Take-away features are:
- Like 'Iron Cross', there is no mucking about with all of the features that make mechanised combat / wargaming so 'finicky' and complex in rules systems. No artillery plotting, smoothbore WarPac missiles are handled via a card, infantry units have intrinsic AT and AA values etc.
- The game is more concerned with the to and fro of the turn sequence and making you think about how to manage your resources - whilst leaving enough in reserve to react, rather than thinking about how to manage the Quick Ref sheet. That's a real bonus.
- In one case, the Soviets expended all of their command tokens. This allowed the British to pull out and form a second defensive line. You don't always see that in other rules. Well, you probably can do it in other systems - but it's a pain to do normally.
- So, given that, you would think that it would lose the flavour of a modern battle - since all of the minutiae and 'tech' aren't there in terms of game mechanics, but we were pleasantly surprised.
- ATGWs are deadly when they interrupt, and infantry get good cover, but can be exposed fairly easily by a canny opponent. We certainly got a feel for how they would be used on the north German plain so extensively, whilst still also getting a feel for why their crew's life expectancy in 'the Zone' was only 72 hours.
- LAD and Blowpipe/Stinger are subsumed into a defensive roll that is the same for all sides. This is far more preferable to me than looking up a table to see how the writers have overestimated the effectiveness of the 'Blowpipe' AA missiles ... (on which more later) .
- The Soviets need quantity. I thought 2 or 3 steps of difference in the armour rating was wrong at first - until playing. The difference between a Challenger's 19 armour and 16 on a T64 makes a BIG difference, and yet still seems right. It took a Soviet Hind to even things up on the British flank.
- There are lots of little nuances in the rules, such as recovering via pulling troops back for rally etc., which all make sense, and will come out with further plays I think.
...and so to battle. Kit is all Skytrex 10mm/1:200. My Timecast infantry has not arrived yet..
Soviet Battlegroup is: 2 platoons T64, 1 company BMPs plus Recce, 1 x Hind
British Battlegroup: 1 reduced platoon Challenger I, 1 platoon MICVs, Striker + Recce platoon.
(I have spoken to one of the engineers (Retired) who worked on it believe it or not, who tells me that the government budget meant that Blowpipe wasn't properly tested and had to be swiftly replaced by Starstreak/Javelin etc. Its record in the Falklands speaks for itself. Granted, it's just like any other AA missile here - so it's ok for these rules). Oh yes...it misses...
Great game. Really nice rules. Just what we needed.
(Obligatory DM3 track attached...Radio Gobin presents: 'Do Wrong Right' ...that about sums up the rules right?)