moves only by quality test at half speed (EoF 7.3.c, 11.2). This is the “trusted subordinate” problem as a die roll.
- Changing your mind is expensive. Each turn only a limited number of orders may change, set by scenario (EoF 11). A commander can force one emergency change, but the formation then loses its current activation (EoF 11.3). Once committed, a corps is hard to redirect, which is the heart of Chandler’s timing problem.
- The commander rides to the crisis. The commander’s abilities are emergency orders, rallying four stacks, and direct activation of stacks within his range (EoF 11.3). They reward putting the army leader where the battle is decided, as Chandler describes Napoleon riding over personally to give the signal (p.285).
- He cannot see the whole field. Order chits are hidden behind five decoys (EoF 11). Stacks can’t be fully inspected (EoF 22.1). Optional hidden formations are revealed only by spotting (EoF 22.2). This is the closest either system comes to Chandler’s smoke.
- He doesn’t know how long he has. After every activation an end-of-turn roll may close the hour (EoF 7.3.j). The player never knows whether the reserve will get its moment this turn.
Weaknesses. – The order categories are thin: an objective or defence, plus a rally option (EoF 11.1). There is no “attack” posture distinct from movement. Orders govern movement only: “Geographic orders have no impact on fire or combat ability” (EoF 11.1.a). – A formation under a march order may fight freely all the way to its objective. That is generous to the player and less of a constraint than real orders imposed.
How Battles of Napoleon (Sound of Drums) models those decisions
- Attention is the scarce resource. The army’s activation cubes come from a die roll plus the army leader’s leadership (SoD 13), and “players receive fewer ACs than would be needed to activate each and every one of their formations in a turn” (SoD 16.3, note). The designer is explicit: “players will not be able to move each unit each turn and orchestrate a whole army. The majority of the participants spent most of the battle ‘waiting’” (SoD 16, note).
- Sabin identifies this as a known and valuable technique: some units “moved repeatedly whereas others are left in place for turns on end, hence both reducing playing time and mirroring the variability of real movement rates” (Sabin, p.133).
- SoD makes it the centre of the game. It is the best representation in either system of a commander deciding where the battle will be fought this hour.
- Commitment has a price. Orders cost Army Fatigue every turn: 2 for Attack, 1 for Move, Defend or Retire. Regroup earns 1 back. An army that runs out collapses (SoD 12, 14). Keeping everyone on Attack exhausts the army.
- This is a clean model of what committing the army costs. It is also the strongest link in either game to Chandler’s point that the enemy must be made to commit “all or most of his reserves” first (p.284).
- The SoD player can watch the opponent’s fatigue track and judge how close he is to breaking.
- Repeat activation wears formations down. The 2nd and 3rd activations cost movement (SoD 16). Pushing one Division hard is possible but blunts it.
- The reserve really is a reserve. The French Guard needs two cubes, which need not come in the same turn (SoD 16.1). The Mass Cavalry Charge needs two cubes on Murat and can be used once per game (SoD 16.2). Both are decisions about when, which is exactly Chandler’s question.
Weaknesses. – The player changes posture almost freely. Inside 12 hexes of the army leader, an order change costs only 1 CP, and Napoleon has 6 per turn at Eylau (SoD 11.2). The friction falls on activation, not on orders. A commander can switch a Division from Move to Attack between turns at small cost. – The player is also the battalion commander. Every activated Division’s units choose line or column, facing, and when to form square (SoD 17). The designer concedes it: “did Napoleon decide which formation / facing the individual combat units used? No, of course not. BUT, we wanted the players to experience the coordination of the different arms and their formations” (SoD 17, note). That is a defensible choice for the game, but by the designer’s own account it is not a commander’s decision. – Hidden information is thin. Orders may be inspected on demand unless the players agree otherwise (SoD 9). Strength-point markers are hidden until an assault (SoD 25), a good touch at the tactical level, but there are no hidden formations.
Verdict, question 1: Eagles of France, narrowly
EoF makes the player issue intent and then watch subordinates succeed or fail at it. Initiative rolls, command range, the limit on order changes, decoys and hidden units together reproduce the delegation and blindness Chandler describes. SoD reproduces something Chandler also describes, and does it better than EoF: the economy of attention and the price of committing. But it then asks the player to make battalion decisions that, in the designer’s own words, Napoleon did not make.
If the question were “which game makes you feel the commander’s problem of where to spend effort,” SoD would win. The question is “which gives an authentic assessment of the commander’s decisions.” EoF filters the player’s actions through subordinates and orders more consistently, so it edges it.
Part 2. The thematic elements of Napoleonic warfare
What the sources say the period looked like
- Column, skirmishers and the charge. Chandler describes the column advancing behind skirmishers, the horse artillery galloping up “to open fire with canister at close range,” then the charge: “those in the front ranks crossing their bayonets, as the drums beat the charge” (p.140).
- The column could not win on its own. Field quotes Napoleon: “Columns do not break through lines, unless they are supported by a superior artillery fire.” He describes the purpose of massed artillery as being “to remove the need for the attacking troops to get drawn into a lengthy firefight, during which it was notoriously difficult to get them moving again to deliver the decisive bayonet assault” (Field, grand battery chapter).
- Combined arms against the square. Infantry in square “were perfectly safe provided they did not panic and break the square. If the square was broken and cavalry could get inside, then the end was usually swift and certain.” The accepted method was “to use the cavalry to force the infantry into square, then use artillery to blast holes in the squares through which the cavalry could pass” (Corrigan, p.139).
