TabletopWarrior
Mongoose
I used the unit info that can be found on the "Have rules, no stats" thread. Thanks guys! I really appreciate your efforts!
I was using WWII stuff to proxy. Each side had a challenger tank. One side used a USMC squad and the other had a PLA squad. Battle was on a 4x4 urban setting. I played two games. Each side won once.
First impressions:
I like the rules. They play quickly, but give interesting, real-ish results. Suppression is critical to how the game plays. Lay down a good base of fire from your SAW or Norinco MG (or tank!) and other folks can manuever without getting blasted in the open.
The unit card info really is the key to the game. I was a bit worried after reading the rules in S&P, because I could only read the basic info on the sample unit cards. I was going to have to take it on faith that the unit cards had good rules on them. But I needn't have worried. Be sure to look at the "Have Rules, no Stats" thread to see what I mean.
The mechanics for machine guns and the like seem spot on. I was a bit worried they were underpowered, but they certainly are not.
The combination of two actions, suppression, and reactions can provide varied and interesting results with deceptively simple appearing game mechanics. But exactly how those mechanics interact, can ocasionally take just a bit of thought to get right.
Tank results seem good. I like that a tank's only possible reaction is to shoot with MG. Otherwise, they would seem too nimble. Tanks can take a lot of punishment, but one lucky shot can take them out.
Tanks vs Infantry is a bloody, ugly place for infantry. Again, that sounds about right.
My biggest problem seems to be keeping my key models in play. But if I place them in cover so thay can see, they are frequently the closest model. If I put them further back, then they are no longer touching the linear cover. Oh well, I'll figure this out.
Having only one squad per side was a bit limiting. For those of you contemplating your pre-orders, I would suggest a tank and TWO squads of infantry, just as Mr. Sprange has previoulsy suggested. If that doesn't fit your budget, one tank and one squad provided me with interesting games. As for the MEA, I am guessing three or four squads, but that is just a guess.
Overall, I really like the rules. I have been looking for a game with simple mechanics that gives "real" feeling results for platoon sized combat. This game is perfect for that.
TW
I was using WWII stuff to proxy. Each side had a challenger tank. One side used a USMC squad and the other had a PLA squad. Battle was on a 4x4 urban setting. I played two games. Each side won once.
First impressions:
I like the rules. They play quickly, but give interesting, real-ish results. Suppression is critical to how the game plays. Lay down a good base of fire from your SAW or Norinco MG (or tank!) and other folks can manuever without getting blasted in the open.
The unit card info really is the key to the game. I was a bit worried after reading the rules in S&P, because I could only read the basic info on the sample unit cards. I was going to have to take it on faith that the unit cards had good rules on them. But I needn't have worried. Be sure to look at the "Have Rules, no Stats" thread to see what I mean.
The mechanics for machine guns and the like seem spot on. I was a bit worried they were underpowered, but they certainly are not.
The combination of two actions, suppression, and reactions can provide varied and interesting results with deceptively simple appearing game mechanics. But exactly how those mechanics interact, can ocasionally take just a bit of thought to get right.
Tank results seem good. I like that a tank's only possible reaction is to shoot with MG. Otherwise, they would seem too nimble. Tanks can take a lot of punishment, but one lucky shot can take them out.
Tanks vs Infantry is a bloody, ugly place for infantry. Again, that sounds about right.
My biggest problem seems to be keeping my key models in play. But if I place them in cover so thay can see, they are frequently the closest model. If I put them further back, then they are no longer touching the linear cover. Oh well, I'll figure this out.
Having only one squad per side was a bit limiting. For those of you contemplating your pre-orders, I would suggest a tank and TWO squads of infantry, just as Mr. Sprange has previoulsy suggested. If that doesn't fit your budget, one tank and one squad provided me with interesting games. As for the MEA, I am guessing three or four squads, but that is just a guess.
Overall, I really like the rules. I have been looking for a game with simple mechanics that gives "real" feeling results for platoon sized combat. This game is perfect for that.
TW