A few thoughts: Both Mike and Earl are long time miniatures gamers, but there was still a learning curve involved (as mentioned on the CBW page). So there was something of a slow start to things as they moved through the steps, got used to the movement, and picked up on finding information on the player reference. So adjust expectations accordingly and be a bit patient as you get into the system if you try it. By the end of turn 2, things were running more smoothly. One thing they added was that the slow going was not entirely due to the system, but that they were very much engaged with trying to anticipate counter-moves and thinking two turns ahead. Both said that they enjoyed the game and the system. Mike is going to adapt CBW for to his 10mm Risorgimento forces (I'm looking forward to that!), and Earl is going to incorporate the action:reaction system into his Rebels and Patriots games.
The other lesson is that the game "speeds up" as it goes. In the early turns, when you have fresh units that are distant from the enemy and a starting full force pool of activations, there seem to be almost too many activation points. However, as the lines close, you start having to burn activation points on reactions, firing, and rallying--on top of moving. Suddenly, that too-generous force pool starts feeling a bit pinched. When you start losing stands, the activation pool starts to shrink, making things even more interesting. On top of this, when losses start coming in, the units are invariably in close proximity to the opposing units, and so actions and reactions come into play much more frequently than when units are more separated. In this way, CBW has a trajectory not unlike a chess game, with an opening, a mid, and an end game. Unless the players are particularly cagey or the table is wider than 4 foot by 6 foot, turn 2 will be a transitional turn--it will begin like a continuation of turn 1 but units will be coming into range of each other and engaging, then things start feeling very different. In turn 3 both sides will be engaged down the line, or a good part of it, and it will be much more of a "fighting" game than before, with exhaustion levels starting to climb as well. If exhaustion doesn't end the game, usually, a gap will develop somewhere, or threaten to, and then maneuver will kick in again (end game). If playing a "tournament style" quick game, a game will be decided in three or four turns. At least that's how our games seem to have run thus far. I'd be interested to know how any others proceeded.