The turn is alternating unit activation. Both players dice off at the top of the turn and suffer modifiers for lost or pinned units. Units have 2 actions (move, fire, aim, unpin, capture objective being the most common) with each action being fully concluded before the next. Reserve fire and movement allow for overwatch/reaction by the enemy. Unit profiles are quite light with move, will, armour and combat ability. Weapons have their own stat line (such as automatic rifle, heavy machine gun, autocannon). Up to 2 Special perks/abilites allow for more chrome/differentiation of unit, and this can be wrapped up in 'theatre special rules' (this allows you to state all your insurgent troops/Viet Cong have some special ability without filling those 2 slots).
The 'Raid' is one of the asymmetric scenarios where some crack troops are racing in and capturing an objective held by second stringers. They are heavily outnumbered and need to grab and go. The victory points definitely favour the defender in any sustained engagement (who need to secure a random objective as well). The scenario probably needs some slight tweaking to unit profiles and/or vp as it's still pretty challenging for the attacker. It's a great scenario for learning the ropes of vehicular combat and air operations (the attackers get some sort of flyer (helicopter/vtol) while the defenders get some sort of light combat car (armoured car/technical/jeep)).
Thomas is very excited about the wide scope that the rules can be used for and I can quite easily see it myself. Combat is pretty bloody but the escalating morale penalties for lost men causes a lot of pins and lost actions instead of single man units charging to their doom. The VP's in this scenario certainly encouraged hunting and killing of units.
|My troops die in close combat to veterans|
I'm looking forward to following the development of the rules (there's a facebook group), and hopefully get some of my small number of painted figs on the table for short fast games.