Played a game with PoG on Wednesday, the scenario had a German assault force during the 1918 Spring Offensives attempting to take and hold a crossing over a stream in the British rear area. The German force consisted of an assault section of 6 men equipped with rifles and grenades, a section of 5 men armed with SMG’S, a LMG team and a flamethrower team. The defending Brits were a hastily assembled force of one LMG team and a rifle section, the LMG team was placed in some hastily dug trenches whilst the rifle section held a farmhouse on the opposite bank of the stream.
The Germans made excellent use of the dead ground to advance upon the LMG team when the SMG section game into view it immediately came under fire from the Lewis gun losing both its NCOs in the process, the Germans excellent training came to the fore as they were unperturbed by this (Dave needed and got a 1 on a D10 to pass its morale check) In the mean time the flamethrower team worked its way round the other flank firing and causing the LMG team to become suppressed in the subsequent turn they were charged by the SMG team and wiped out. The rifle section in the house where meanwhile being kept in check by the German LMG team. We decided that they would be unable to hold the Germans so stopped at that point to discuss the rules.
What do I think? Thought at first that they were a little fussy, being used to Trench Wars and CLA, but on reflection later when a little less tired they did look quite straight forward, a few more games under our belt may enforce this view. Things I did like were only being able to fire with half the figures in the unit and the dips and folds rule. Things I didn’t like, having to use counters (although I suppose these could be replaced with something more aesthetically pleasing).
Did not use artillery or tanks but the mechanisms for these look quite straight forward.
Would I recommend them? Yes, plenty of ideas to adapt or modify to suit other rules you may favour even if you don’t use these.