So the period’s signature is a combined-arms triangle of infantry, cavalry and artillery, played through formation: line for fire, column for movement and shock, square against horse. Battles were decided by fire and nerve more than by hand-to-hand fighting.
Battles of Napoleon (Sound of Drums)
SoD is built around exactly this triangle.
- Formation is the game.
- Line fires at double strength (4 SPs × 2) through two front hexsides. Column fires with only 2 SPs but has four front hexsides, so it moves more freely.
- Square stops cavalry: +4 to the defender when charged. Artillery firing on a square gets +4, and on a column +2 (SoD 17, 21.3; v10 chart).
- Corrigan’s tactic, cavalry forcing the square and guns breaking it, falls straight out of those numbers.
- Infantry facing cavalry must decide when to form square, and the later it decides, the harder the roll (SoD 17.3.1).
- Fire, not melee, decides. “There is no melee combat. To take over an enemy-occupied hex, players need to declare an assault … which is considered fire combat at very close range” (SoD 21). The designer’s reasoning matches Field almost line for line: “The last defensive fire either discouraged the attacker or the sight of an advancing wall of bayonets unnerved the defender and then either the attacker or the defender ran before contact” (SoD 21, note).
- Holding is a test of nerve. The defender’s hold roll is modified by quality, orders, formation, flank and rear attacks, and every SP the attacker lost to defensive fire (SoD 23.3; v10 chart). “In line assaulted by column” gives −1 and “in column assaulted by line” gives +1. The doctrine is printed on the table.
- Cavalry exhausts itself. Units that charge go tired; reaction charges punish units moving into a cavalry front; evasion keeps cavalry out of musket range (SoD 17.3, 21.5, 23.4).
- The set pieces of the period are in the rules. French élan: +1 MP to close with the enemy against +2 for the Russians at Eylau (SoD 19). The Guard as a costly reserve, Murat’s Mass Cavalry Charge, Cossacks, and the snowstorm (SoD 10, 16.1–16.2, 23.6).
- Losses are cohesion. Units lose order rather than men, and recover under Hold, Regroup or Retire orders, never to full strength (SoD 17 note, 27). This is a thematic statement about how battalions wore down over a day.
Eagles of France
- Formation is absent. There is no line, column or square anywhere in the series rules. Facing is optional, and the designers explain why: “Facing is not explicitly simulated in the game. At this scale, we believe that QF and DR are simulating what each regiment/battalion officer is choosing to do in a given situation” (EoF 23). Formation is left to the quality factor in the same way.
- The cavalry duel is rich. Prepared versus unprepared charges, fatigue from contact, counter-charges, retreat before combat, and pursuit control set by nationality and year (France 8 to 1812, 7 after; UK 5) (EoF 17). These are thematic and well judged. The UK pursuit factor of 5 encodes the British cavalry’s reputation without a special rule.
- Infantry against cavalry is a single test. Emergency defence replaces the square: pass a QF test for +2, fail it for −2 (EoF 17.6). It works, but the player never decides to form square or carries the consequence of a square under artillery fire.
- Melee is real. Melee is resolved on QF difference, odds, encirclement and nine DRM categories (EoF 13.2.b). In clear terrain, a defender facing a negative modified roll is eliminated outright (EoF 13.2.c). This is closer to the hand-to-hand fighting the SoD designer dismisses as “a gamers’ dream” (SoD 21, note) than to Field’s firefight. Fire still matters, though: opportunity and defensive fire can stop an attack before contact (EoF 7.3.f–h).
- Rout and morale are well done. QF tests cause retreat and rout, rout spreads to stacks it passes through, and demoralisation sets in at 50% losses (EoF 15, 16, 19). Flags and leader capture add period colour (EoF 20).
Verdict, question 2: Battles of Napoleon (Sound of Drums), clearly
SoD’s combat system is the Napoleonic combined-arms triangle. Line against column, square against horse, guns against square, and fire deciding the assault are all mechanics the player handles every turn. The historical sources above describe those dynamics, and the SoD numbers reproduce them. EoF abstracts formation into a quality number and keeps melee as the decisive act. Its cavalry rules are the more detailed of the two, but the look and feel of a Napoleonic battlefield, the squares and the firefight, is not on its board.
Where the two answers pull against each other
The two verdicts come from the same design choice. SoD gains its theme by giving the player battalion-level decisions: formation, facing and when to form square. Those are what make it feel Napoleonic, and they are also what makes it slightly less authentic as a commander’s game. EoF gains its command authenticity by abstracting those same choices into QF, which is why its battlefield feels less like the period.
A player who wants to be just Napoleon gets more from EoF. A player who wants to see a Napoleonic battle gets more from SoD.
Having played both I think the majority of wargamers might feel a bit like me. I do want to face my guys, run my arty up and un hitch, launch the assualts. Group my formations, swap to line and back. It makes the game more immersive to my mind and certainly more thematic. SOD runs that line of giving you enough detail without tipping you over into the fantastic dark abyss of La Batt titles from COA etc. As for Command and Control, the scarcity notion is in my mind the same as the ‘intent’ challenge that EOF delivers, and it ties directly to your victory conditions [Army Fatigue] . Miss use of your Divisions will ruin your day. I disagree with the EOF preference the analysis presented, and it also has the down side of being a hidden aspect to the game, which degrades solo play.
I enjoyed Eagles of France when it came out, as it was a system that was fresh and brought a commander perspective to the table with a game that can be finished in an afternoon. I think that for an entry level system it is IDEAL! But if you want a bit more crunch, but not the entire bag of chips the Sound of Drums has a fascinating offering.