I got a game in the morning (Saturday), took about two hours. I hit the 'gamer standard' meeting engagement between equal forces, just to get another playtest in. There's no real backstory: let's call it US Army vs. Warsaw Pact equipped bad guys somewhere in Europe, and they don't like each other.
For both good guys (GG) and bad guys (BG), each five-man squad has a squad leader, so I'll be rolling up activations for them and each side's PC.
Next up is B2 for 2nd Squad (so really only one activation as you subtract the stress), so the Squad Leader (SL) unpins the SAW gunner. Then I get B3, so the 2nd Squad SL unpins the grenadier.
B2 is next, and the US PC pulls two pins off of 2nd Squad troops. I get another B2, which exhausts the US PC (friggin' Lieutenants). Then I get B1, US 1st Squad exhausted (friggin' Army). Next is R2, and their 2nd Squad unpins a couple guys in the center.
R1 comes up next, and the BG 2nd Squad is exhausted. But don't forget, their PC is still fresh... Then I get B2, so US 3rd Squad is exhausted. Next is B4, so US 1st Squad unpins a three of its boys.
Then I get B1, so US 2nd Squad is exhausted, followed by R1, so BG 2nd Squad is exhausted. Then I get another B1, so US PC is exhausted. Then I get another R1, so BG 1st Squad (all BG leaders) is exhausted. What the hell is going on with my dice? Then I get a B6, so 1st Squad unpins all four men.
Both sides had sixteen men, and the bad guys left six of their own on the field of battle, while the US suffered only two men down. It would be easy for me to say it was a bit frustrating (from the aspect of wanting the US side to 'win'), but in reality it's quite interesting that the US won, given the amazing activation rolls the bad guys enjoyed.
From my standpoint, I need a bigger fighting area, as I really didn't have that many troops on the field (it's a platoon-level game, with actual 8 to 13-man squads, and my squads were only five men). Given that, I'm also pondering movement. Whilst the 3" movement rate is certainly realistic, in a game (and that's what I'm playing, a game) I want to see some maneuver, and that's tough when you're impatient and know you'll only get 3" at a time. I'm wondering about extending movement rates, or allowing 'group' movement (one activation point to order multiple guys moving together, though still requiring one activation point per man firing). Group is probably too convoluted, maybe just double the rates, make a sprint 6" +D6 movement. I just noticed that I never used a move across open ground in this game. Guess I'm getting more cautious in my old age ;)
Anyway, a great game with great rules. I'm loving the combat and C2 mechanisms, really works great to give you the 'unknown,' which is absolutely necessary for me playing solo. Stay tuned, more to come.