Yeah, that's one major reason i like them, the games move right along. I had 20+ T-34s, in a large convention game, and was moving them all over the place. (lost ALL of them going up a one lane road
) People can jump right in and learn it in a turn or two.
Our GM uses stands of four troops, three troops, two troops, and a bunch of single figures for units, and does the "change" method for casualties (takes a base of three, gives you a base of two, etc.) works great.)
The rules create what I call "basketball style" games. Momentum swings back and forth, and the damage roll in round three can turn out to be the decider in a 20 round game. Much fun.
Still need to really try Harwood's system in a big game. I heard "I Ain't been Shot, Mum" is also fun in a Rapid Fire game.
Going through endless books and tables for Command Decision, and I just had a single Tiger. Complicated. I think I had to wade through pages of every type barrel, every factory version, and evry armor thickness nuance, of every target I shot at. That's how I remember it.