One of the nicer elements of the rules is the action points system. Better commands get more points to do things with their various squad elements, while less effective platoons/companies are less useful as their points dry up quickly. You can move an element (twice) fire a number of times, or use multiple points for supporting fire etc.
The combat rules need a little work as they're quite clunky and table intensive, but these are a 'beta' after all.
We played the game again with FUBAR - another resounding success with a simple ruleset; fast flowing, intuitive, promoting crossfires and fire and movement to lend credence to the simplicity. Elegant and exciting are the watchwords here.
Anyway...to the pics!!!
We need a little more work on understanding the combat system, but the multiple actions on the basis of command effectiveness was really nice.
A really, really close game. FUBAR can be used in many games and is always fast and decisive.
The game did prompt me to start thinking about my own rules based on some of the excellent things we're seeing with action points and with FUBAR - at a company/regimental level for WWII and Modern...hmmm, thinking...thinking.