Both have been testing these rules over a period of weeks.
- Some nice concepts for 'blinds' that promote hidden movement/dummies/fog of war and a card driven turn sequence that promotes friction (perhaps leading to situations re. reactive fire that do seem alien when compared to other rulesets) - though the nature of such systems seem to have left a lot of questions as to intent of the rules and mechanisms.
- Despite that, there seems to be a core game with some nice features.
- I imagine that some dedicated house ruling will expunge much of the doubt...
Ranges are quite close (12" = 80yds) so it's a close in game, where knowing when to shift into the battle off a blind seems to be key - though the guys still have a lot of questions and I imagine that house-ruling is the order of the day here.