I was always going to hold this product to a high standard. I regret to say that it doesn't go as far as it could nor resolve the tactical problems that the author rightly points out in the introduction.
Is it a difficult concept to fit into the system? Certainly! Is it impossible to resolve without changes to the core rules? Maybe - and if it is, then that's what should have been proposed here.
More could have been done with formation fighting, which would benefit many different fighter concepts. The design favours Overrun when the introduction and source material seems to indicate a Bullrush (this could work better on a charge as well).
I have some smaller mechanical quibbles: the slightly odd skill rank requirement, the busy mechanics for the effects of an Impale, some oddities in the attack scores for the sample character's stat block.
Text editing and layout are faultless as throughout this series. It's a good 4 stars overall but I'd almost like to rate it 3.5 on content. I'm going to update my rating for the Peltast, as it's comparatively a much better resolved design.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>
[4 of 5 Stars!]