|Nearing the end of the pre-game - British and German|
patrols on table 2 feeling each other out.
If you want to know more about the core concepts in the rules, there are a couple of YouTube videos up here and here, with another one coming.
There's a couple of really innovative rules mechanics in the game that have the potential to really make the whole thing. First off, the patrol/jump-off point pre-game, which essentially eliminates the first bunch of moves in something like Bolt Action while the forces actually find each other.
|The Germans on table one deploy to their jump-off|
Once all of one side's markers are locked, the second phase of the pre-game is that the players have three jump-off point markers, which they take turns to place: they must be at least 6" further from the enemy than a patrol marker and they must be in cover.
The end result of this is both sides now have three points in cover to which they can deploy units (be they fire-teams or sections), and have both undergone some preliminary scouting out of the opposition. There's no end of potential for tactics and thought in the pre-game - I spotted several subtleties just in the one game I was helping referee.
|The Germans on table 2 advance through |
(one of my new) woods.
Activation works like you'd expect in any Lardies game: NCOs and officers get multiple command initiatives to activate sections or fire teams, rally off shock, etc.
Combat is very like Dux Britanniarum, believe it or not - you roll N dice to hit dependent on range, the target rolls to save hits, taking shock or kills depending on cover.
And that's pretty much it. The rules are still being fine-tuned, but all in all it's a great game, and I think it has potential to be a winner. I loved it (even if all I was doing was refereeing one of the two games): it really does require you to use period tactics and really think about your initial patrol and subsequent deployment, as if you don't then things can all too easily just bog down into a firefight.