So that's the end of the Platoon MegaTest - 11 different rules played out against a set of 6 inter-linked scenarios. So what are my conclusions?
Op Martlet Campaign
The Op Martlet Campaign from Too Fat Lardies was great fun and gave a great structure. Playing it By the book it would have been a real challenge as the British platoon suffered badly pretty much every time, whether it won or lost, and would have found it hard to keep going until relieved. I've got 29 Let's Go but also tempted by the The Scottish Corridor. I'd also like to do one based on the Canadians on Op Totalize.Reviews Summary
- Pros: Good ranges and weapon balance. Shock. Covers most situations.
- Cons: Activation model doesn't seem "real". End up gaming the CoC dice.
Bolt Action 9/10
- Pros: Order dice and activation vs pins. Covers most situations.
- Cons: Short ranges. Underpowered LMGs. Too many "special" rules. Melee combat. Odd indirect fire (opponent places misses!).
KR16 6/10
- Pros: Pretty simple. Nice activation model where hard tasks are harder to activate (eg assault)
- Cons: Even simple tasks too hard to activate though. Damage removes pins, so better getting 1 hit not two often.
Fireteam: Modern 8/10
- Pros: Pretty good. Nice random events on joker. Well laid out.
- Cons: One step too many some times. 5 dice just to activate each unit!
UltraCombat: Modern 6/10
- Pros: Very few I'm afraid.
- Cons: 3in1 concept makes very bulky. Doesnt cover all events (most HE, smoke, etc). Confusing layout. Hestitate/Pinned/Suppressed confusion. Zero friction, but units often hesitate from hits and get stuck.
Force on Force 5/10
- Pros: Rules very complete, infinite fire exchanges but decreasing effect
- Cons: Don't like variable dice type mechanics. Masses of dice. No one every pinned.Little friction.
No End In Sight 8/10
- Pros: Best example of section leader commanding. Nice command exhaustion activation mechanic. Good under-fire morale test.
- Cons: Too easy to recover from pin? Dice heavy on combat.
Iron Cross 4/10
- Pros: Few
- Cons: No penalty for over-reaching activation. To easy to recover damage. Kill in one turn mentality. Fire-React too pervasive. No smoke. Start min/maxing combats to eliminate a unit in single go.
Monty Gunner Who
- Pros: Nice and fast card mechanic, with gambling option! Good HE.
- Cons: Melee and anti-tank a bit card heavy.
Contact: Wait Out 6.5/10
- Pros: Scales to Bn/Bde at different resolutions. Covers all situations.
- Cons: Needs better HE rules. Firepower model didn't handle small units well.
Bolt Action Reality Check 9.5/10
- Pros: Played really well - as it should
- Cons: A few tweaks but otherwise fine
So Bolt Action with house rule changes a clear winner, and even struggling at this scale to see why I need to waste time improving CWO. May be a different story at Company upwards though.