T-Hawk here was one of the Ref's. They did a great job running the game. I'll post pics later, but I 'll tell you now, it was SWEET!
Anyone familiar with Sir Rick's and Alessio's past works will be familiar with the rules.
Just a quick overview. I only played and don't want to mislead anyone with a mistake. Also, seems these are still a fairly early version of the rules and things may change.
D6 based. Each weapon has a ROF equal to the number of dice you throw. Roll to hit, then roll for wounds. If a unit takes a hit, they get a supression marker even if no wound is scored. Supression markers penalize your shooting attacks and make passing all checks harder. Supression adds up fast, eventually causing the unit to be removed from play.
HE attacks get a D6 value. When they hit, roll that number of D6's and that's the wounds the targeted unit unit takes. No templates.
Right now, tanks were light, medium, and heavy. Again, this is not the final rules (?). Guessing there will be far more detail in the army books.
Roll to hit, then to penetrate the armor. If you do, roll on an effects chart which is basically no effect/ immobilize /tank burns /tank is destroyed.
Overall, it was a fun and fast game that we had a pretty good handle on quickly. Really looking forward to the final product!
Looking forward to what the folks from Salute add as well.
Thanks to the Game Korps for running the game and Warlord for the generous prize support!
Oh, The initiative system was this. Every unit gets a colored chit, grey for German, green for US. The GM pulls a chit, that colors side picks a unit and activates it. Then onto the next chit. This way you never know for sure which side will go next and you need to prioritize your moves.